Resting on the eastern shore of a continent built of frozen tundra and unforgiving high peaks, there is a swathe of land suitable for human habitation. A single nation, Hasthfold, occupies this zone. Blanketed in snow much of the year, with only fleeting springs and summers, it is a place of beauty tinged by a bitter chill. For centuries, the twelve duchies of Hathsfeld served faithfully as the vassals of the Royal Solari family, most recently King Vernon XII and his Queen, Macella. Alas, the King grew old, and though beloved he and his wife passed with no male heir. Only a single daughter, Lisbeth, was left to take the throne.
The girl was young, only eight years old, and met with suspicion by her subjects. Few felt such a child, passionate though she might be, was ready for the responsibility of ruling. None were more vocal in this matter than the Duke Colin of Faeborough. The head of the King's order of knights, and closer to Vernon's heart than any other, Colin felt that Lisbeth did not have the strength to hold their nation together. His protests grew more vocal, and soon others spoke alongside him.
Eventually, it came to a matter of arms. And the Duke was stronger.
Lisbeth was cast down from her throne, and fled into the far reaches of her nation, beyond the reach of her usurper. Now the Archduke, head of the twelve duchies, Colin set out to bring peace to his confused and frightened subjects and rule with the strength that his predecessor could not.
But some were not happy with this turn of events. Some questioned, "If there should be no King, no Queen, why should there be Dukes?"
The man who spoke this question the loudest was Renault Arche. Once a simple man, a mage risen to the rank of knight by his prowess at arms and his silver tongue. Now he found himself in a position to raise up all the downtrodden to the same level he had climbed to. He proposed a Parliament. A place where all people could come and be recognized as equals. His supporters swelled, and even several of the dukes came to fall under his sway. He went to war against the Archduke of Faeborough. A war that lasted ten long, bitter years. The kingdom felt the strain unto the point of breaking, until at the end Renault was backed to a corner. His supporters were battered and bruised, and ready to fall should the situation grow any more dire. But when the war seemed at its most inevitable conclusion, an unexpected combatant entered the fray.
The would-be Queen Lisbeth marched down from the mountains, with an army at her back. Fresh and eager, they laid waste to those who stood in their path, capturing a massive chunk of land in the first few weeks of battle. Blindsided and unable to fight a two-front war, both those of the Parliament and those of the Duchies entered a bitter truce, swearing no open conflict until Lisbeth was dead and her army broken. But this would not be an easy task. Lisbeth was a determined young woman, and had at her back many of the strongest knights in the kingdom, sworn in fealty to her and ready to help her reclaim her throne.
Among them is you.
If you have any questions, feel free to ask.
The girl was young, only eight years old, and met with suspicion by her subjects. Few felt such a child, passionate though she might be, was ready for the responsibility of ruling. None were more vocal in this matter than the Duke Colin of Faeborough. The head of the King's order of knights, and closer to Vernon's heart than any other, Colin felt that Lisbeth did not have the strength to hold their nation together. His protests grew more vocal, and soon others spoke alongside him.
Eventually, it came to a matter of arms. And the Duke was stronger.
Lisbeth was cast down from her throne, and fled into the far reaches of her nation, beyond the reach of her usurper. Now the Archduke, head of the twelve duchies, Colin set out to bring peace to his confused and frightened subjects and rule with the strength that his predecessor could not.
But some were not happy with this turn of events. Some questioned, "If there should be no King, no Queen, why should there be Dukes?"
The man who spoke this question the loudest was Renault Arche. Once a simple man, a mage risen to the rank of knight by his prowess at arms and his silver tongue. Now he found himself in a position to raise up all the downtrodden to the same level he had climbed to. He proposed a Parliament. A place where all people could come and be recognized as equals. His supporters swelled, and even several of the dukes came to fall under his sway. He went to war against the Archduke of Faeborough. A war that lasted ten long, bitter years. The kingdom felt the strain unto the point of breaking, until at the end Renault was backed to a corner. His supporters were battered and bruised, and ready to fall should the situation grow any more dire. But when the war seemed at its most inevitable conclusion, an unexpected combatant entered the fray.
The would-be Queen Lisbeth marched down from the mountains, with an army at her back. Fresh and eager, they laid waste to those who stood in their path, capturing a massive chunk of land in the first few weeks of battle. Blindsided and unable to fight a two-front war, both those of the Parliament and those of the Duchies entered a bitter truce, swearing no open conflict until Lisbeth was dead and her army broken. But this would not be an easy task. Lisbeth was a determined young woman, and had at her back many of the strongest knights in the kingdom, sworn in fealty to her and ready to help her reclaim her throne.
Among them is you.
Hi! I'm CJ1145, and with my co-GM Arcanist we'll be bringing you this RP, a fantasy setting focused on the three-way conflict focused on the throne of this isolated nation. Political games, open conflict and magics abound as you play a mage sworn to the service of the heir apparent, Lisbeth Solari, and fight her war.
