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Wasteland, Baby!
...the world is collapsing...
…to the south, the great firewyrms and drakes feast upon flesh…while transforming the green world into scorching desert wastes…
…to the north, the untenable ice line falls ever further south…freezing its population in their sleep...
living in the wastelands left by a terrible ancient cataclysm, survivors try to make their way in this devastated world. everything is against them…and in this world, survival is a war.
a post-apocalyptic roleplay inspired by dune, the mad max series, asoiaf, the hunger games, zombie everything, jurassic park, godzilla: king of the monsters, gladiator, braveheart, a quiet place, and yes, a couple episodes of community…
...coming 07.05.26...
feel free to start making your sites! username: lwlname and let me us know you're ready by reblogging your character's bio to your new site <3
example:
@lwljovis
Premise
a summit is called: for the first time in a generation, the leaders of each of the great territories will meet. in a world plagued by strife and increasingly desperate circumstances -- hemmed in by growing wastelands and shrinking resources -- what's left of life still seeks to survive.
the heir of the selected high king has been murdered. the high king is old and ailing. desperate times call for desperate measures and, seeking to ensure a peaceful transition of power when the current high king dies, a continent-wide tourney is being called to select, through violence, his successor from all those vying for power. to arrange for this tourney, (and perhaps, subtly, hoping to root out the assassin as well as determine which power may have arranged for that doom,) a summit of the great powers comes together -- both the expected leaders, and, to the astonishment of all, those so often opposed to them. tensions are high, but the cost of survival and power in this wasteland is yet higher. a narrow path winds between chaos and peace.
what path will you walk?
FAQ: General
received some follow-up questions <3 pls lmk if there're others i love yapping <3
What is a soul jar, conceptually?
a soul jar is a term defined as any container in which the essence or soul of a being is held in some way. (also sometimes known in fantasy as phylactery as the real-world term refers to protective amulets and the like)
i believe the term 'soul jar' comes from the chinese hunping, which was a type of ceramic funerary urn found in tombs dating to the han dynasty. though its purpose is unclear to researchers today, that it had something to do with the afterlife is certain, and the term (hunping translates to 'soul jar') has come to mean the above. some examples from media (in no particular order):
the russian folktales abt koschei's soul and the egg and needle and whatnot (tho in this case its multiple items but you get the idea...) which needed to be destroyed before the deathless in question could die
the one ring which contained (in this case only part of) sauron's essence
the heart of davy jones in the potc franchise
the portrait in the picture of dorian gray
voldemort's horcruxes (which, again, contained only ~part of his soul in this case) in the hp series
the ring of jurian in the acotar series
the various magical items in the bartimaeus sequence which are, in fact, powered by the spirits of djinni forced inside of them
the ib and the name of a person in ancient egyptian mythology/belief
the wheels-and-eyes body-thing said in the book of ezekiel of the bible to contain the spirits of angels/be what angels really look like
irl bodies for souls...
Can anyone choose to enter a soul jar?
no, not really. only psychics (wytches, weres, and ~kind of~ feyans) are capable of placing a soul into a soul jar. so, if ur one of those, you can do so at will! if ur not, you can't. its also worth noting that a psychic can choose to do this to another person -- even against their will -- so long as that person isn't another psychic who, by that means, can fight back, if that's not what they want...they can also simply accept another psychic doing so, but yeah.
re: feyans, specifically, their psychic powers (empathy) relate more to influencing other minds than their own, via their own, so they can't really place themselves into a soul jar, themselves, but they stand a better chance of fighting off another psychic who might try, if they choose, or to reaching out ~from the soul jar via feelings and intentions, to those around them than others. they're also more likely to be able to influence another psychic to place a soul in a soul jar, if that's what they want, than most others.
Can you talk to ppl who’re in a soul jar w/o being a psychic?
mostly, no. but, in specific cases...yes.
if you walk up to a soul jar, even if you're not a psychic, you might sense the ~presence of someone else, potentially, but not likely anything more than that. HOWEVER, if another body (whether real or artificial, such as in the case of seph-0-ne) which is attuned to the control of a mind, so long as that body is capable of speech, you can.
to be more specific, if ur soul jar is a dog, you can bark at ur bff whose still in their own body, but they're not gonna understand you anymore than they'd understand any dog. if, however, you're in a human or android body, capable of human speech, you can talk ur heart out as usual.
so, kyore is capable of talking to others. a soul stuffed in a ring a la sauron? not so much, unlesssssss that soul is a psychic. in which case, you can visit their dreams or send them little telepathic notes or jump into ~their body or whatever, depending on what kind of psychic you are, since your powers are -- by dint of being psychic -- inherently spiritual and therefore go with your soul, wherever ~it goes, rather than with your body.
FAQ: Maps
this is incomplete, obv, so i'll be replacing this image asp w a completed map showing all the countries, but i thought this visual aid might be helpful in the meantime. the as-yet unlisted ones are clustered primarily to the west, largely hugging the coast like the eastern ones do, save the freehold which is central
to be more precise, dorrain meets neska and khaldia in the south, running along the coast. it borders evris which largely holds that peninsula you see jutting out into the sea. bordering that you can find vatonis and, finally, to the north, sweeping in and out of the ice line along the coast, is syrrar. the freehold is central and landlocked.
pls note, neither neska nor atlaton have stable borders, this is more ~estimate of where you'll likely find them popping up than a hard line of where their territory begins/ends
FAQ: General
so, there's a summit? what's the reason for it?
the continent of arnoria is a fractured place, sporting many sovereign territories, all of which are continuously clambering w one another for the limited resources arnoria has to offer. bc of this, these desperate people can ill afford to launch full-scale wars, and so they have other means to settling disputes, which involve (amongst other things) appointing a high king, who is effectively a mediator, judge, arbitor, and chairman of the board kind of figure (don't worry, i'll talk more abt that role, too).
bc of the international significance of this role throughout arnoria, there must always be a sitting high king and, as a result, while the current high king reigns, his heir must be appointed so that, at such time as the current high king may either expire or be in some way incapacitated, there will be a smooth, and immediate, transition. sort of like how, in the us, when a president is elected, so is a vice president, just in case -- except, unlike that, the high king's heir is a permanent position and ~will become the next high king -- sort of like a monarchy usually does, except the high king's heir is appointed and not necessarily any kind of relation to the high king whatsoever (tho, in this particular case, he was his son, but that was a coincidence more than anything).
so, with all that in mind, emrys aeryn is the current high king. years and years ago, aomon aeryn was appointed to be his heir. now, tho, aomon has been assassinated, and emrys is alarmingly old, necessitating and quick turn around in appointing a new heir, as they can't risk that emrys might perish before such time as they've appointed his heir.
what is the high king/high queen of arnoria?
essentially, the high king of arnoria is a judge or mediator. there's a lot of good information on this, above, so im not gonna repeat that but, rather, build on it. there's a council of arnoria, consisting of all the sovereign rulers of arnoria. to ensure order, particularly when it comes to disputes, a high king (or queen!) is appointed. this person can summon or dissolve councils, call for tourneys, etc. ideally, this person wouldn't be the ruler of any of the realms but, given the system they have for choosing the high king, it almost always is one, and -- as you can probably imagine -- either being the high king or having them in your pocket is highly beneficial to any territory.
what is the tourney of arnoria?
because the wasteland situation is so desperate, a full-scale war isn't much of a possibility in arnoria, so over time they've developed their tourneys, instead. the tourney is effectively the alternative for full-blown warfare used in arnoria, but it ~is still armed conflict. it is also the device that is used for selecting the future high king, w the winner taking the title of heir.
generally, those looking to resolve a dispute in this way go to the freehold. a summit is held there but, if either they're looking to select a future high king or the dispute cannot be settled peacefully, the freehold is converted into a warzone, w each involved party either taking to their themselves, or else appointing someone to do it. there, they conscript any unfortunate locals they can, and enact mini wars, forcing their little armies to fight against each other to see who wins the overall war.
the goals for each day are set by the council and determine who wins each round. ppl genuinely fight and die, but its not as catastrophic as it would be were the full nations to go to war against one another, so they figure this is the best alternative. obv, that's definitely not true, but it could absolutely be worse!
but yeah, its one part the hunger games, one part a taste of armageddon, one part irl melee tournaments, and one part capture the flag except...deadly and most of the ppl involved don't get to choose whether or not they're involved so...yeah
when the tourney rolls around, it's also often used to resolve any questions abt inheritance for individual territories, as well -- and/or sometimes to reinvent who ought to rule, even if the matter was previously considered resolved. so, for example, ur big bro all set up to rule but you want the chance to rule, instead? now's your moment!
TL;DR: arnoria is a continent on the brink, rife w rival ~factions. in order to forestall a full-fledged war from engulfing the entire continent, most pivotal political conflict is kept to the arena and happens roughly once a generation (how long a generation is depends on the condition of the character involved), w each faction’s next leader being decided by the way they perform in the tourney.
what are firewyrms and firedrakes?
soooooo, basically...they are dragons, various different types of fire-breathing dragon hahaha both are native to the desert. they're also biologically programmed to be enemies bc they're rivals for the same food source, both being immense carnivores. both are fairly impervious to fire, their scales having fire-retardent qualities, but their eyes and underbellies are more vulnerable. both consider people tasty morsels, and both tend to cook their meals. a la dune, i see their lifecycles as helping to maintain and, in fact, expand, the desert. neither can be ridden...yet ;D
a firewyrm i envisage as roughly [ this ] meets a sandworm in terms of activities, what w the burrowing and such, but minus ppl having figured out how to ride them wo dying. firewyrms range in size, starting out roughly a foot or two long, and growing their whole life long. w lifespans with no known upwards end, they can become absolutely ginormous. they do not have wings and cannot fly. the large ones feed on firedrakes if they can catch hold of them and ground them long enough to devour. they have eyes, but there's some dispute abt whether they're blind, and just use vibrations in the wind and sand to sense things, or if they can actually see.
a firedrake is -- think ur average wyvern -- smaller than you usually picture dragons, only two legs, wings. they're on the smaller end, a fully grown firedrake ranging in size from about the scale of an elephant to abt twice that size. firedrakes have exceptional eyesight, like an eagle, and their eyes and wings to be vulnerabilities. they tend to feed on small firewyrms if they can snatch them before they can burrow to deeply.
can i change anything abt my pre-made character?
absolutely!! fcs are more 'suggestion' than anything, and even if they have family, or whatever, and you want them to be to be a different race or condition or whatever -- well, adoption def exists! go for broke! chase ur dreams! everything i did is ~entirely intended to be inspiration, go wherever you like w it!!
the only thing i'd maybe hesitate abt is if you wanted to lift a character from one family and plop them into another one. im sure we can make that work, tho, it'll just take a little more contemplation, etc, esp if there's an inheritance plot situation, but im sure we can pull it off! <3
can i create an original character?
absolutely! world is your oyster! only thing to consider is that this is sort of a magical realism/dieselpunk/low magic/low tech kinda world. but even that can be got around a bit, bc of the ancient empire, we'd just have to create reasons tech can't take over to maintain the integrity of the setting/rp <3
what does 'alignment' indicate in the bios?
alignment indicates loyalties on a political level. so, for example, [ LIA PARSYS ] is noted as aligned w akaemis, despite being imperatrix of iliam. this is bc, in terms of her political leanings, she's acting on behalf of akaemis and the needs of the akaemi. now, as i've said before, all of this is purely inspo, so feel free to do ~whatever you like w that or just...ignore it! also, i def wanna point out that things can change, even if you do choose to abide by it -- to quote potc, its guidelines more than rules ;D
what does 'starting' indicate in the bios?
starting just indicates where they are physically when they enter the rp. whether they stay there forever or immediately remove elsewhere is entirely up to player, ofc! but, yeah, for tier 1 they'll all be starting in the freehold, since that's where the summit's taking place, and the summit is intended to be more or less our inciting incident, but yeah feel free to go where you like! [ the world is your oyster! ]
you throw around some weird terms. can you define what those mean in this context?
tribes: mini-civilizations of all sorts, hold outs where large numbers of people have banded together, usually in one place. some are cults of personalities, some are democratic, but all have more or less come together to live in a certain way as a group
clans: small, usually nomadic groups, who survive together. may or may not be blood related
caravan: a group of multiple transports who’re temporarily traveling together
scavengers: outliers who live in the wastes, surviving off what they find. some are essentially highwaymen, preying on those who pass through, others are peaceful and just take what they find, avoiding everyone they can.
