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One x One 𝕶𝐞𝐢𝐠𝐧𝐢𝐧𝐠 ♕ 𝕱𝐢𝐫𝐞 「𝔩 𝔬 𝔯 𝔢」

The Witch Son

and a swift justice to those that got away with it
- Houses of Dorelith --------------------------------------------


  • Brooke: Big lake.
    • Sigil: White Swan on Blue
    • Castle: Brightwater
    • Motto: Truth Clear As Water

  • Stryder: Lots of forest.
    • Sigil: Grey Wolf on Green
    • Castle: Greenden
    • Motto: Howl Together

  • Woodville: Lots of forest.
    • Sigil: Purple Griffon on Red
    • Castle: Greenperch
    • Motto: Fly High

  • Day: Family is into Astronomy.
    • Sigil: Yellow Sun on Purple
    • Castle: Starsight
    • Motto: There Is Always Light

  • Corbyn Agriculture hub.
    • Sigil: White Lion on Black
    • Castle: Whitehall
    • Motto: Noble Are We

  • Stoneway: Mines.
    • Sigil: Blue Bear on Red
    • Castle: Deadstone
    • Motto: Steady As The Mountain

  • Goodwyne: Agriculture hub.
    • Sigil: Black Unicorn on Yellow
    • Castle: Rosehall
    • Motto: Reap What You Sow

  • Rowen: Founded by the seventh son of a seventh son. This family has never produced a mage, but it is thought its members have properties about them that counteract magic.
    • Sigil: White Rowan Tree on Grey
    • Castle: Seventhson
    • Motto: Never Forget

  • Grimald: Militarily inclined house.
    • Sigil: Black Stag on Blue
    • Castle: Cailmair Keep
    • Motto: With Valor and Glory

  • Drakan: Royal family, biggest city in Dorelith located near castle.
    • Sigil: Red Dragon on Black
    • Castle: Blackgate
    • Motto: Pride Honor Justice

  • Winder: House of Knights. This family has no heirs.
    • Sigil: White Mountain on Grey
    • Castle: Darendale
    • Motto: Steady With the Winds


- Languages -------------------------------------------------
  • Arcane: An ancient language whose written form is called rune.
    • Mage schools purposefully guard knowledge of arcane language from non mages, and horde texts and scrolls containing arcane from competing schools. Despite this, commoner mages do learn arcane phrases and/or runes and pass them down by mouth.

  • Common tongue: What everyone generally speaks.
    • Knowing how to read and write is not common, some lords set up schools for commoners but they’re not seen as necessary.

- Titles -----------------------------------------------------
Apostles
They are the priests of the mercy of Aule, ordained by the messiah herself to spread the word of Aule’s mercy and lead prayers and congregations.

Inquisitors
A special Order of Apostles created to root out heretics. They only answer to their queen.

Iron Thrall
You don’t want to be sold into thrallhood, from there your life is certain to be bloody and short. The most you can hope for amongst the thralls is public glory as the fickle cheering crowd screams for your victory. Even then, you can’t entertain them forever, the pits are not kind to the aged and luck is never on your side. They call you iron thralls for how close the accursed word thrall sounds to thaler, cheaply made iron coins, your master might have bought you for silver or gold but your life in the end will barely be worth iron.

Iron thralls are bought and sold human livestock, trained to fight for a crowd’s enjoyment in the pits, and maybe a fancy arena one day if they’re good enough. Be a winner, maybe your life is easier, maybe your master will give you treats and let you sleep on plush cushions and send pretty women to your bed. Maybe, maybe, maybe it will feel like you aren’t owned for a moment. Be a loser, an alive loser, and you get to sleep in the cells with everyone else. Where the shackles do a good job of reminding you where your place is.

Rebellions, big and small, used to be a problem amongst masters. But masters, in the many years they’ve been honing their craft, have gotten smart. Every few years a grand competition hosted by the masters is held for thralls of a certain skill and popularity to compete. In these competitions each round is a death match, only one may survive, and so on and so forth until there arises a victor. This victor wins his or her freedom. Their master gets to take home the prize coin. It’s considered good etiquette to send off the newly free victor with some of that coin but especially greedy masters are not unheard of. This competition does three things for the masters. Firstly it clears out the old stock of champions to make way for the new ones. Secondly, it gives thralls that smidgen of hope they need to obediently fight ferociously. To think that they, one day, could be lawfully free. Thirdly and lastly, it keeps the thralls competing with each other, because nothing is more dangerous than a horde of warriors you trained uniting against you. After all, they outnumber you.

