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Fantasy Shards of the Seelie Court

Cadenach

Skald of Ambiguous Renown
The High King of the Seelie Court, King Laedryn, was assassinated over 100 years ago. He died childless, with no close relatives. The six Great Houses of the Fey (Fey is a blanket term for supernatural or mythological beings. Typically classified into Wild Fey and Wise Fey. Wild Fey are less intelligent and are considered no more than animals or elemental manifestations) began fighting over the throne. The plots and antagonism escalated and turned into a war that lasted 5 years and resulted in the complete destruction of the House of Chords. A treaty was signed which divided the realms of Fey into six territories with the former capital city of Ainnacht Val and surrounding region being a neutral territory. Each House has carved out semi-legal areas of influence and minor skirmishes in Ainnacht Val have become common place. Lately however, the strain on resources have lead to an increase in tensions between the houses. What happens next, will be determined by you.


The Great Houses





House of Lights:
The House of Lights governs the scrublands and rocky canyons of the Ceirdvan Plateau to the northeast of Ainnacht Val. The House of Lights controls the largest concentration of crystal mines in the Feylands, crystals which are paramount in the construction of magical devices, trinkets, and complex spells. Their capital is the Spire of Alenweil, a construct of white stone, crystal, and powerful enchantments in which their house is adept. The House of Light is predominantly made up of Elfey, and they have never had a non-elfey leader before. The House of Lights was a direct competitor with the House of Songs before the war, as they were the two most venerated houses. The House of Lights was seen to represent the power and discipline of the eastern Elfey clans, while the House of Songs was seen as the incarnation of Fey culture and martial history. It is rumored that the House of Lights uses slave labor in their mines, production certainly has increased since the war, but the House of Lights runs a very tight ship, and so far none have been able to verify those rumors. The main military arm of the House of Lights is the Order of the Star, a knightly order exemplifying in the combat styles of the old High Elfeyn culture during the golden era of the Caladran Empire. They are the fourth largest in terms of land area, and the second largest in terms of population.


House of Grass: The House of Grass controls the Kagadesh, the great plains and desert lands to the east of Ainnacht Val and south of the Ceirdvan Plateau. They are a varied, fierce, hardy sort of fey skilled in raiding and surviving in harsh climes. The Mead Hall of Leorsk serves as their capital. The House of Grass is mostly made up of semi-wild nomadic fey. Werebeasts, Orkind, beast-fey, Jalfir Djinni and many others. They also have the largest population of humans within their ranks and it was actually many of those humans who helped their leaders organize the tribes. The House of Grass was always viewed as just a show before the war. The tribes of the Kagadesh have always been very independent, but during the war, the tribes united like they never had before, and they took control of the northern Kagadesh from the House of Lights who had held it previously. The many tribes are still very independent, so wrangling them in and securing the House borders will be their most significant challenges. The House of Grass lacks many of the resources of the other houses, but they have one of the largest military forces, primarily cavalry and light infantry. At the moment, raiding and the sale of Hui Sach (A potent drug whose ingredients are a house secret) are their main means of income aside from limited agriculture. They are the largest house in terms of land area, and the third largest in terms of population.


House of Boughs: The House of Boughs controls the southern half of the Cormaich Lac Danon, the great forest that stretches from the west of Ainnact Val all the way around to the south of the great city. The House of Boughs constantly skirmishes with the House of Songs over control of Lac Danon, the magical lake whose waters feed the forest and instill its trees with the eldritch power that they currently possess. The House of Boughs currently controls most of the lake, but the House of Songs controls three major tributaries and one edge of the lake. The House of Boughs is primarily made up of woodland fey. Spriggans, sprites, and the more intelligent gnomes make up the lower order, while Cormaich Elfey, Raquek, and werebeasts tend to make up the higher orders. The House of Boughs is one of the few houses that allows Wild Fey to join, assuming they can prove their intelligence and worth to the house and don't try to rise above their station. The House of Boughs is headquartered in a great tree known as The Woodfather. It is said that this tree's roots are fed by a massive aquifer that comes from Lac Danon. The House of Boughs has no formal military, and tends to form war parties as needed. Many of their martial traditions imitate the House of Songs. They are the second largest house in terms of land area, and the largest in terms of population, although this does include the wild fey that have joined under the house.