road warriors (yeaH i stole this term from mad max): those who have a mode of transportation and move about on their own. usually, road warriors travel alone or in very small groups. can sometimes be hired for protection or transportation
serfs: those who serve the strong just to survive with no care for anything else -- often not by choice
exiles: those cast out of their chosen society (essentially to die), esp cast out of a tribe. this is considered a shameful condition
reavers: bands of people living in the wastes together who prey upon those they see by attacking them and taking whatever they wish
purgists: those who believe in the hivemind godhood of the firewyrms and firedrakes, and that the great cataclysm was a purifying wellspring meant to purge reality of the disease of civilization. considered heretics by the khaldians and vice versa. there are two opposing purgist factions, however: those who believe that humanity must avoid the land and leave it to the sacred creatures, and those who believe humanity must remain in the wastes in order to experience divine retribution and thus cleanse their souls. neither, however, approves of those who live in oases.
ok so there're purgists??? what???
while there are two differings branches of purgism, mostly based in the two state-sponsored purgist countries (tho ofc anyone can believe anything you wish them to!), the commonalities are these:
purgists worship the great god of the desert, which essentially is believed to be a kind of shared, sacred hivemind collectively shared by the firewyrms and firedrakes (if you've read dune, think: shai-hulud, or if you're familiar with star trek, the borg queen and the borg but make it a lil more nebulous w the queen being more a concept of the collective than a physical entity, but also a deity, if you're not familiar w either...birds flocking...they all somehow know how and where to go wo having a leader by some shared instinct even if they've not done it before...that shared, collective concept is god).
they also believe that, at death, a person is stripped down to only the holy life force inside of them, and go to join the hivemind. this isn't really like the traditional concept of heaven, to be clear, you are no longer an individual, no part of your personality or anything remains bc these are the parts of you capable of sin, right? its just like this essence of what made you alive, an essence that is holy...bc of this, humans must live within the parameters set out for them by the great god, bc it would be blasphemous to offend the god by the presence of a tainted essence and, if one is evil enough, they can tarnish and taint this divine essence inside of them...
their second shared belief -- the one for which they're named -- is that the hardships inflicted upon humanity cleanse it. they believe that society is a terrible affliction, that ppl are inherently bad, and they tend to believe that the material is basically evil. think...the cathars (not me pulling a medieval heresy outta the hat). but, most intensely, they despise ~progress. like, society in the sense of ppl coming together to survive and worship the great god of the desert? fine! good, even! esp if they live in a sort of state of self-denial (think, monks who've taken a vow of poverty, or jesus or john the baptist fasting in the desert), tho that's not essential, just holy. but what is intrinsically evil and MUST be stamped out is technology of any kind!!!! (think: butlerian jihad) they believe that it was god who destroyed the ancient empire bc of the sin of tech, basically, sodom-and-gomorrah-style. bc of this, the more advanced the tech, the more sinful. for instance, machines such as cars??? not having it!!!! bad!!!! but not as evil as, say, seph-0-ne!!!! she's literally walking sacrilege in their eyes...
so there're two sects of purgism?
yeppers! while sharing similar ideals, the atlatons and neskans harbor opposing beliefs.
the atlatons believe the great god of the desert wishes to purge the land of all humans, which is why the live almost exclusively on the water. one may set foot on land occasionally, but mostly this must be out of necessity of some kind or else one must be exceedingly holy. for example, most atlatons would be completely at ease with RUNAR SOLBERG living entirely on land, as he is a prophet. however, either necessity or a holy goal is the only other acceptable reason for such a lifestyle. for example, HAKON ESPEN venturing on land with his men to infiltrate the council, in order to proliferate purgist ideals throughout arnoria is a good cause and thus worthy of such things. another reason might be desperation if one is, say, starving and can't catch any fish then hunting something land would be acceptable.
atlatons also believe in feeding firewyrms and firedrakes (another acceptable reason to set foot on land). while they do not believe in killing one, they also believe that if one is found dead, it is a gift to the people who may now ritually cook and consume its flesh communally in order to commune with the great god via holy meal. it is also acceptable to follow a dying one till it gives up the ghost and then feast on it. in either case, when it comes to eating the flesh of the god, a great festival is made of the entire situation, and the entire community may venture on land to partake -- it is considered an invitation by the god.
meanwhile, the neskans believe they ~must remain in the wastes in order to experience divine retribution, and thus cleanse their souls.
Neskans also don’t make sacrifices to the wyrms/drakes, believing that to disturb their course in any way is sinful. If one is hunted by a wyrm one must give a good chase out of respect, and if one escapes, it is considered a sign from the great god that one has yet more to do. Yet if one is cornered in the hunt, one must willingly surrender oneself as that too is the will of the great god, and to do anything to in any way harm the god is the greatest blasphemy.
One who dares such a thing is hunted to the death, to the point of exhaustion then caught, tried for deicide, and then brutally killed (often figuratively killed or brought just to the point of death but yeah) six times, revived each time, to represent the seven incarnations and cleanse a filthy spirit enough to be accepted into the presence of the deity. The seventh time, the heretic is effectively crucified (but think: st. andrew's cross) in the desert, in a spot known to be frequented by wyrms and drakes near the freehold, often consumed in its fires. At a respectful distance watchers, witness this ending but many of them lose their lives as well.
Neskans live underground in burrows bored into the earth by the wyrms. They rely on ground water deep beneath the surface. They’re largely reavers and pop up from their cavernous labyrinths, wherever they choose, it is said — they are rarely seen coming.
As you can imagine, these differences in their beliefs have caused a great deal of friction in the past, and traditionally the two segements are known for their infighting and crusades -- and their reaving), something which has largely kept them from coming together or from becoming a larger collective power in arnoria -- until now. Because, for all their differences, smth has recently brought them together shaking their various neighbors…The rise of the prophet RUNAR SOLBERG was the first step, and LEILA ARION's willingness -- as a former soothsayer taught in such arts -- to treat w HAKON ESPEN was another huge factor, but now whispers of blasphemous common enemies too vile to let live have finally sealed the breach, almost entirely: a young girl is whispered to have invented a device which can command the firedrakes and firewyrms, and now a terrible machine rises in the wastes...
so...there're different countries and there's the whole trouney situation...how is everybody communicating and seeing everything?
Scrying! it's for everyone now...
honestly, this is a bit of a...just pls go w me on this one kinda thing hahaha but effectively im thinking that the wastes produce these magical if you like or else scientifically...reactive (idk science, guys) crystals. before lauren came up w her brilliant idea for miss seph-0-ne, id even been toying w them as soul jars (more in the way i described re the hivemind situation, and shhh might do more w that still, but yeah), but when ~refined (science????? magic?????), one of the properties of these gems is...basically scrying! ok, speaking doylistically, i needed there to be some means of remote communication, and a lot of the other things ive been able to give more watsonian reasons for but this one...idk handwave its here ;DDDD
so yeah, bc this involves multiple countries etc imma say that they ~do have a super advanced form of like…scrying where its basically like standing in the same room w a person tho w/o being able to touch or anything…a sorta astral projection kinda thing almost…
in order to communicate back and forth via them, you gotta both be using a scrying glass at the same time. they have been refined and deposited around in strategic places, so you'll get dozens of them in, say, iliam, but they'll be far and few between in the wastes, that way he can sort of manipulate how easy it is to get ahold of eo for plot purposes, as we like.
i ~am thinking that it's the khaldians who've largely refined them ~for scrying purposes (the augurs, im thinking, ~do refine them, but that has...other purposes ;DDDD #souljar) bc im thinking that, in using them, the crystals ~do collect a certain amount of psychic energy (so ur character will probs have a headache if they have a long conversation, or even a nosebleed if its a really long one -- potentially could pass out or even die if its held on for too long but i think it's really really low levels like...you'd have to stand there and talk for days on end to get there, i think). but yeah, i think it's basically a break glass in case of fire kinda emergency level thing the khaldians have left for themselves. a crystal has enough conversation run through it, it collects enough pyschic energy -- if you're a soothsayer (or augur but they might not be aware of this), you can channel the psychic energy contained within into urself.
additionally, it may enable them to get sort of a look at the psychic makeup of anyone using a crystal for a prolonged period, so refining one for, say, the imperator's own particular use, well, its a service the khaldians are happy to provide... ;D
bc of the tourney and summit situations, there are a ton of them liberally sprinkled around the freehold so ur character can freely talk to anyone anywhere if they're there pr freely, unless the other character isn't near any, themselves...i think there're various ~waystations throughout the wastes so that ppl can comment as they see fit, tho ;D but yeah they're waaaaaay more sporadic which is why LIA PARSYS hasn't heard from ASPASIA PARSYS, for example
note: these scrying crystals are pr huge, so they're v much a stationary thing and not usually smth you can carry around. think: full length mirror size, but -- when not in use -- they look pr much like a concave polished crystal, so they're white and like...usually these crystals are transparent but these ones are slightly more opaque...
sooooo, speaking of the khaldians, you've been throwing terms around abt them, like, what ~do these various titles mean? sybils? acolytes?
acolyte – someone whose just learning their ways in the order etc
soothsayer – a fully fledged member w all the knowledge and (if magic or science or whatever) powers of any fully-fledged member
sybil/nostradamus – every state has its own sybil to whom all the soothsayers in that given state must report etc, this is an official state position in every court and they correspond directly with the pythia. a nostradamus is the same thing as a sybil, except a nostradamus is the male counterpart.
pythia/the great sybil – idk how to tell you this but she’s the pope (esp in the renaissance sense where you got both spiritual and temporal power...) and she is always a woman in this world bc i said so and also bc these guys are not so discreetly inspired by the bene gesserit (tho also the facedancers -- don’t worry abt them, you'll find out soon enough, no doubt #dun3)
ok so while we're on the topic, pls tell me more abt the soothsayer order, in general?
most khaldians are women, but there are men there as well, its all abt the talent and drive etc to do what they do! bc mostly once you go khaldian you don't go back! (even if you want to...)
you ~can have a family/life outside the order, but if you do you have to sort of leave the order (w its permission! runaways are NOT tolerated and get hunted down and punished) as an active participant and basically become like…a sleeper agent. they can call you up at any time bc they basically just…own you for life if they train you. so yeah, you might have to give up ur quiet life asp if they ~do call on you; but also you might be able to live ur whole life in quiet w ur family, etc.
this also is sorta how they legally do marriages that benefit khaldia, but in that case ur like…not even a semi-active operative basically ur v marriage is a job ur doing for them etc. its weird but yeah you can only do this once ur a soothsayer level, acolytes have basically no rights and aren’t allowed out on their own w/o direct supervision of their soothsayer mentor. think: jedi apprentices
you keep talking abt khaldia and soothsayers in the same breath, but one's a territory and the other's an order?
yes! so, think: vatican city, rome. sure, it's its own place and all, but...it's also lowkey catholicism. esp in, like, the renaissance era, the ruler there is the pope. the higher ups are cardinals and abbesses and such...it's like that. the pythia is the ruler. her ppl are almost entirely soothsayers and acolytes. you'll get the occasional political refugee, or a kid born to a soothsayer whose just chillin' there but, lbr, even in that later case, that kid'll def be trained as an acolyte as soon as they're old enough bc they obv have wytch dna so yeah. khaldian and soothsayer ~are ~kind of interchangeable, but they are also lowkey different, at the same time...
soothsayers and augurs? beyond just the powers and locations and beliefs, they're both wytches, so what're some of the differences happening there? what do they think of eo? what abt 'wild wytches?'
neskans have augurs which aren’t really super organized like the khaldians are ++ they def have big religious connotations but, as you'll find in the powers and abilities post, they do boast similar abilities, albeit w different focuses kinda like the bene gesserit vs honored matres (don’t worry abt them) having similar but different stuff etc.
anyway, khaldians sorta view augurs as bastardizations of themselves: a corrupted offshoot that went native (when ur loyalty must ALWAYS be to khaldia!!!!!!!). meanwhile, augurs view khaldians as heretics, basically – ppl w the skills and knowledge to do the right thing who use them instead for evil, so they’re the biggest problem of all, so just!!!!! lotsa fun here obv lakjsflkjsdf everyone’s getting along like a house on fire
wild wytches, by definition, are independent, so there's really no set or cultural feeling they can express towards any other group bc its completely a lone pov every time, but i ~can tell you what most soothsayers and most neskans are sort of taught to think of wild wytches!