- Currency ---------------------------------------------------

Gold: Nobles deal in gold pieces, as do the merchants that cater to them, though those are few and far between.

Ducat: High rolling slavers and nobles deal in these silver pieces.

Heller: Common folk and traders deal in these copper coins.

Thaler: Cheaply made iron coins. What most common folk deal in, that or direct trade is popular especially outside of any cities. Touching these coins is considered ‘dirty’ by the upper classes, as their view of commoners includes poor hygiene.



- Magic System -----------------------------------------------
In terms of power, there are 3 main types of magic users born. These are their classifications, first in Arcane, then in common tongue.

  • Noram, the Mundane: They will largely go through life having nothing to do with magic. The magic in them is only their life force, and though they might fall victim to other magic as a result they can not control or manifest that magic in them to any degree.
    • Mundane comprise roughly 70% of people.

  • Nell, the Mage: The average magic user is born with a certain pool of magic within them. This will determine their power and their abilities. Some may use some magic (commonly called “tricks”) at will, but most have to use other learned methods to harness the pool of magic in them. Nell of noble standing are sent to mage school by their parents. A commoner Nell doesn’t have the money to see the inside of a mage school. Commoner Nell, if they learn, learn from other commoner Nell.
    • Nell comprise roughly 25% of people.

  • Azanthiel, the Gifted: There are those whose magic is open to aggressive growth, should they have the will to dedicate themselves to the study. They often end up famed individuals and are the pioneers of magic craft. Kingdoms compete to house and fund them and no matter their born social standing they are accepted into any mage school across the land.
    • Azanthiel comprise roughly 5% of people.

There is one type of magic user that is not commonly spoken about, unless one so happens to exist.

  • Mau, the Omen: Few Mau have ever existed according to texts, people with a power both vast and effortless to use. Each coming of a Mau is marked with either terror or greatness, but never with peace.


Sources of Power

There are ways to harness one's power, for more complex tasks and spells. These are used by all types to varying degrees.

  • Incantation: Most common is through the incantation of spells in arcane, arcane rune works similarly. Incantations focus and collect magical energy, their effectiveness depends on the source fueling them.

  • Cooperation: Another common method, mage guilds or witch covens will pool their magic to perform bigger spells.

  • Artifacts: Can bestow more power on their wielders, be catalysts, or give their wielder certain specific abilities.

  • Places: Certain special locations serve as an amplification for any rituals conducted there.

  • Time: Either of the day or of the year, what time you perform magic can amplify spells or rituals, such as Sabbath.

  • Numbers: For example, the seventh son of a seventh son receives powerful immunities to magic, and witch covens must usually consist of 3, 7, 13 or 21 members.

  • Demons: It is highly dangerous to invoke these beings, the lesser ones may prove useful minions but any respectable mage school will teach you this is a fool’s errand.

Types

Although magic users are intertwined and how you use magic is widely varied, there are certain trends and styles that have become common to magic users of a certain social class, education, and way of life.

Witches: This magic style tends to be imprecise and strange compared to Mage magic. Almost exclusively composed of commoner Nells. Witches are considered low class and even evil due to their more unsavory methods, rumors about them are common and only true in varying degrees. They tend to hide.

  • Vectors: Due to a lack of formal education, different vectors and ritual methods are used in place of extensive arcane knowledge.

  • Herbs/Minerals: Certain plants and minerals have magical uses, and some even counteract magic.

  • Blood: The blood of humans or magical beings is especially valuable, animal will suffice. It is a myth that the blood of a virgin is powerful, there are certain types that hold extra power. The blood of the seventh son of a seventh son for example. Royal blood is another example.

  • Bone: Thumb bones are most common. Skulls are also popular, though less convenient. Best taken fresh. The bones of children or powerful magical beings are the best source.

  • Familiar: Many use them to snoop around and gain information, for gossip or as scouts. Familiars choose the Witch after performing a ritual and tend to be a defining trait in Witches. Their bond connects both living beings intimately, they can share things like moods and energy. They can also communicate.

  • Cannibalism: Draining the life-force from their victims to power their spells. This sometimes involves eating parts of their victim. This practice especially is what horror stories are written about.