There's a lot to go over about the locations and people and things of this RP. Almost too much to go over in a single post! So we'll try and give you everything you need to know about this.
There's a lot to go over about the locations and people and things of this RP. Almost too much to go over in a single post! So we'll try and give you everything you need to know about this.
In this RP, you won't be playing run of the mill soldiers. While there are certain advantages a mounted troop or an infantryman might possess, you are one of the blessed few who has dedicated themselves to mastering the arts of magic. While some would consider this to be the path of an intellectual--and they'd be right--it is not the path of the weak. It takes intense physical training to keep a body fit for fighting on the field of battle, and more importantly, to wield your Armor.
Mages in Hasthfold, as a rule, craft for themselves or are assisted in crafting a magnificent suit of armor, well beyond human size and of elegant shape. The Mage is suspended inside of the armor, usually within the torso, from which he can directly control its actions like a marionette. While cosmetic appearances vary based on the tastes of its creator, most Armors stand anywhere from twelve to twenty feet in height. An Armor is the product of both masterful craftsmanship and the magic potential of its occupant, making it a devastating weapon and the trump card of any military force that is capable of fielding them. How a Mage uses their armor varies depending on their training. Some use them as colossal knights, using melee weapons to tear through enemy ranks. Others prefer to channel their spells through it as a magnifier, becoming terrifying foes at range, spewing fire or whipping up hurricane-force winds.
While certainly the aces on the battlefield, Mages and their Armors are not the only combatants. A well-trained platoon can coordinate to bring down such a monster with concentration and a little luck, for example. And with the advent of gunpowder within the last century, cannons and even the first handheld firearms are making their way to the warzones. With a far greater punch than any crossbow can match, even Armors must be wary of these new weapons, though some have chosen to incorporate the technology to fight fire with fire, in a way.
Mages in Hasthfold, as a rule, craft for themselves or are assisted in crafting a magnificent suit of armor, well beyond human size and of elegant shape. The Mage is suspended inside of the armor, usually within the torso, from which he can directly control its actions like a marionette. While cosmetic appearances vary based on the tastes of its creator, most Armors stand anywhere from twelve to twenty feet in height. An Armor is the product of both masterful craftsmanship and the magic potential of its occupant, making it a devastating weapon and the trump card of any military force that is capable of fielding them. How a Mage uses their armor varies depending on their training. Some use them as colossal knights, using melee weapons to tear through enemy ranks. Others prefer to channel their spells through it as a magnifier, becoming terrifying foes at range, spewing fire or whipping up hurricane-force winds.
While certainly the aces on the battlefield, Mages and their Armors are not the only combatants. A well-trained platoon can coordinate to bring down such a monster with concentration and a little luck, for example. And with the advent of gunpowder within the last century, cannons and even the first handheld firearms are making their way to the warzones. With a far greater punch than any crossbow can match, even Armors must be wary of these new weapons, though some have chosen to incorporate the technology to fight fire with fire, in a way.
Learning to use an Armor isn't easy, and it certainly isn't something somebody can do without guidance. Luckily, there are many traditions to teaching the use of these powerful weapons, for just about about any combat style imaginable. As a part of character creation, players need to choose which Order they belonged to before pledging themselves to reestablishing the Queen ? your skills and Armor didn't come from the Aether!
Listed below are the various Orders once established in defense of the Kingdom, as well as their style and their current status in the ongoing conflict.
The Chevaliers -- The most ubiquitous and fractured of the Orders, the Chevaliers are an order of mage-knights sworn to service, often under the auspice of a noble lord. Their code is one of honor and dignity - face all foes without fear. Protect those under your charge. Never go back on your word.
That last one, however, has caused quite a stir in their ranks since the war broke out. Many Chevaliers see their most important duty to be the protection of the common folk - the primary reason they joined the Order in the first place. However, all Chevaliers are required to take an oath of loyalty to the Knight-Commander, Archduke Colin. In light of this dissonance, many did the unthinkable: defied their commander?s orders and sided with the Parliamentarians, formally breaking all ties with their former brothers. The animosity between the two groups runs deep, each seeing the other as traitors, but to differing ideals.
The primary style of the Chevaliers is that of melee combat. Each Chevalier is trained in the use of a single weapon that is forged specifically for them, often a sword, but other melee weapons like flails, spears, and axes are not uncommon. The magic they wield is augmentory in nature, enhancing strength, endurance, and skill at arms.