the khaldians feel threatened by both the augurs and the 'wild wytches’ and are quick to shout abomination as a result. they're taught to believe that khaldia is, and should be, the arbitor of ~all power, as they're the only lasting bastion of order and civilization. other powers offer it temporarily, such as iliam does now and ilusos did once but, like ilusos, these temporal powers ultimately burn out or fade away. khaldia is the last best chance humanity has, so it ought to be in control and wo rivals. therefore, they seek to eradicate others they do not believe they can control.
augurs see wild wytches v differently, often more as an opportunity. if they've survived wo training, then that is a gift of the great god's. that being said, they ~will approach one sort of like a ticking time bomb just bc...they effectively ~are what w the potential for wild chaos magic destroying everything, so they don't tend to try to train them within their burrows, as they do w runaway acolytes or young wytches. instead, an experienced augur or two will often take them out into the desert, set up a small shelter for habitation, and begin training them there, knowing well disaster could come for them all.
ok, so, you mentioned psychic crystals for scrying and such? can you break that down a little more? what're these crystals? how do they work?
ok, yes! so these crystals are extremely rare, but they can be occasionally found in the wastes. whether they're naturally occurring sci-fi rocks w idk some potent...mineral or psychic or ~whatever quality, or they're magic, or they just ~look like crystals and are, in fact, long-lost tech from the ancient empire...idk! (maybe they're petrified shards of wyrm/drake eggs or teeth! idk...) maybe they're lowkey all the above. but!! they ~are psychically attuned and, basically, they're amplifiers. they can be used either to house a particular capacity, often w the result that even a non-psychic can wield them to use that capacity -- such as the scrying crystals allowing for mass telepathy -- or, they can be used to effectively boost a psychic -- such as when they're used as soul jars to house a particular soul (in which case they're usually being used as effectively a psychic battery or to preserve a particular person's essence [tho not in particularly humane way, i'll get more into that later]) since, as i mentioned, if a wytch pushes themself too far, they can actually harm or even kill themselves in the effort. if they use a charged crystal, instead, it'll sap that first.
while, if a crystal is charged with a particular gift, it can be used by a non-psychic, this is not true if its infused, instead, with raw energy (such as being used for a soul jar). when the energy is raw, it is usable only by a wytch.
there's another factor with the crystal, as well, to consider. this is all super limited bc…magic/tech, and even these psychically attuned crystals are running out. once, they were a plentiful resource in the wastes, but there are fewer and fewer of them, these days, so making more scrying crystals? experimenting with soul jars (i'll get into that more, later)? all of these things have a limited capacity.
furthermore, as previously alluded to, these crystals have smth of a charge, for lack of a better word. basically, characters ~can do all these things, but it is limited to whatever the crystal has been infused with, previously. just like how your phone will only run so long w/o recharging it or whatever…but you’ve lost ur cable so ur tryna conserve the battery as long as possible…sorta thing. many crystals are starting to die away, entirely, becoming simply heaps of useless -- if translucent -- rock. even the life of the battery is dying away, and many will no longer accept a 'full charge' at all, no matter how much energy one tries to add to it.
fortunately, most of the scrying crystals seem set to continue infinitely. perhaps that's bc the scrying crystals are set up to absord pyschic energy -- (its certainly the public reason they were set up that way:) it keeps them perpetually charged. bc of that, they've been perpetually recharging all along, so they aren't showing signs of decay. (shhh this is a handwave since they're key to the mechanics of how we rp ;D)
many others ~weren't treated so well, previously. generally, you have to charge them in order for them to work...hence the practice of stuffing dead, villainous souls inside them: until that soul is utterly ripped apart, that crystal has a charge to strengthen psychics and powers. in many cases, these experiments are a last-ditch effort to bring decaying crystals back to a full charges. in some cases it seems to be working -- in others, not so much.
these crystals range in size from huge sheets like the ones used for scrying glasses (tho its believed there are no more of that size left) to tiny chips. their average power and charge are commensurate with their size, which is why the scrying crystals are so massive so you can communicate w ppl on the other side of the continent, if you have to, etc.
wait, wait, soul jars??? augurs refining crystals for that??
soooo, im thinking this is a secret -- potentially even from the wider augur community, itself, but, as i mentioned in the powers and abilities post, when one combines soothsayer and augur practices, one can come up w some pr wild skillsets. as a result, im thinking this may be smth LEILA ARION -- herself combining these specialties -- may be experimenting with.
now, as things currently stand, this would be seen as a blasphemous practice amongst the purgists, as the soul is meant to be purged of its impure uniquenesses in death and go on to join the great god of the desert in his holy collective, or whatever, so halting a soul in that practice would be looked up as sacrilege. however, sinful souls are already seen as anathema, as they can blacken the purity of the great god in high enough quantities, and thus if a person could be proven to be unworthy, an argument could be made that preventing their soul from joining the collective might actually be a pure act. so im thinking that's the pov we're coming at from here: its actually a punishment. but you'd have to be a pr egregious person, by purgist standards, for the purging of death to still render your soul unworthy, etc. so this would be reserved for ppl who have done smth blasphemous and have NOT undergone the sevenfold death. for example, ARNE AGNAR, would be a pr good candidate for smth like this
now, let's say arne was caught but, instead of being put through the sevenfold death, he were subjected to a soul jar, how would that look? frankly, it'd be pr bleak. since he'd be in an inanimate hunk of rock, it'd basically be a situation where he's imprisoned and completely isolated unless another psychic reached out. he could be siphoned, as psychic energy, which would slowly drain him away, which is considered a particularly horrific fate. so, basically, it'd be more than the residual psychic energy left in the scrying crystals, but less than the SEPH-0-NE situation.
augurs using ~themselves as soul jars? how does that work?
going back to ARNE as an example here. avoiding the above horrors is why arne chose to leave KYORE's soul inside himself until such time as he finished work on SEPH-0-NE rather than refining a crystal and stuffing her soul in there.
now, there're multiple ways to handle carrying around two souls in one body. one would be to try to trap the ~other soul in a little psychic box. this isn't always effective, as any were who's ever inhabited another person can tell you, but you ~can try it. even if you do succeed, a high portion of your psychic energy will go to maintaining that little prison, thus preventing you from doing much else, and the like and, if you do take your concentration off that, there's a high possibility they'll escape and start fighting back, and possibly trap ~you in a little psychic cage, instead. the other way is what arne did, and that's simply to work together, letting each soul keep one hand on the wheel. this means both have free use of the body they both inhabit (which can sometimes make that body more powerful -- able to use both left and right sides of the brain simultaneously for completely opposite tasks, for example -- or equally it can make it more clumsy as, say, both souls try to walk in different directions at the same time -- it requires a great deal of coordination and trust), and that they are both freely intermingling with one another's consciousness, melding in a way. it also means neither can ever be truly alone -- in both the best and worst ways imaginable.
now, part of what is happening here is that a psychic can use their own mental powers to project themselves into another's body. however, a non-psychic has no such capacity, meaning that if a psychic wishes to use themself as a soul jar for a non-psychic, as in the case of arne and kyore, it falls to the psychic to constantly maintain that bond since the other person can't. it also means that, as an augur, he was constantly vulnerable to psychic attack as, if he'd ever put up his psychic shields, he would've severed that connection. this is a psychically exhausting thing to do, and probably not possible to maintain forever without killing the host, as well.
so, returning to our example of arne and kyore, bc he chose to freely share his body with her, she'd continue to be able to function with a body and, even if the only person she could talk to was him (since she, herself, wasn't a wytch and therefore not capable to reaching out to anyone else, herself), at least she wasn't completely isolated. further, since she wasn't in a crystal, it meant that no one (besides arne, who chose not to) could steal her, or siphon off her, or any such thing. she's herself, intact, even if it meant neither of them had any alone time and a lot of his psychic power was in constant use maintaining her soul and he couldn't risk putting a shield up, as it would also cut off ~her psychic energy and thus she'd go...wherever souls go after death, and it risked killing them both if left that way, too long.
I humbly request a lightsaber, a tron-esque light bike and the option to play an android.
so i realize this was mostly a joke, however!! i also realize it wasn't ~entirely one so!! ive been thinking long and hard abt this. i can't really do ~all of this in our setting completely, but i can at least partially do most of it, i think!
so! lightsabers (my beloved <3)! it is after all the elegant weapon for a more civilized age <3333333 soooooo, couldn't ~quite figure this out ~exactly, but i think i've got a fun analogue. ok, so you know those crystals i was making a big deal abt up above? well -- and, yes, this part ~is lowkey inspired by kyber crystals shhhh let's just go w it ;DDDD -- welllllll, i was thinking that, given that you can attune psychically to them etc and make them scrying glasses and what not -- another thing you may be able to do is refine them such that you can basically make a psionic weapon outta them that's basically...a lightsaber but psychic not laser. in this case, id think you could sort of manipulate length so sometimes its a sword, sometimes its a knife. you can put through most things except, im thinking, ~not other charged crystals or beams of psychic energy/psionic blades (once they've decayed enough that may be different) as w a lightsaber, that way you can have not!lightsaber battles ;D also, like w a lightsaber, they're ~color-coded, but there's a wider range bc the color gleams the color of ur character's aura bc that's my idea of a good time <3 bc of the natura of the crystals, tho, they're ~not swiss army knives etc so if ur crystals refined to be a not!lightsaber, that's what it does, kinda like if ur crystal is refined to be a scrying glass, that's what it does, etc. im thinking, tho, the longer it is, the weaker the place. so, like, you could turn it into a full-blown lance if you wanted, but it wouldn't be as powerful/cut through as much as if you had it as a dagger, for example.
now, ngl, i have never seen tron and know nothing abt it outside random trailers i've seen, so idk exactly what ur looking for there alas tbqh, but!! given this is v much a dieselpunk meets wasteland kinda thing, i think it's extremely plausible to say there're motorcycles! probs more fury road style than the flashy lights of tron (again...going on trailers...might have this wrong) but!! yeah!! ur character can def have at least ~that kind of motorcycle?
update! did a lil research on tron bikes and apparently they can kill you and have more of a low-slung position a la the bat bike in the nolanverse so!! 1) could def outfit a bike for that position and, 2) for the deadly ribbon thingy at the back (obv my terminology is a++++ i ~clearly know what im talking abt BAHAHAHA sorry, my loves!), ur character could afix like a bunch of steel rods to the back between which're strung barbed wire to achieve the same result. alternately, they could strap their psionic blade on the back and make it a long weapon. now, it wouldn't have quite the depth so they'd have to be like RIGHT behind you to impale themselves or whatever but...it could happen! anyway, not sure if any of ~that is what you were looking for w the light bike thing? but if so...yay! if not, lmk, i'll have more of a think <3
option to play an android...check! ;D
can you tell us more abt the whole ~council situation?
yes! so, as ive mentioned elsewhere, the council's purpose is basically to help make over-arching rulers for the entire continent to follow. ig like...think asoiaf/got/hotd/akotsk's small council meets like...the united nations hahaha basically the leaders of the great territories get together and decide *cough* bicker *cough* abt the future and how things go. the high king is the arbiter of the council and, effectively, chairman of the board. he isn't their emperor, per se, but he's got at least nominal control of the council itself. one of the big events the council stages on behalf of everyone is the tourney of arnoria, deciding who the high king's heir will be. that's all review. even characters not looking to join the council, themselves, often seek to influence the councillors towards their own ends...sm chaos! what does this look like?