Sorcer(esses)ers: They take magic with a scientific and academic approach. The most influential ones play their part in society by doing things like crowning new monarchs. Or serving on the crown’s council as a representative of their mage school. The majority of Sorcer(esses)ers are of noble birth. They commonly perform:

  • Enchantments
  • Elemental: Fire is an especially holy element to the disciples of Aule.
  • Healing
  • Transfiguration
  • Scrying: Specifically attempt at foresight, emphasis on attempt. The use of crystal balls, water, or tarot cards is more for showy court glamor than actual effective foresight. Only people born with foresight can actually see into the future.
 

argo drakan
Basics
Name: Argo Drakan

Alias: Arty

Age: 25 years old

Gender: Male

Sexuality: Bisexual

Social Status: born a Prince, then became an Iron Thrall, and is now King of The Gladiators

Kingdom of Origin: Dorelith

Magic: Mundane

Appearance
Eye Color: Pale Blue

Hair: Wavy, Long, Orange-Red

Height: 6' 4"/193cm

Scars: Many, but most notably a nasty jagged one on his cheek, another one across his nose, and two over his brow

Personality
Moral Alignment: Chaotic Neutral

Likes: Riding | His Hair | Fighting | A Well Made Sword | Dancing | Music | Drinking | Women | Men | Reading | Swimming | Comfortable places to sleep | Strategy

Dislikes: Killing Other Thrall | Boredom | Cruelty | Armor | Masters | The Mercy of Fuck You Aule | Did I mention he hates the masters? He will gut them on sight.

Vices: Reckless | Violent | Ruthless

Virtues: Compassionate | Charismatic | Slow To Anger (but when he is angry it's wrathful)

BIO
- He barely remembers his mother, but he remembers she had dark hair, and had bright blue eyes.

- He also barely remembers his little sister, who was quiet but could be made to giggle when poked in the tummy and was always up for an adventure and mischief. He’d steal her away from her tutors and they would skip lessons together.

- He vividly remembers the night he was stolen away. He woke up, groggily, in the back of a cart, chained up.

- Argo is sold into Thrallhood at age 11, no one believes him when he says he’s a Prince. He doesn’t learn that his mother is dead until much later. When news of the new Queen reaches them.

- Argo’s Master finds out that he can read and write, and is slightly educated. In exchange for certain privileges he does some clerical work for his Master.

- Argo is also shown to have an advantage in physical training, already having learned the basics of swordplay. He flourishes.

- Argo’s first pit fight is when he is 16. He almost dies because he has trouble landing any killing blows. He hesitates and pays dearly for it.

- Argo’s second fight is against his Master’s top champion, he doesn’t hesitate this time, he can’t afford to. He is considered ‘blooded’ now, and becomes a regular contender in the pits.

- Argo becomes the top champion by age 17, this position amongst the Thrall brings certain privileges, including leadership and influence amongst his peers. He begins using this.

- By age 25, Argo has the trust of his peers and a full fledged plan to overthrow the Masters at the arena games.

Extras
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aurora drakan
Basics
Name: Aurora Drakan

Title: The Crowned Princess, next in line to the throne

Age: 21 years old

Gender: Female

Sexuality: Bisexual

Social Status: born the King's bastard, then became the Crowned Princess overnight

Kingdom of Origin: Dorelith

Magic: Educated in Sorcery, but thinks of herself as a Witch and hones that craft in secret. Much to the disappointment of the council at the mage school, she has not shown much interest in them beyond their library and is tight lipped about what she uses it for. Her relationship with the mage school in Dorelith is strained and tense. She was born an Azanthiel, The Gifted. She is aware that her mother is a Mau. The Omen.

Appearance
Eye Color: Pale Blue

Hair: Wavy, long, Orange-Red

Height: 5' 11"/181cm

Personality
Moral Alignment: Neutral Good

Likes: Walks | Riding | Animals | Reading | Writing | Witchcraft | Flowers | Sabbath | Music | Fresh Bread

Dislikes: Impractical Clothing | Tiaras (they're uncomfortable) | People | Dancing | Games | Parties | Crowds | the mage school council

Vices: Distrustful | Brooding | Melancholy

Virtues: Thoughtful | Shrewd | Pragmatic

BIO
- Born a bastard child of the King. She nonetheless begins receiving a royal education at the insistence of her mother.