House of Songs: The House of Songs is one of the oldest houses and formed the basis of Fey government that lead to the development of the Seelie Court. The House of Songs keeps the great stories and tales of the Fey. Their capital is the Hall of Stories. A mythical keep built into a magically hidden thicket of sentient trees instilled with the magic of the exploits and songs of the ancient fey. The House of Songs controls the northern part of the Cormaich Lac Danon and are rivals of the House of Boughs for territory, resources, and trade. The House of Songs is primarily made up of Elfey from many different Elfey clans. They do not accept Wild Fey, werebeasts, or any sort of Scaithe Fey. They have only allowed humans to join the house two times in their entire history. Although they are not outright opponents of human initiation. The House of Songs has a strong martial tradition and is organized into three branches. The Scribes, the Bards, and the Brotherhood of Valor. The Brotherhood of Valor is considered to be the greatest military force in the Feylands, however, its numbers are relatively small compared to most of the other houses. The Brotherhood and the Order of the Star are fierce rivals, and many of their champions have found their deaths in duels at the Great Plaza of Ainnacht Val. The House of Songs is third largest in terms of land area, and the fourth largest in terms of population.


House of Bones: The House of Bones controls the mountains and misty vales to the northwest of the capital city. The House of Bones is one of the newest houses, and was responsible for the annihilation of the House of Chords during the House War which lead to the other Houses seeking an armistice. They are one of the least trusted houses, due to their dark and mysterious nature. The House of Bones is the newest of the Great Houses. Throughout the history of the Seelie Court, there has always been a house colloquially nicknamed, The Dark House. The first was the House of Shadows, which lead a war against the court and was destroyed. The second was the House of Blood, then the House of Fangs. The one prior was the House of Laughter. It is said by many that the House of Bones is the latest in a long line of "Dark Houses", but they refute such rumors. The House of Bones is typically made up of Scaithe Fey, werebeasts, Draquul, Fendelweiss, and many other types of fey that have long been discriminated against. The House of Bones is not as well organized as many of the other houses. There are a number of separate factions lead by powerful lords. This delicate balance of power makes the secret, back-biting politics of the House a truly dangerous game. The House of Bones is the smallest in terms of both land area and population, although it is unknown how many agents they have among the other houses. They are also allied with many tribes of wild fey, although the nature of these alliances are unknown to most.


Ainnacht Val


The city of Ainnacht Val is very large. It's composed of seven districts. The Palace District in the northern part of the city, the Market District in the eastern part of the city, the Quarry District in the west, the Fountain District in the southeastern part of the city, the Roots District in the southwest, and the center of the city is divided into two districts, the Plaza of Heroes and the Towers. District information is as follows.


Palace District - Smallest district, comprises most of the government buildings and the palace grounds. Now a ruin.


Market District - The largest district since the war, each house has a trade embassy here.


Quarry District - Once the industrial heart of the city, then the main residential area. It's now a fallow place for squatters and is a popular place to engage in scandalous or disreputable business. Now often called the Whores District.


Fountain District - A residential area containing many museums and libraries near the district center, a massive fountain with hundreds of statues worked up to plumbing. Most of museums, libraries, and academies here are still in operation and under the control of the House of Songs and the House of Lights. The House of Grass keeps the fountains running, as this district is often the first one their tired riders reach when entering the city.


Roots District - Once a series of arboretums and gardens, this district has become a dangerous wilderness filled with exotic, dangerous, and magical creatures. Many wild fey live here. The House of Boughs, the House of Bones and the House of Songs are rumored to have hidden bases here.


Plaza of Heroes - The great central plaza is filled with monuments, oratory amphitheaters, dueling grounds, and the main embassies of each of the Great Houses. This is where most of the politics and personal duels are conducted.


The Towers - The Towers are a sliver of tall, imposing buildings on the eastern edge of the Great Plaza. They were once the center of arcane learning and knowledge. The arcane mysteries contained within some of the establishments here made it a priority target during the war. Now, most of the spires and buildings here are run-down, looted things. There are rumors that the House of Bones has taken over most of this district.


So that's it for most of the backstory and setting. I want this to be an interactive roleplay, where other people build off of what's been started. The house leaders will have the leeway to develop their houses, and the rest of the members will also have a say in that. I hope there are enough people out there on this site who'll enjoy something like this. I look forward to roleplaying with some of you.


Message me if you have any questions.


--


1. No god-modding. You don't need to be some overpowered badass to enjoy a roleplay.


2. Don't try to control other people's characters.


3. Use proper grammar.


4. Be creative, but don't just go off base. Try to be aware of the characters and story around you and play into it.


5. If you're not going to make a large effort, take a more minor role in the story.


6. If you just up and leave without warning and don't do anything for a few days without telling me, I'll boot your character. If you let me know, we'll figure out a way to make it work.
 
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