~supposedly, everyone at the summit/council is working together to arrange the tourney, etc, but lbr!! there’re hella shady backdoor deals, betrayals, schemes, maneuvering, and general politicking (etc!) going on behind closed doors. in fact, some leaders want to continue the high king bit (khaldia for example wants that) but others ~dont (atlaton for example -- tho they're being coy bc first they gotta do a lil light infiltration of their enemies) and yet others’re maneuvering to try to ensure the decision is sealed before its even fought (jovis wants to ~be high king -- not that he wants to stop the tourney, just that he wants it to be wink wink nudge nudge everyone on the council will help ensure jovis' peeps come out on top) etc etc so yeah lots going on!!
if ur familiar w the gamemakers in thg, the council will also be acting in that capacity. however, they don't have physical control over the arena in the same way so they can't, like, cause an earthquake or smth, but they ~do set the goals of each ~session. for example, they could say 'whoever takes x hill by sundown wins this round' or whatever. they can also do things like unleash captured wyrms into the freehold or whatever. so, yeah!!
what's going on w some ppl tryna join the council????? is that possible? how does this all work?
it ~is possible and its pr straight forward. if you can get enough council members to vote 'yea' to appointing a new council member at the next council meeting, you can make this happen w the approval of the sitting high king, who has veto power. however, though straightforward, it is anything but simple, bc it means giving up a certain amount of power as, the smaller the pool, the more control each council has in theory, right? BUT, if the new counciller will vote ~w the old one on certain issues they're struggling to get through, for example, well, maybe it becomes worth it! that kind of thing!
all this being said, HAKON ESPEN and LEILA ARION may have better success, potentially, getting on the council than, say, jovis' cronies bc, while it does involve new povs and divisions of power, it ~also means the council will then hold a certain amount of sway in territories where, until now, they've been powerless, whereas mitanis and ilusos, for example, already abide by rulings of the council. that being said tho, there may be those already on the council, such as VASIA ARGYRIS, who may be so utterly against those two having a voice in the council that they may seek to block them from joining.
so yeah! basically, all sorts of reasons, and ~all of them will require copious politicking and, ofc, commenting ;DDDD
ok, so who're the current councillors? who're looking to join, as of the written bios?
current councillors:
emrys aeryn of vatonis (high king)
vasia argyris of khaldia
koskei of syrrar (disputed due to contested nature of who holds the throne of syrrar)
ruler marr of evris (unnamed)
tryphon parsys of akaemis (represented currently by lia parsys; to be represented in future by aspasia parsys)
jovis turinus of iliam
ruler xirath of dorrain (unnamed)
looking to join (some spoilers for forthcoming characters):
eramis aeryn of vatonis (arguing his father is too busy being high king impartially to represent vatonis)
leila arion of neska (bringing neska into the fold)
ayana asciam of mitanis (claiming to be the true ruler of mitanis)
cassian asciam of mitanis (arguing independent representation of mitanis under the auspices of jovis)
adalet atamon of troha (claiming to be the true ruler of troha)
alym atamon of troha (claiming to be the true ruler of troha)
coryn atamon of troha (arguing independent representation of troha under the auspices of jovis)
erenn azand of troha (claiming to be the true ruler of mitanis)
hakon espen of atlaton (bringing atlaton into the fold)
emyna nikar of khaldia (claiming to be the true ruler of troha)
hanno turinus of iliam (arguing independent representation of ilusos under the auspices of jovis)
there will almost certainly be more as time goes on, but in terms of what ive got planned...this is the full compliment, so far. if you have any questions abt the characters who're not yet announced/currently npcs, lmk! but we're gonna say, for now, that those who're unnannounced -- alym atamon, for example -- have yet to announce their candidacy/arrive at the summit, so yeah
what does the 'unnamed' note mean above?
sadly, only that i have yet to bestow a name upon that character, not anything more interesting than that, im afraid...
FAQ: Tourney of Arnoria
is the tourney definitely gonna happen? can my character try to prevent it?
your character can absolutely try to prevent it! and there're plenty of reasons they might want to! but i will go ahead and spoil the fact that they can't succeed. even if we decide to simply set it as a one week event in which only npcs participate (which im completely open to, if ppl prefer, ofc! lmk if you do!) it does have to happen so that an heir to the high king can be selected, since that's the whole problem they're here to solve (nominally, at least...) whether or not they succeed via the trouney is another question...but they at least have to try ;D lmk tho if you want them to sabotage it in some way, too, that can certainly happen...
so what does my character know abt the tourney?
that will depend a bit on the individual, and largely it's up to you what you want them to know, frankly, but here's what's generally known:
these games are located in the ‘neutral zone’ known as the freehold, which is where summits and other events requiring neutral ground are conducted
its also a place of refuge to which many humans who haven’t yet been grabbed and forced into service somewhere in one of the other territories, but ~have managed to escape the wastes, live, so basically the only way to be even moderately comfortably as a human who can't get into iliam, is to live in the middle of a literal war zone where you’re sure to get grabbed and forced into soldiering so that’s a whole lotta fun!!
its held abt once a generation, but how long ~that is depends largely on who the last selected heir was -- if it was a feyan, a generation is a loooooot longer than if it was a human, for example
but they can also randomly crop up to solve other issues, tho usually in such cases not involving ~every arnorian nation
its purpose is, purportedly, to keep the peace, spare lives, and maintain civilization despite the constant threat to it. whether your character agrees that it does this is up to you entirely bc it's def a hot button issue, but the argument goes like so: arnoria is a continent and it's for these ~factions, in order to forestall a full-fledged war from engulfing the entire continent, and laying waste to what little is left of society, w each faction’s next leader being decided by the way they perform in the tourney etc, so you know you can trust them/they're capable, smart, up to it, bc they must prove themselves as a leader, a general, and a strategist in order to win
it's used to decide all succession matters, once and for all: all of any particular ruler's potential heirs have their own lil army, and whoever wins from amongst those heirs is the next king; whoever wins ~OVERALL~ is the next high king, so that’s how each warring faction decides the overall leader etc
it's basically a series of war games, used to suss out everyone's potential
some characters may have seen or even participated in the last tourney -- others may not have. im gonna leave exactly when the last one happened largely up to plotting esp re how old we want the aeryn princesses to be in literal terms, not just appearances, since they're parents were married during the last one.
my character's a potential heir. can they choose not to enter?
absolutely! what the player wants, goes! my feeling on characters, in general, is anyone can be pushed to anything, so it's just a matter of finding the reason, so even if you've got an aggressive, ambitious character, maybe they channel that into the political arena; or if they have a pushing ruler, maybe they persuade them they can better win outside the tourney, somehow. we can make anything happen!
my character's a potential heir. i want them to join, but i don't think ~they'd want to/i want the drama of having them forced into this. is that possible?
absolutely it is! like i said above, anyone can be pushed to any extreme, its just figuring out what'd do that. so, even if ur character has a loving, doting ruler -- maybe your character is being blackmailed, or maybe the ruler is convinced by another character that the only way to truly keep your character safe is to ensure they win the games...anything can happen!
so you've alluded to the rebels potentially joining the tourney in some of the bios. how does that work?
so, there're a couple perspectives here. firstly, the rebel characters we have now, since we're starting on the political end of the spectrum, are largely royals and nobles, making it more suss if ~they choose not to enter the tourney, so that's absolutely an aspect, particularly bc there are succession crises happening in lots of the territories rn.
that being said, tho, there ~are reasons why a rebel might intentionally want to enter the tourney for its own sake. firstly, access to armies and strategems. a lot of getting a revolution underway is ultimately networking. where better than this crucible to suss out who's capable, who's discontent, who's gonna be a problem in the future -- and also where better to have a chance to eliminate such threats before they even transpire? plus, you can easily stir up dissatisfaction over the vent from within it...
for those who are in running to potentially win, there's also the nuclear option of becoming high king and just...announcing ur done here. this is over. the tourneys are defunct. whatever.
largely, the rebels do wanna stop the games entirely, have an actual war, and just have it out!!!!! decide things, once and for all! that way rather than just senseless killing basically…forever, ppl can find a way of life and move on from this barbaric situation!! itll be a terrible war, for sure, but then itll be over and done, and ppl will finally have a chance to live in freedom!
other rebels, tho, disagree. isn't this saving countless lives? maybe we can fight for the ~rebel cause in here and win and make changes systemically that way.
there're plenty of reasons, but those could be some!
there's also always the 'they didn't have a choice' option, too!
how do humans keep up in the tourney?
unfortunately, many regard them as largely canon fodder if they aren't high ranking, but there are other options, too.
characters who’re more powerful outside the arena, are given suppressants so they don't have like ~too much advantage, in order to allow for analyzing who really is best to lead, and not just whose ability is most powerful, basically (but also so ooc our characters have the same sorts of advantages etc)
sponsors are a big part of this and can send the usual stuff like food and medicine etc, but also, like, magical stuff as well – vampire or werewolf venom, or like a ~potion or whatever which is esp helpful to humans bc these can help mimic some of the abilities of the others, but still only giving 'street level’ but still, or even poisons they can use against their enemies. they can also make alliances w more powerful characters, or else lay traps for more powerful opponents.
you've said you plan for us to rp out the tourney. how do you plan to conduct that, ooc? what if i don't want anything to happen to my character?
not to worry, i've got hella thoughts on this!
so, options:
first of all, you can def opt out of the tourney, entirely, if you want to!
also, if we're not feeling like making this anything other than a one-week event in which only npcs participate, that's fine, too! lmk!
but, also, this is partially inspired by the hunger games, so if you want to be involved w the plot but not put your character through that, you can have them be a mentor, a sponsor, a spectator, an objector, a stylist...whatever! you can also legit have them straight up ignore it, too!
if you do want them involved, tho, there're levels of involvement -- for example, ur character could be a strategist or a healer, so like...involved but removed from it.
but if you want them committed but not hurt, lmk! they won't be!
ok w them being hurt? great, lmk i can make that happen, too!
cool w them straight up dying, potentially? np, i'll add them to a list of potential victims ;D
how will it work, ic?
in an effort to both support the premise ~and the mechanics of how we rp ive been thinking a lot abt how these games work!! bc obv we don’t really want all our characters except maybe one to die etc lakdjskjfsdjf AND we like to write non-action probs more than action sequences (tho itd be cool to do both for smth like this, ofc! but i still think we’d like to choose what we feel like writing at any given moment!) sooooo
ic, the media blitz aspect (borrowed from thg) is ongoing throughout the games, so characters will be interviewed and taken to vast parties and shown off and pushed into fake relationships and alllll that jazz etc to get sponsors etc the entire time, not just leading up to the games
this also allows free interactions w mentors, stylists, sponsors, etc so we can ~also have characters outside the arena interact w those within
for those inside the arena its a kinda hell but outside it, for the rich and powerful, its just a string of glamorous good-time parties where they can finally interact w ppl from the other sides etc so lotsa trade deals etc go on and such too during this time, plus the 'lower' classes now have a reason to interact directly, socially, w the 'upper' classes
there’re ~scrying glasses (i'll get into that more later)~ that basically allow the tourney to be viewed by everyone but…magically sdkjafksjdf to justify this ongoing situation, so that way everyone can see everything/know what's going on, but don't necessarily have to be directly involved...think: superbowl parties
the fighting goes all through the night (since there’re vamps i thought it should be night slkfjaklsdjf or else underground…everyone’s gotta pull a 12 dancing princesses and go underground w the silver and gold trees etc except there’s a war down there instead of a ball whoops #details ;D but anyway...sometimes its night and under the stars, sometimes its under the earth, depending on events and such) but then there’s a tense truce during the day w fighting strictly forbidden and punishable so our fighting characters can interact w an excuse to not fight
alliances shift and change in the arena so your characters can move freely wherever whenever
w it being little armies, rather than 24 individual characters, that gives you a wider range of characters with whom to interact in rping, but it also means that not every character involved needs to die to decide a winner, just like when armies clash irl
plus, since a lot of our peeps are royal, imma say royal characters are technically, in-world, illegal to kill in the tourney. obv any character ~can die, but that way it feels a bit more legit if/when they aren’t being targeted. also when royal characters ~do die, vengeance is exacted both by those who lost them, re reprisals etc, but ~also by the council exact the punishment it sees fit, so that way characters have a reason to avoid it, even if they have the chance of it, etc
ppl can be grabbed and pressganged into service, etc, again to facilitate this ++ new character drops, bringing in non-arena characters to the arena fighting, etc
the games can stretch on for as long as they need to so they can go on for years probs but can also last merely a day, if everything's decided by then, so if we do it and you guys are like 'nahhhh no likey' we can easily end it! or, if you ~do like it, we can keep it going as long as its still fun!
how will we organize this, ooc?