- Grows up alongside her brother until the age of 9, when he appeared to be kidnapped, presumed dead. Aurora tries to tell people that he isn’t, she had dreamt that he was alive, but is written off. She doesn’t tell people about her dreams anymore after that.

- Became the Crowned Princess of Dorelith when her mother became Queen, and as a result her education becomes more rigorous.

- At age 10 she begins to learn witchcraft from her mother, this is the source of most of their bonding.

- At age 12 she performs the ritual of the familiar bond, a little ginger dormouse she names Corn chooses her. But this bond is brief and ends abruptly when Corn wanders into Lady Corbyn’s room and frightens her. Corn is crushed with a book, traumatizing Aurora. Her mother promises to fix things, and a day later Lady Corbyn falls ill and dies abruptly. This event is the first that causes Aurora to fear her mother.

- Aurora is forced to perform the familiar bond ritual again soon after, before she is emotionally ready. This time, a fox chooses her. She names him Sabbath, and vows to protect him.

- During this year her father, the King, dies. Aurora suspects that it was her mother’s doing, as he dies the same way Lady Corbyn did, she was never allowed near him but she knows how he died because she dreams of it.

- Aurora’s tutorship begins to include Mages at age 15; she is recognized as an Azanthiel. Occasionally she attends the school itself for special events.

- Aurora’s reputation is painted as solitary and uninteresting, her withdrawn stoicism is seen as strange, and negative rumors spread. One such rumor is that she is a witch, her ‘pet’ is suspected to be a familiar. The irony is not lost on her, but as a result of all of this her mother is displeased. She is sent away to the countryside in isolation till she is 18 as a result.

- Life in the countryside suits her well, until she learns about Demons from her Mage tutor, and begins to delve further into the subject. She comes to the conclusion that her mother is possessed by a Demon. A powerful one. She begins to have dreams about Aule’s true face.

- She puts real effort into her return to court, and is successful, performing a more traditional role as Princess. Her reception this time is more positive, she is seen as grown now.

- At 19 she dreams of her brother once more, he is still alive, and she must find a way to help him.

- At 21, she has found a way, and sends him aid. Beginning the rebellion officially.

Extras
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the messiah queen
Basics
Name: Andromeda Drakan

Title: The Messiah, The Queen, Queen Andromeda

Age: 97 years old

Gender: Female

Sexuality: Pansexual

Social Status: came to court as a religious messiah, stayed as a guest of the King, became the Queen after 10 years

Kingdom of Origin: Ruthenia

Magic: Witch, Mau, an Omen

Appearance
Eye Color: Bright Gold, sometimes blue, but mostly a terrible Bright Gold

Hair: Wavy, Long, Blonde

Height: 5' 11"/180cm

Personality

Moral Alignment: Lawful Evil

Likes: Fashion | Gold | Control | Parties | Her Daughter | Music | Obedience | Her Inquisitors | Victory | Meat

Dislikes: Animals | Riding | Blue | House Rowen | Mages | Water | Fruit | Vegetables | Undercooked Meat

Vices: Manipulative | Ruthless | Malevolent

Virtues: Charismatic | Intelligent | Empathetic

BIO
- Fatally wounded at the age of 32. As she dies a powerful Demon offers her life and power, in exchange for becoming his Messiah and bringing about his entry to the mortal plain. She accepts.

- Begins performing miracles and preaching the word of Aule's mercy. She gains disciples from various Kingdoms.

- As word of the Mercy of Aule spreads it becomes a religion, churches are erected in Aule's name. Aule becomes a god to commoner and noble alike.

- At age 77 Andromeda arrives at Blackgate and is welcomed by Dorelith's King.

- Andromeda enthralls the King, and begins spreading her influence at court.

- At age 78 she becomes the King's mistress and bears him a daughter.

- At age 80 she convinces the King to begin expanding his Kingdom through conquest, to bring other Kingdoms under the Mercy of Aule.

- At age 87 she kills the Queen, making it look like an assassin did the job, and hands the 11 year old crowned prince to one of her inquisitors. She tells him to get rid of the child. Which they do, just not in the way she meant. After apparent completion of this task Andromeda kills the inquisitor.

- The King turns to her for comfort, and marries her.

- A rumor is spread that she killed the prince. Lord Rowen is banished from court through planted evidence that he is a heretic, though the reason for his banishment is in truth because he privately laid accusations.

- At age 90 the King dies in his sleep, leaving Andromeda as sole Queen of Dorelith.

Extras
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