so, im thinking the mechanics for who wins each day/event will be a la what lizzy did for the lfr tournament <3
in addition to that wheel of who won/lost/got chewed on by squirrels or whatever else, there'll be a wheel of pain to include both physical and emotional pain prompts: a life-long npc friend was badly injured or died; someone prophecies to your character a looming heartbreak; etc. But also like physical stuff that isn’t ~just injury. Your character was unable to eat for 42hrs; your sponsors sent you a healing potion but it was stolen: that sort of thing.
wheel of pain i’ll post results immediately, when i have them, but wheel of death i’ll private msg (unless it’s an open character or npc) and that way it preserves the shock when you write it, but also you can then be like ‘wait now that I’m faced w this death now I don’t want it’ that way, too.
when i put it together, i can also send links for both/all wheels so you guys can use them to ur heart's content, too, whether for the tourney or not.
also, id love to hear any/all such prompt ideas you may have!!
oh! i might also divvy up the second into the wheel of injury (so physical stuff) and the wheel of pain (emotional and non-physical upsets), depending on what you guys prefer
characters are ~automatically opted in to injuries wheel since healing is a power etc, but players can choose to opt out; players can also choose to opt ~in to the entirely separate death wheel. that way everyone still gets the excitement of shock etc but they don’t necessarily have to risk characters they’re not ready to kill off yet or whatever
FAQ: Locations
what're all these places? what's going on w them?
akaemis is a land in possession of an ever-shrinking oasis situated to the north, close to the growing ice line beyond which all is a frozen wasteland – rather than a burning one. perhaps the oldest still-extent culture in arnoria, the akaemi are survivalists, holding one of the oldest oases on the continent, but each year the oasis loses ground, and the ice line falls further south. they know that soon their position on the map will grow untenable, and drastic measures must be taken to secure survival.
arnoria is, simply, the name of the continent, entire, and thus of all other regions, collectively.
atlaton is a largely seafaring culture, but it holds a not insignificant strip of land circling the heart of the eastern bay, which it controls, as well as most of that body, itself. many of their people live on barges and small boats lashed together, which can easily be loosed to navigate smaller waterways. atlatons believe that the cataclysm (now a largely mythologized event w few knowing precisely what happened) was a judgment upon humanity, and this landless existence of theirs is pure. civilization is inherently wicked. they worship the firewyrms and firedrakes, and believe the land belongs to them. only the purest humans may live for extended periods on land/in one place, w all the rest obliged to live upon the water. only the atlatons have the technology to dare deep waters (and even they seldom do so willingly!), since they are as treacherous as the deep deserts or the deep ice (both bc it is stormy and bc it teems w monsters of the deep), which is why, despite being connected by a great bay, crossing from troha to khaldia by water is a no-go except perhaps in the most desperate straights. most ppl on the water hug the coast, except in the relatively more protected ~great bay~ but even that, again, only the atlatons can really cross the deep waters in safety. they do sometimes sell this crossing as a service, tho, but even so its generally considered more reliable to cross by land – at least its a devil-you-know sort of situation. tho, as fellow purgists, atlaton and neska share many similar ideals, until recently there was a great deal of tension between the two territories, bc in atlaton they have a practice of sacrificing to the firedrakes and firewyrms, fleshy offerings to sate the divine hunger of the great god of the desert. sure enough, when they actively feed them, the atlatons have also found, they're less likely to attack -- clearly, they believe, their sacrifices are blessed, whatever the neskans might say of daring to disturb the courses of the great god.
dorrain is the place where wytches were said first to have come into the world. how true this may be, none can say, but that it boasts a higher proportion of wytches there, than of humans, cannot be denied. the territory is ruled by house xirath, a house with ancient ties to the mother mountains and to the order of soothsayers, traditionally sending each of its children there for years of study, to be brought up soothsayers, until such time as they are meant to pass their trials. they may then decide whether to do so and remain in khaldia as a soothsayer -- or to return to dorrain and rule there, dominated by their own policies rather than enacting those of khaldia. it is also so that, while most pythiae have not been of the house -- the house of xirath has provided more pythiae than any other family ever has, even the many noble houses of dorrain which have also supplied a great number thereof. for this reason, it is said that the alliance between khaldia and dorrain is unbreakable by both blood and fealty. but how far this may be true can be known only by those within...the territory is situated alongside khaldia, on the western side of the continent, following the sea -- locked in near-perpetual combat with their volatile and -- they believe -- heretical neighbor, neska.
evris is were territory. ruled by house marr, it is believed that this was the place from which the weres first emerged. unlike most places in arnoria, evris does boast a great deal of water -- but these are no gentle, swaying turrents. if there are, already, wastelands of ice and of sand, evris is a swamp: a wasteland of water. everything there is ravenous: immense flesh-eating insects and foliage of a similar description, and even the sludgy waters, themselves, are poisonous and teaming with mutant, sharp-toothed monsters. nevertheless, the most dangerous beings in these lands are the weres, themselves, overlords of all they survey. once, the houses of evris waged vicious wars against one another -- sending monsters to devour each other, and the like -- till the house of marr, toppling all the others, wrested control over the region and instilled peace. and the marrs, it is said, are always watching.
the freehold is a region agreed upon by the powers of arnoria as a no man’s land, a neutral territory. this is largely because it is two unlikely things: both an oasis and a land surrounded by the most perilous deserts in all arnoria: the breeding grounds of the firewyrms. it is nigh impossible to travel in or out of the freehold, due to the particularly savage activity of the thrashing fiery parents -- and their winged brethren who, ravenous, circle from above, seeking easy prey. for these reasons, it was deemed the ideal location for summits and for the tourney of arnoria, where -- rather than warring against one another officially -- matters are decided between countries by arms. between such events, however, the place is largely peopled by humans, seeking a freer existence, despite knowing they will find themselves conscripted into one of the unwilling armies, should a tourney crop up...
the ice line is ever encroaching from the north, every year plunging further and further south to the devastation of all those living in higher climes. while its no distinct country, it is the term most arnorians use to refer to the northern line beyond which arnoria is no longer inhabitable due to the extreme cold.
iliam is the newest and largest oasis on the continent and conveniently surrounded by mountains and high walls, think: the hanging gardens of babylon, but surrounded by desert wastes. iliam is controled by a man who calls himself the imperator and is perhaps the most powerful man alive. it is the place boasting the best quality of life in terms of survival, for those who can manage to persuade the imperator to open its gates to them, but it is also corrupt to its core, w intrigue and back-biting characterizing practically every aspect of life there. iliam recently annexed troha (not to mention ilusos and mitanis) and, some believe, has thus now over-extended itself, showing a chink in the imperator’s armor for the first time. nevertheless, it is a bastion on culture in an otherwise derelict world, yet even these beauties are beginning to turn as the imperator holds more and more of his bloodthirsty circuses, where gladiators fight for his favor, wrangling other gladiators, and firewyrms and firedrakes, alike. those who please him, and survive, may join the most elite warriors in the world and live in the greatest comfort available in arnoria -- others die horribly to the delight of a cheering mob. meanwhile, whispers suggest the imperator seeks a means of controlling the wyrms and drakes -- a thing the purgists call blasphemy...
ilusos was, perhaps, the first troha, the first iliam rolled into one. ilusos was a power in this world before most of the others had even begun. as iliam first appeared out the sands, an oasis unfurling across the sands, ilusos arrived, brutally conquering them and laying waste to all those who dared resist. survivors were regarded as little more than chattels, but this would ultimately prove the doom of ancient ilusos. yet, piror to iliam's rebellion, there was talk in the ilusan senate of granting ilians more liberty. the issue was hotly contested before finally being shut down -- a ruling soon to be overturned by internal strife within ilusos, itself, helping ignite the rebellion. led by the future imperator jovis, he visited upon ilusos what, once, had been visited upon iliam by them, brutally putting to death the senate and royal family, sparing only those in khaldia (bc he could not touch them), and the youngest son, whom he adopted as his own -- a horrified hostage in the sight of all.
khaldia is a stark, mountainous place and its richness comes not from its soil or its waters, but from its ppl (tho legend states that it was once the largest and most flourishing oasis in the continent – if true, those days are long over, now). home to the soothsayers, an order led by the pythia, herself, these are a revered ppl, trained in history and lore and medicine and letters amongst a great many other things, and considered a priestly class by many. every leader, to hold any significance, must keep a soothsayer, w the loss of a soothsayer effectively amounting to political and religious excommunication. to harm a soothsayer is nigh unforgivable, and they act as advisors and mediators more or less wherever they go. every territory is required to send candidates to khaldia at childhood, w novitiates staying there for training, and rejects being sent back.
kyros --is not a full territory, but rather a county, a local lordship in akaemis ruled over by house adamas. bc akaemis is one of the oldest still-sovereign cultures left in arnoria, kyros and the house of adamas, as the oldest county in akaemis w one of the longest-surviving houses still running it, predates most royal families, giving them a certain prestige in arnoria beyond their merely lordly role. because of this, it is also a county which is abt as large as many of the sovereign territories of arnoria, tho much of it is now lost -- buried beneath sheets unforgiving ice.
mitanis, like ilusos and akaemis, is a v old power, born around an oasis that has, now, mostly dried up. nevertheless, it remains important largely bc it still retains whisps of that oasis, surrounding a wide (tho unfortunately flesh-eating creature-rich) fresh-water river running through it which still has yet to dry up (tho most predict it is only a matter of time, w barely a couple decades remaining). mitanis was once as large and as powerful as iliam is now, but w the decline of its oasis it, too, has declined (a pattern which is the basis for those khaldians who argue against propping up JOVIS). in living memory, it was finally claimed by troha, a neighboring state which had, in that past decade, finally eclipsed it in power as troha grew and mitanis diminished. mitanis initially offered fierce resistance, attempting to wrest back its independence, leading to a devastating conflict which only further crushed mitani power till, exhausted and unable to continue, the lord surrendered. the result was a treaty which stipulated, amongst other things, that the then-lord’s heir, AYANA, was to be raised amongst the heirs of HOUSE ATAMON, as one of its own, and was to be wed to its future king, thus uniting her claim w his and effectively joining troha and mitanis as one. since, however, it appears that both heirs died when iliam conquered troha, the current status of mitanis is largely unclear, w the last member of house ASCIAM, CASSIAN, being named lord and now appearing to serve JOVIS...
neska forms a wasted crescent at the foot of budding mountains, in burrows bored long ago by firewyrms deep beneath it, and relying on ground water deep beneath the surface. though closer to khaldia physically than the other cultures listed here, neska and khaldia are strictly opposed to one another, with neskan belief leaning closer to atlaton than khaldian. here, the people worship the firewyrms and, while not strictly making offerings to them as their atlaton brethren do, (believing that to in any way disturb their natural course is unholy,) they do believe that to harm one is the worst sort of blasphemy with a horrific seven-death punishment being the consequence. neskans believes that these terrible wastes are sacred, scouring humanity of all its sins, and must be endured that a better life to come may be found in the afterlife, with the firewyrms and firedrakes believed to be a kind of hivemind that is they call the great god of the desert. the neskans are largely reavers and pop up from their cavernous labyrinths wherever they choose to attack. it is said — they are rarely seen coming. yet for all their differences and traditional in-fighting between them and the atlatons, smth has recently brought them together shaking their various neighbors…
syrarr is beset on all sides. yet, its ppl have evolved to thrive in their tempestuous environment. this is vamp territory, ruled by house koskei, and tho most beings are incapable of surviving there, the vamps have evolved to suit it. in fact, most vamps in the world prefer to remain there, seldom venturing elsewhere on the continent. perched upon volcanic mountains, sheathed in ice, and infected with toxic volcanic ash, the sun is blotted out much of the year. almost nothing grows in syrrar, save its famed black roses, nightshade, and other deadly and night-blooming plants. the falling ice line has little impact on the vamps, who've only enlarged its empire as others have fled. while there's still a point beyond even their tolerance, syrrar only grows. yet, with their expanding reach comes more to grasp. the house of of koskei has been beset by wars of succession, of late, and yet another threatens, as the last one seemed to rule that women could not inherit -- but now the last heir of the male line is, in fact, a woman, while the last heir of the female line is a man...so what is it? women can't rule? or the female line can't? it seems syrrar is doomed to trace out its family tree in blood...
troha is now an annex to iliam, having entered into an alliance w the great city, but once it was its own flourishing territory. when its ruler, however, betrayed the imperator and attempted to seize his holdings, the imperator had him and his warriors slaughtered, publicly feeding his daughter – the imperator’s own wife – to a firedrake as an example of what would become of those who betrayed him. many native trohans were incensed and horrified, having lost both their independence, and many loved ones in the imperator’s vengeance, but w their warriors obliterated and enemies encircling them, many feel there is little to do but submit in the name of survival. others, however, whisper of rebellion…
vatonis is perhaps, saving iliam and the freehold, the most beautiful territory currently accessible by anyone, but it is also the smallest of the three. this suits its inhabitants, however, as vatonis is a feyan territory, and theirs is the rarest condition. ruled by house aeryn, it has its share of wastes, boasting salt flats at the edges of its territory, as its oasis wears slowly away. nevertheless, within -- though a somewhat arid clime -- vatonis is known for its stunning and colorful architecture amidst its delectable and all-too rare resources such as lemons and pomegranates and figs and olives. nevertheless, while vatonis was for some time enjoying a rise in power, its trajectory has somewhat tapered off of late. tho the current ruler was -- and remains -- the high king, that he is growing old is no secret and, when aomon, his son and heir -- to both seats -- was recently assassinated, all of arnoria was thrown into uncertainty. besides that, aomon has left a messy succession behind him, leaving vatonis' future no longer assured but now a lethal question, and sparking not only a summit -- but the next tourney of arnoria, as well.
FAQ: Conditions
in the bios, you list conditions...what are those, what do they mean?
conditions are, effectively, powers and abilities, but they do come with drawbacks, as well. effectively, my thought is that these people have been out here in these wastes, breathing in goodness knows what, for centuries. depending on what part of the continent their ancestors have come from, many have started to evolve. bc of this, you will see carry-over between the various conditions -- weres and wytches, for example, both show certain telepathic-esque abilities. but i've also tried to make them each unique with their own powers and weaknesses.
humans
so idk that i need to tell you guys toooo much abt what it means to be a human hahaha so i'll talk, instead, abt the societal ramifications
humans tend to be looked down on by those of other conditions (save infectants). not only do they represent a weaker strain of evolution, they're also more vulnerable to becoming an infectant (i'll get into what ~that is in a sec!), which is perhaps the most reviled condition in arnoria. humans are also the weakest condition, but also, far and away, the most common (w, increasingly, the growing exception of infectants). ofc, as w anything, there are exceptions to how they're treated, but many w other conditions see humans as effectively a serf class with rare exceptions who've worked their way up to a grander position in some way, and sadly many treat them accordingly. it is to the extent that, many of 'higher' conditions who choose to marry a human are often seen as dirtying themselves and muddying their bloodlines, particularly if the human is not of legitimate noble or royal stock, but sometimes even if they are.
many humans who aren't seen as fodder for serving in the homes of their 'betters' are shunted off into the wastes to be reavers and scavengers. those who can often seek out the freehold in order to escape the treacherous desert, but the crossing is nearly impossible and many never make it. those who do, in general, have a fine enough life for a time, till at random the tourney is called, and then their once-idyllic homes are transformed into a hellish warzone, and they often find themselves conscripted into armies they neither care for nor know anything of.
increasingly, there has been kickback against anti-human prejudices, which is part of the growing revolutionary movement. But for many, it still comes as too little, too late...
infectants
so, infectants are roughly...think of it as a disease. tho it's certainly possible for anyone to catch it, most conditions have more robust defenses against the infection than humans. sometimes you evolve into like a vamp or whatever (most of these conditions emerge, partially, from an inheritable immunity reaction…which btw is also why humans are most susceptible to it…) – other times you succumb, and become an infectant.
infectants are crazy strong and durable, but they’re also lowkey dying. they get stronger and more durable till they go mad and zombie-like, and ultimately kinda start to decay alive till they just…drop dead. it's a horrible, horrible situation and ppl aren’t sm helped, generally, as shunned, so that’s fun *thumbs up* so yeah, think: fantasy zombie-ism/leprosy/rabies/madness…w a dash of my man, renard, from the world is not enough, for spice
most conditions are resistant to becoming an infectant, but none are completely immune. humans have no resistance to it.
hybrids
a child of two or more different types of beings, hybrids tend to have muted powers of each of their mingled conditions. for example, [ FINDON AERYN ], as a feyan-vamp hybrid has access to both feyan and vamp powers. however, because he is 50% one and 50% the other, he is only abt half as powerful in his feyan powers as someone who is purely feyan, and half as powerful in his vamp powers as someone who is purely vamp. however, this is also true of the drawbacks in their conditions -- findon is, for example, only abt half as vulnerable to sunlight as his full-blood vamp mother.
i hoped this would be a good way of keeping characters from getting too overpowered, while also giving them more variety.
note: for this reason, as regards the four elemental aeryn princesses, even tho technically they're abt 50% feyan, since their dad was all feyan, and then, like, idk, 12.5% the other four bloodline-inheritable conditions (being an infectant is kind of like having a disease so like...doesn't count that way), imma just say, for ease's sake, that it's all 20% for each of them bc its all swirling around in there, and they've also got their elemental power + superpower situation, so yeah!
unless the result of a noble alliance, hybrids are generally regarded as second-class citizens, since they fit into ~neither faction~ from which they derive. if they’re half-human, tho, they’re basically considered human trash amongst the other heritary conditions, unless the non-human parent does smth to elevate them in some way, but even that is often considered weird, perverse, and even a lil dangerous. whether or not their parents were legally married is another factor -- there is some prejudice against bastards.
hybrids are the least common condition.
wytches
pr much ur average human physically, but tend to have extraordinary psychic powers which can be honed w much training. wild wytches w no training absolutely exist, but typically -- depending on one's culture, one is siphoned into either the khaldian order of soothsayers, or takes after the more informal purgist augurs.
wo training, these powers can go haywire and prove dangerous to both the wytch and to those around them as they become more and more impossible to control. even if one has been trained in the use of their psychic powers, if one does not regularly practice, or if one pushes themselves too far, they can still grow outside of one's control, and become dangerous to everyone. this leads to psychic burnout, which can be deadly, as well as the pseudo chaos magic danger situation.
though humans are the most common by far, and infectants after them, the next most common condition is wytches.
SOOTHSAYER powers:
sensing emotions (and later emotion articulation) which, paired w their psychology program can kinda help them get psychic access to someone or, at the acolyte level at least, help them form a profile/predict what that idividual might want/do/etc, more advanced adepts can also influence emotions to help sway others as well, smth fellow trainees can tell was coming from someone else but that untrained ppl think they just had a rando spike of emotion out of nowhere or whatever
light persuasion (pr easily resistable but also fairly undetectable as such…you think you just had a really strong/weird impulse out of nowhere but like w any strong but random impulse can also be like ‘nah’ tho it is pr pervasive and you doooo gotta be like SNAP OUT OF IT SELF WE'RE NOT DOING THAT but yeah a trained person will know exactly what that was)
casting slight illusions/glamours. these are v small -- you can slightly alter the sound of your voice so it isn't as recognizable as your own, or make one or two features of your face appear slightly differently as a disguise, for example. you can't, say, project a full-bodied illusory version of yourself somewhere.
some psychic powers such as clairvoyance, visions that’re often like…lil warnings but usually fairly unintelligable (they haven’t really made much of an art of prescience that’s an augur thing mostly) and often is more just a sense of ~gut feeling w maybe a fleeting glimpse of smth that's often more disorienting than helpful. additionally, v slight telepathy but its just like…pictures and you can really only do it either w other highly trained minds (aka other khaldians etc) or w someone you just know crazy well, that sort of thing
advanced bodily control in an almost…reflexive muscle memory superpower kinda way, so if they’ve seen someone do a move they can recreate it, plus they can move a lil faster than untrained humans/are a lil tougher w improved reflexes etc ++ self-healing mental state that helps speed that up kinda thing (tho this is trancelike so you're vulnerable while doing it and can't usually enact it ~during a dangerous situation or while you're concentrating on smth else, or anything) ++ sleight of hand things etc
intense observational skills (like trained…not superhuman just advanced psychology training mixed w legit observational training etc)
bc they go for variety of powers they lack the specialized stuff their augur neighbors/enemies can do
def got special khaldian sign language that they're taught as acolytes
note: soothsayers can do all the above to varying power levels; acolytes can sense emotions (but not manipulate them), potentially receive confusing visions acolytes probs: ‘thanks?’, and do martial arts w limited reflexive muscle memory but nothing else advanced – ie no extra speed/reflexes etc – except maybe a teensy bit of self-healing/the full sign language/most of the observational and psychology stuff, but to a lesser degree etc
AUGUR POWERS
low prescience – there’s no set future anyone can sense, that’s always in flux, but combining their training and the psychic flashes they get they can get a sense of where things are heading rn kinda thing (this being said they do believe there ~is a master plan that the great god of the desert has, their puny minds have just not been permitted/able to see/comprehend it, only showing glimpses of what may be)
using the past to interpret the future both re: a person’s psychology and just general history etc esp in their vision states
a specific form of martial arts meets like…yoga that combines physical fighting w psychic warfare to subdue ur opponents
a more specialized form of telepathy that allows them to sort of dreamwalk and create sort of a bond inside someone’s mind and, they believe at advanced levels, can use this to commune w the hivemind of the great god of the desert, and thus receive special instruction. anyway, this isn’t exactly mind reading, it's more like sharing a dream w someone that they may or may not be willing to share w you tbqh and like…bc it's in their subconscious they can’t really hide from/lie to you…ooh ig it's a lil like that nolan movie abt dreams…inception! but also a lil different…like that meets a vulcan mind meld ig
but yeah bc they go down the specialty route and don’t really open themselves to the other stuff they can't do glamours or persuasion or clairvoyance or any of that other stuff
sacred rituals/sacrifices to expand their own and others’ psychic controls/abilities
have highly disciplined minds that can be trained to block others out, thus bypassing most others' abilities to psychically tamper w them, but when they enter this state they also cannot use their ~own psychic powers
augurs also enhance their psychic powers via their ~connection to drakes/wyrms (the great god of the desert) through their rituals, and according to rumor, some may even ritually eat dead wyrms and drakes, but this is considered blasphemous to others amongst them
– simply put, both branches of wytch are psychics but the khaldians have more variety and the augurs have more specialization
note: those who've had some training in both arts ~could potentially combine these practices and get stupid powerful. i feel like it'd take ages to get it really under control and you’d probs risk losing urself on that psychic highway and such, and tempt that chaos burnout danger thing, and you’d def have to do a lot of really weird shit but yeah!! i feel like that’d be possible
one such example of smth that is achievable by combining these arts are ~soul jars. if you were in psychic contact w someone when they died, there’s a chance of their soul sticking around in ur body w you, or even ~instead of you (if they happen to be a better-trained psychic and decide they want to take over ur body and kick you out). this also requires an incredible amount of energy and thus risks the whole psychic burnout/chaos magic danger consequences. this is what arne did w kyore, essentially making seph-0-ne a soul jar.
while most wytches have one or the other branch of training, untrained wytches (generally termed 'wild wytches') abilities tend to result as follows:
NATURAL WYTCH ABILITIES
the voice - a la compulsion but not nearly that strong, mostly can calm/sooth or excite others, slightly manipulate emotions
the ability to alter their own metabolism/heart rate/etc in order to survive harsh conditions
soothsaying - the ability to sense when another is telling the truth and what they are feeling/expressing true intent/concealing smth etc, the ability to see visions and/or interpret the visions and dreams of others which, in the trained, help parse out the future
hear heartbeats, allowing them to count the number of ppl present, infer if the person is lying/emoting etc
healing, quicken and encourage healing or else slow it up/worsen a wound
alter appearances of ppl temporarily and slightly – so they can try to impersonate someone else or simply look less themselves
spirit/dreamwalking - leave your body behind and visit other planes of existence, speak to the dead and other spirits/beings, learn ancient mysteries, etc…and try not to go mad or let their body wither away and die while they’ve abandoned it
manipulate internal organs – cause a heart attack, suffocate by cutting off the lungs, or quicken heartbeat to warm someone up/bring them from unconsciousness, allow them to catch their breath, etc, for example
these were the og powers, most can't really do anything w them without training, and will be killed by them that way, but yeah that's sort of the baseline for what wytches could potentially do
vamps
the next most common condition, vamps have limited mind control powers, but these can be resisted a la jedi mind tricks. they also have super strength/speed/senses but are sensitive to daylight and certain metals (silver, mostly; iron, slightly) and plants (vervain and hawthorn) etc and do not age but can be killed ~multiple ways (you don't ~have to chop off their head and/or stake them, tho either of those'll certainly do the trick!) tho it's tough bc they are incredibly fast, strong, durable, and fast-healing. they are also extremely resistant to hunger, and rarely require food, tho they cannot go forever without eating. mostly, in terms of their strengths, they are recognized for their extreme longevity, super senses, superspeed, superstrength, and super durability.
additionally, vamps are blessed w incredible longevity and, tho they do age, they age v slowly, w natural lifespans lasting upwards of 500 years. they are also extremely resistant to illnesses and most poisons, alike, tho both can be effective against them in the right (or wrong!) circumstances.
vamps have extremely powerful senses, but this also means they are extremely sensitive -- both a positive and negative. perhaps most notably, they have perfect nightvision, but too much light (and certainly full daylight!) is painful to their eyes, and almost blindingly bright to them. they are also almost entirely impervious to cold (tho even they ~can freeze), but fare poorly in extreme heat. they are also v vulnerable to the strength of the sun, in general, often sustaining horrific sunburns v easily by spending only minimal amounts of time in the direct sun.
this is largely bc vamps evolved in syrrar, a mountainous country almost entirely consumed by the ice line, but which is populated largely by volcanoes. as a result, there's a warm enough core there to keep them functioning, but also extreme temperatures. volcanic ash also almost entirely blots out the sun, most of the time, and the ash of these particular volcanoes is incredibly toxic to most other living beings, but vamps have adapted to immunity from it and, thus, from most other poisons, as well. this ash, however, is known to contain intense psychic and neurological properties, helping to shape how vamps evolved.
nonetheless, almost nothing grows in syrrar, save black roses, nightshade, and other deadly and night-blooming plants, causing lethal or near-lethal reactions to certain plants. anyway, if ur wondering abt syrrar vibes? think mustafar meets goth ice. good luck, everyone.
vamps have access to their genetic cell memories. tho these memories do not contain full consciousnesses, they do give vamps a step up in being able to recall ancient hazards and boons, alike, which predate even themselves, and allow them an enhanced ability to predict the future based on the past. however, they have no access to any cell memories that occurred before their ancestors evolved, meaning there is no connection to the ancient civilized past. effectively, every vamp is born inculcated with ancient wisdom.
finally, vamps can manipulate vital powers, able to trade energy for energy. for example, by killing all the grass in the area around them, they can take that same lifeforce and apply it to themselves to, say, instantly heal or wound or substitute for food or even to make themselves even faster or stronger. bc of this, vamps have a v deadly and fearsome reputation. some vamps have been known, after all, to drain living people in order to keep themselves alive, on occasion...however, they're equally capable of pulling that same energy from themselves to give to something else, as well. bc of this, the practice is as dangerous for vamps as for everyone else -- tho they do not like outsiders to know it. this is bc it is difficult for them to direct the flow of energy once they open themselves to this, so they can just as easily accidentally drain themselves as someone else.
weres
the next most common, weres are capable, essentially, of astral projection into another body. yet, more than that, once they enter that other body, they are able to fully communicate with the other being, as well as to endow them with super strength/speed/senses, so long as they inhabit that form.
bc of this, while a were is in another body, their own is extremely vulnerable. should the body they're inhabiting die while they're inside it, they will revert to their own body. but, should their body die, even if they're in another one -- unless they manage to steal someone else's body -- they will die. generally, the body they're inhabiting, however, will die with them, as well, if they happen to be projecting at the time. if, however, the other body belongs to a psychic, particularly an augur, the psychic can generally shield themselves -- and sometimes the were, as well -- from death, but this is rare, and depends more on the other psychic than on the were.
weres can also gather the memories and consciousnesses of those with whom they share bodies, in the sense that they can easily blend in ~as that creature. however, this can also mean that they can start to lose themselves to the other identity if they are not v careful, and/or inhabit that particular body too often or for too long. sometimes, two souls meld and neither can recall afterward who was whom.
in human form, even when not focusing on their powers, weres are significantly more resilient than ur average human, but are essentially human in every other respect till they decide to take a spiritual journey.
weres don't just inhabit living beings. they can also possess objects such as mirrors and crystals, plants and rocks. most usually, however, they project into an animal or person, tho this is considered taboo. while its easier for them to enter a body with permission from the owner, unless one has the augur ability to put up psychic shields, they cannot be entirely kept out, tho they cannot always take full control wo permission. that, however, depends somewhat on the level of training of both parties involved.
for all these reasons, weres tend to be sought out as spies and intelligence agents of all kinds.
weres can also be locked out of bodies -- including their own -- by inculcating it with wolfsbane.
feyans
the least common condition (besides hybrids), feyans tend to have elemental powers, longevity, superior grace and dexterity and agility, and heightened senses. they do tend to be a bit compulsive, often leading to a need to count things or bestow 'true names' upon objects and persons, while also boasting a distinct tendency towards mischief, but these are more psychological and cultural attributes than anything. still, between their rarity and such habits, their reputation amongst other cultures for some degree of oddity is often reinformed by these behaviors.
while rumors whisper abt immortality, this isn't quite correct. like vamps, feyans' natural lifespan is simply incredibly long -- in their case abt a thousand years long, w an aging rate to match. unlike them, however, they are better suited to extreme heat than to extreme cold, and -- while they boast incredible eyesight when in good light -- they are as blind as a human in the dark and, in fact, require more light to see well than a human does but, given enough -- and there's plenty to go around in the desert -- their sight is abt unmatched, but their hearing -- in any condition -- is even better. feyans also heal quickly and are entirely immune to diseases, tho they are vulnerable to most poisons.
feyans are do exhibit some empathetic (superpower) kind of qualities, and are known to be able to influence persons and animals, as well as to manipulate emotions, though they can only do so by opening themselves up, meaning that if they wish to make another person sad, they must first become sorrowful, themselves. nonetheless, there is v little resistance to this, and it is v easy for them to then sway others this way, unless one has the augur's ability to shield themselves psychically. this does, however, put the feyan who is persuading another into a persuadable state, themselves, as well. it is thought by some that this is part of the reason for their more compulsive attitudes, but whatever the truth of such speculation may be, nothing is known for sure. it is also thought that this is the means by which they manipulate the elements and, indeed, their personalities do tend to in some ways reflect their individual element, tho that is by no means universally true.
feyans are vulnerable to iron and steel, as well as salt, but are also intensely difficult to sneak up on, given their heightened senses and supernatural agility. given their extreme hearing, they are also v sensitive to loud sounds, which can prove intensely painful. holly and rowan are poisonous to them.
PRINCESS AOUINE AERYN (appears 32) Emilia Clarke - TAKEN BY KATE AA Nationality: Freeholder/Vatonese Condition: Feyan/Wytch/Were/Vamp/Human-Hybrid – Hydrokinesis/Prescience Position: Princess of Vatonis Alignment: Freehold/Vatonis Starting: Freehold Relationship(s): Emrys Aeryn (grandfather/council member), Aomon Aeryn (deceased father), Sybelle Aeryn (deceased mother), Endreth Aeryn, Miralas Aeryn, Islandriel Aeryn (sisters), Findon Aeryn (half-brother), Lada Koskei (stepmother/potential council member), Ziva Xirath (stepsister), Eramis Aeryn (uncle/potential council member), Andarne Aeryn, Ormond Aeryn (cousins), Lia Parsys (best friend), Callias Xirath (betrothed), Audun Marr (former secret relationship)
renowned for his strategic mind and his generous heart, prince aomon was a man who divided opinions
tho he called himself ‘open-minded,’ many preferred the term 'dangerous’
both for his canny ploys and his penchant for flouting tradition
never one to be constrained, the dashing prince shocked all arnoria when, faced with the tourney, he openly decried choosing advisors from the ranks of the fey, alone
and chose, instead, to reward positions of high honor to those he believed had earned them, whatever their background
but he stunned the world, still more, when he chose to openly court one of these shocking counsellors
a hybrid woman descended from wytches, from humans, from vamps, and from weres
no clandestine tryst was this, no
prince aomon treated sybelle as he would a high lady
his father was apoplectic, and all the realm stunned, when in the sight of all and proudly before the scrying glass
he took sybelle to be his wife
and, despite every possible temptation, refused ever to put her aside
with his princess at his side, aomon won the tourney, proclaimed not only as future ruler of vatonis but as the next high king, as well
he would never have the chance to reign, however
aomon’s scandalous affair with the hyrbid-turned-princess sybelle came to a sudden end
sybelle died not long following the birth of their last child, and it was said prince amon was never the same again
though he fought hard for the sake of their children
sybelle’s death is a matter of some conjecture
for, while officially ruled to have been caused by complications from the birth, she had been quite healthy leading up to it...
and there are those who say that the princess died by poison
following the death of his beloved wife, the prince was ultimately persuaded to wed again, this time for duty
as it was made clear to him that his father would refuse to respect the position of his children if he should not heed him in this
and so aomon wed again
it was then that the prince chose, at long last, to return to his life at the palace
leaving behind the quiet country existence he and sybelle and their children had shared so long in the freehold
and introducing his children to the grandeur and corruption of court life at long last
tragically, prince aomon did not long survive this transition, himself, dying rather suddenly before he ever had a chance to rule…
the firstborn daughter of prince aomon and princess sybelle, like her sisters, aouine is known for her beauty and grace
but mostly for the scandalous circumstances of her birth
though by blood and marriage a royal princess, in line to someday lead the fey, herself, aouine’s situation is not so straightforward
aouine, like her full sisters, is part in every bloodline condition, something which many hold invalidates her claim to the throne
but something which, like her sisters, also gifted her with a muted elemental power as well as another unique ability
while aouine isn’t at all certain she wishes to reign, anyway, she was never given the choice not to participate in the tourney
and, besides, there’s the principal of the thing
aouine has always known that her life would be short
a mixed blessing from her mixed blood gave her a vision of her early demise when she was still a child
but that only makes it all the more precious in her book
and she means to wring as much out of her short time on earth as she possibly can
if there’s any chance whatsoever that she can make a difference for those who follow her, others of mixed or even full blooded people
well, isn’t that worth the effort?
lately, she's been betrothed to a man for whom she holds little regard
but she believes this matters little
after all -- the silverlining of an early death is that she won't have to worry abt it very long, right?
PRINCESS MIRALAS AERYN (appears 31) Bella Heathcote - TAKEN BY KATE Status: Freeholder/Vatonese Condition: Feyan/Wytch/Were/Vamp/Human-Hybrid – Aerokinesis/Electrokinesis Position: Princess of Vatonis Alignment: Freehold/Vatonis Starting: Freehold Relationship(s): Emrys Aeryn (grandfather/council member), Aomon Aeryn (deceased father), Sybelle Aeryn (deceased mother), Aouine Aeryn, Endreth Aeryn, Islandriel Aeryn (sisters), Findon Aeryn (half-brother), Lada Koskei (stepmother/potential council member), Ziva Xirath (stepsister/best friend), Eramis Aeryn (uncle/potential council member), Andarne Aeryn, Ormond Aeryn (cousins), Kresimir Koskei (betrothed), Magon Varinus (interest)
miralas' mother was an incredible woman
sybelle’s life began in poverty and pain
the illegitimate daughter of a human/vamp-hybrid who had been abandoned by her wytch/were-hybrid lover
sybelle and her family (for she was a twin) knew want more often than not and survived on scraps
finally escaping dorrain and into the freehold
this life wasn’t much better
but at least they could plant seeds and watch them grow and eat of their fruit rather than begging in the streets
still, their peace was not to last when the last tourney began
sybelle and her twin brother were each carried off
and, defiantly for the scrying glasses, sybelle wright appended what she believed to be her father’s surname to her own
becoming sybelle vyrun-wright and thus earning herself a great deal of controversy – and attention
sybelle was determined to make the most of whatever came her way amidst these dire games
praying that her family could live upon her earnings when the fighting was done – provided any of them survived
whatever happened, sybelle refused to give up hope
sybelle worked her way up, winning acclaim with her quick wit and warm heart
and ultimately being awarded a high position in the ranks of those who had pressed her into service, the fey
it was prince aomon who first saw her potential, naming her one of his advisors
yet, as they came to know one another, their closeness grew from prince and advisor to something much more meaningful
sybelle had one more great shock in store for the ruling elite
in the sight of all, before the scrying glasses of the tourney, aomon took sybelle to wife
elevating a bastard hybrid, who once had lived on the streets, to princess of vatonis
his family, along with the rest of the elite world, was shocked and horrified, but the commons cheered them and called it a fairy tale
and sybelle could not have agreed more
though his family did all in their power to separate them, the young couple refused every temptation and every hardship, alike
staying by each other’s side and joyfully starting a family together
it was this family, however, it is said, that was ultimately to end their wedded bliss, however
shortly after the birth of their last child, sybelle died
while complications from the birth are generally sited, there are those who claim that poison is, in truth, to blame
like the rest of her family, miralas has never quite recovered
losing both her parents, her home, her life – it's all been difficult on its own
but the pain of loss is one that everyone with an open heart must endure, she reminds herself
more difficult to bear with equanimity are the changes that have come out of those losses:
the constant scheming of courtiers all around her, the sudden rain of hatred and dissent owing to her "muddied" blood
a new mother who she fears seems only to judge and to despise
and new siblings who, too often, seem to take after her
most recently of all: an arranged betrothal to a rather severe stranger
miralas does all she can to see what’s most beautiful in others,
but the truth is that espying any beauty whatever in him has come hard-won
and, now, being pressed into the tourney, such beauties are even harder to see
for she is not at all certain that, betrothed or no, this is a man she can depend upon or trust with her life
or the lives of her sisters…
still, she has built her life around always trying to do the right thing and, if this marriage is the right thing for everyone then...
well, she means to go through w it
and the tourney for that matter, too, though in her heart of hearts she cannot stand the idea of it
deep down, all miralas truly wants is to return to the beautiful, idyllic ideal she once shared w her parents and sisters
at least being forced in the tourney will mean she can go back to the place where she was born and raised...
and, besides, she has a small rebellion of her own in mind
being forced into the tourney doesn't mean she has to act as an aggressor -- she means to prove a healer, instead
and, as a person capable of summoning storms, she hopes she has all the tools she needs
a storm, after all, is just the messenger of peace to come...
and, powers or no, she's always been a gifted healer...
PRINCESS ISLANDRIEL AERYN (appears 29) Elle Fanning - TAKEN BY LAUREN Nationality: Freeholder/Vatonese Condition: Feyan/Wytch/Were/Vamp/Human-Hybrid – Pyrokinesis/Deathtouch Position: Princess of Vatonis Alignment: Freehold/Vatonis Starting: Freehold Relationship(s): Emrys Aeryn (grandfather/council member), Aomon Aeryn (deceased father), Sybelle Aeryn (deceased mother), Aouine Aeryn, Endreth Aeryn, Miralas Aeryn (sisters), Findon Aeryn (half-brother), Lada Koskei (stepmother/potential council member), Ziva Xirath (stepsister), Eramis Aeryn (uncle/potential council member), Andarne Aeryn, Ormond Aeryn (cousins), Vida Arion (best friend), Adalet Atamon (believed deceased best friend), Kresimir Koskei (interest)
islandriel sometimes laughs that she is, indeed, a princess of ivory – she cannot be touched
yet, this is no haughty claim of superiority when it comes to islandriel but, rather, an admission of weakness
islandriel, it is said, is cursed
while it took some time for the curse to show itself, she learned too late, and too terribly, just which power was in her multi-hybrid-blood
islandriel was a soul-stealer
her touch is lethal
while all her sisters had received betrothals when they came of age, islandriel, alone, had proven lucky in hers
soon enough coming to share a tender love with her future husband
yet, their love was doomed
the very first time his lips brushed hers, her flame scoured him, burning him from inside out, and leaving him dead at her feet
since that time, islandriel has not dared to touch another living soul for fear of the horrid end they might meet
now, though, faced with the games and those who would steal what little she and her sisters have left...
perhaps now it is time to unleash her curse against all those who would stand against them…
her betrothed has been some time dead, its true, but she will never forget him, or the life they planned together
their dream was to see the world set to rights, and now she’s hellbent on seeing that through both for him and for herself
and -- gifted by her combined hybridization -- as well as a claim, she believes she has the gifts necessary to see this through...
PRINCESS ENDRETH AERYN (appears 28) Maya Hawk - TAKEN BY LIZZY Nationality: Freeholder/Vatonese Condition: Feyan/Wytch/Were/Vamp/Human-Hybrid/Terrakinesis/Kinetic Manipulation Position: Princess of Vatonis Alignment: Freehold/Vatonis Starting: Freehold Relationship(s): Emrys Aeryn (grandfather/council member), Aomon Aeryn (deceased father), Sybelle Aeryn (deceased mother), Aouine Aeryn, Miralas Aeryn, Islandriel Aeryn (sisters), Findon Aeryn (half-brother), Lada Koskei (stepmother/potential council member), Ziva Xirath (stepsister), Eramis Aeryn (uncle/potential council member), Andarne Aeryn, Ormond Aeryn (cousins), Vida Arion, Hestia Kokinos (best friends), Audun Marr (betrothed)
endreth knows well the pain of loss, but she’s more recently become acquianted with the pain of receiving
while her early childhood was idyllic, spent playing with her sisters amidst large pastoral landscapes...
her parents languidly basking in the summer sun, or splashing with them amidst the cool waters of the creek...
endreth recalls childhood as a vibrant adventure
but adult life has been nothing of the sort
first, endreth lost her mother – and with her, much of her father’s capacity for joy
next, she lost her home, surrendered to take up residence amidst the treacherous court of her grandfather the king of the fey
lastly, she would lose her father
but even before that, she received the notice of her grandfather and all his scheming, whispering court and their hateful words for her ‘muddied’ blood
she gained a new mother, too: someone she perceived as a grasping, cutting woman
and with LADA, unlooked-for siblings, as well, siblings with whom she cannot seem to get on, whatever she tries
she received, too, a claim she'd never fully considered, before, as her father’s child – particularly once he was gone
more recently, too, she’s received one more thing she hoped never to have (at least by another’s choosing!): a state-appointed fiancé
endreth barely knows her betrothed, but she has no intention of wedding whoever she’s told simply because she’s been told to
the tourney presents many harsh opportunities, but one highlight? if she wins, she can break her own engagement…
there's one more things endreth's got in her quiver -- a secret she dares share w but precious few: she's an informant for the rebels
she just doesn't happen to realize her betrothed is a rebel, too, since he rarely wears his own face to their secret sessions
endreth, and her full sisters, are a unique blending of bloodlines, uniting each of the birth-conditions this world offers
the unexpected result are powers unique to each: an elemental power for each of the girls, mingling with an additional ability
for her own part, endreth has manifested terrakinesis and kinetic manipulation
which comes in particularly handy w her penchant for the bow as her preferred weapon -- and tool -- of choice
if they're to be forced into this tourney -- as endreth suspects -- she's not going to go down without a fight
PRINCE FINDON AERYN (appears 26) Tom Glynn-Carney - OPEN Status: Vatonese Condition: Feyan/Vamp-Hybrid (aerokinesis) Position: Prince of Vatonis Alignment: Vatonis Starting: Freehold Relationship(s): Emrys Aeryn (grandfather/council member), Aomon Aeryn (deceased father), Lada Koskei (mother/potential council member), Aouine Aeryn, Endreth Aeryn, Miralas Aeryn, Islandriel Aeryn (half-sisters), Ziva Xirath (half-sister), Eramis Aeryn (uncle/potential council member), Andarne Aeryn, Ormond Aeryn (cousins), Hanno Turinus (former best friend), Audun Marr (mentor/best friend), Hestia Kokinos (potential spouse/interest)
findon knows what's expected of him
since birth, it's been clear to him that he must lay claim to his father's position as heir to emrys aeryn
ideally as both king and high king -- but certainly as one or the other
his mother has raised him in no uncertainty upon the matter: his safety, and that of his entire family, rests upon it
nonetheless, having watched his father's sudden and shocking murder, findon can't help but find himself shaken in this certainty
it certainly didn't protect aomon, the mighty, renowned hero-prince who stood to inherit both thrones, just as emrys had before him
but the truth is, afraid as he is, findon wants it, was raised to want it
he's never considered another option anything but failure, and can't seem to lose the notion now
using both his mother's contacts as well as his father's, he's coming into this grand event with his eye on the prize
and, true, for the first time in his life, his resolve may be beginning to crack -- but it remains far from broken
he wants the throne of his fathers, to finally prove himself worthy of his father's love and respect
aomon was a good father and a better man, after all -- he sought to conceal the truth, and findon knows that
but he couldn't help but perceive the terrible truth that, bc sybelle had been the woman he loved, aomon preferred his daughters
to him
it's always been an ache inside him, but proving himself? doing what his father could not and ruling vatonis? well, surely, that'll heal it
whatever his uncle and cousins may try to say -- the crown was his father's by rights, and w him gone, he regards it as squarely his own
findon believes his mother intends to rule through him
and he's more or less content to let her believe that he's amenable to that, while its helping get him places as she helps him scheme
but the truth is that no one -- not his mother, and certainly not his ill-blooded half-sisters -- are coming between him and his throne!
still, w so many rival claimants, findon isn't blind to the certainty that he must work extra hard to sure up his position
his favorite such scheme? courting HESTIA KOKINOS
he believes it would help him politically, given she's sybil to iliam and, thus, could conceivably help sway the imperator's support to findon
but also because...the truth is, he's fancied her from the first day they met
smth in her makes him feel alive in a way he never has, before, and he can't help but want to be around her
unfortunately for the prince, however, hestia seems decidedly less intrigued
but findon's never shied away from a challenge, before...
PRINCE ERAMIS AERYN (appears 34) Lee Pace - OPEN Nationality: Vatonese Condition: Feyan (terrakinesis) Position: Prince of Vatonis Alignment: Vatonis/Self Starting: Freehold Relationship(s): Emrys Aeryn (father/council member), Aomon Aeryn (deceased brother), Andarne Aeryn, Ormond Aeryn (sons), Aouine Aeryn, Endreth Aeryn, Miralas Aeryn, Islandriel Aeryn, Findon Aeryn (niblings/rivals), Lada Koskei (rival/former sister-in-law/potential council member/interest), Cassian Asciam (best friend), Runar Solberg (former best friend), Kyore Floros (deceased interest)
eramis may love his nieces, but he doesn't for a moment believe they're fit to rule vatonis
the fact is that aomon, in his radical confusion, allowed the poor things to grow up country bumpkins
and that's without even touching on the matter of their disreputable bloodlines on their mother's side
besides, as far as he can tell, not a one of them seems to want to rule, and he can't imagine anyone forced into a role will flourish there
no, far better that they be bypassed when it comes to the succession
and FINDON? a sweet boy, to be sure, but no one could take him for king material! no, no, it must be eramis or else his son as future king
no other
eramis has always been ambitious, it is true enough
does this come out of a genuine wish to serve the realm and the greater good? yes!
does it also come out of a self-serving and self-aggrandizing nature? also yes!
both things can be true and, in this man, the two impulses most certainly are blended!
to this end, eramis is constantly seeking three things
first, positions and situations in which he can prove both his own and his sons' ability to lead
second, unfortunately, positions and situations to further discredit all of his niblings in this same capacity
and, finally -- and perhaps most pressingly -- alliances to to help prop up his claim as well as those of his boys
any and all alliances are most assuredly welcomed, but those he views as most pressing at present are marriages for all three
those being most permanent and also promising to provide yet further heirs
after all, an heir with heirs of his own is far more promising than one without -- who wants to start at square one again w a succession?
and where better to achieve each and every single one of these ends than by attending the summit
and ultimately pressing his sons into fighting in the tourney to come?
soon enough, he has no doubt, they will have proved themselves an unstoppable force for the good of their entire country...
step one: get himself a seat at the council
he is, after all, the only surviving child of emrys aeryn, king of vatonis and high king of arnoria
surely, if anyone deserves a seat at the table, or a crown upon his head, it would be him...