The Shades -- The assassins, thieves, and spies in the employ of the old Crown, the Shades occupy an important niche: that of espionage. No war can be won through brute force alone. Somebody needs to keep tabs on enemy armies, liberate valuable artifacts, and dispose of annoying commanders. Nobody does these things better than a Shade, masters of misdirection and subterfuge. It?s said that you?ll only see a Shade coming if they want to be seen ? and that is, of course, nonsense. Because they never want to be seen. The Shades currently have most of their support in the Noble camp, as they can pay the most lucrative contracts and afford the best protection from the wrath of their targets. However, given the nature of their work, turncoats aren't unheard of. The Footpads are former Shades that have cut ties with their former employers to side with the Parliamentarians, often to settle personal vendettas against some noble or another.
The Shades eschew head-on confrontations for more subtle methods defeating foes. Though they often have extensive combat training, their Armors are light and are built for speed and mobility and can?t stand up in an extended fight. To that end, most Shades adopt a hit-and-run policy when fighting other mages, striking from the shadows, then retreating before a retaliation can be mounted.
The Diviners -- The wizards of King Vernon?s court, the Diviners have dedicated their lives to studying the mysteries of the boundless Fae, the source of all magic. Legend holds that their founding was ordained by the first King of Hasthfold, upon seeing that his Armors were inferior to those of his enemies. Their work is often secretive and done under the order of a wealthy patron, usually a member of the nobility. For that reason, most Diviners still work for the Nobles, but rumors abound of a small group of wealthy, self-sufficient Diviners working for the Parlimentarians.
The Diviners are the least focused on martial prowess, instead devoting their lives to creating Armors that enhance one?s ability to wield magic. On the battlefield, Diviners are often used in support roles as seers, healers, and siege weapon alike. In fact, it?s not unheard of for a Diviner?s armor to be immobile; an acceptable sacrifice to some for more power.
The Paragons -- An Order of priests and holy warriors dedicated to the Church of the White Sun, the Paragons are just that: a bastion of righteousness in a dark, unforgiving world. Their dogma -- if one could call it that -- is to protect the weak from the strong, to treat others with kindness, and to act as a light against the many evils of the world. They walk proud in gleaming white Armor, announcing to all their allegiance.
Unfettered by the oaths and hierarchy of the Chevaliers, the Paragons quickly took the side of the Parliamentarians. To them, the idea of a government -- nay, a society -- in which all stood equal and unburdened by their birth was the greatest chance Hasthfold had at achieving their ideal: a world without suffering. There are some, however, that break from this orthodoxy, and work with the Nobles(and even the Queen!), believing only a strong authority can curtail the worst of man?s evils. Such apostates are not held in contempt by their brothers, but are often looked upon with distrust. They?re enemies in a war, after all!
The Paragons are the most flexible in their training. Some dedicate their lives to learning healing magic, others to the sword so they may smite the evils of this world.
The Sheriffs -- The Sheriffs are the newest order to grace Hasthfold. The advent of gunpower has started to bring about a fundamental shift in the way war is waged. No longer can mere walls protect a settlement. The Sheriffs were formed as more and more mages began to incorporate this new technology into their Armor -- invariably, a group of bold trailblazers, considering the volatile nature of both gunpowder and magic. As their name suggests, they?re often employed to keep order and protect the public. In recent years, it?s not uncommon to see them patrol the streets of a busy city or the pastures of a farm town.
The first Sheriff will likely tell you all you need to know about their current allegiance: Renault Arche. The founder of the Sheriffs, he poured what little wealth he had into making it a fierce fighting machine with devastating results. Though they are not required to swear loyalty to any authority figure, who they invite to join their ranks is a carefully thought-out process; only those with both the wherewithal to handle a powerful gun and the character to remember who they truly serve -- the people -- are considered.
As you may have gathered, Sheriffs like guns. Some use pistols the size of cannons, others rifles with enough stopping power to crumble the mightiest wall. The magic they wield is often focused on getting more bang for their proverbial buck, or more bullets downwind.
The Outriders -- The Outriders were once the finest scouts, bowmen, and survivalists to run Hasthfold?s many wild places. Their magic was animist in nature, drawing on primal energies to make them devastating predators and potent mystics. They were feared and respected, their prowess unquestionable? until Vernon died. The Outriders sided with the Crown, remembering Vernon?s dedication in preserving the wild places of the world. As a result, they were one of Archduke Colin?s first targets, slaughtered in their Aerie-Fortress of Greyloft the week before Lisbeth was cast out.
As a result of their fall, their numbers are now few. Most have retreated deep into the wilderness, mourning the death of their brothers and sisters. Others have taken up mercenary work, offering their services to the highest bidder. As they are broken and no longer have a central governing body, they favor no faction, but most harbor a strong hatred towards Archduke Colin?s rule for his role in their downfall.
The Outriders focus their abilities on mobility, precision, and stealth, becoming the ultimate predators. All of them are peerless marksmen with a bow, crafted from the finest wood and held together with primal magic. Their Armor, much like those of the Shades, are not built tough enough to withstand prolonged melee combat, causing them to employ similar tactics in combat.
Listed below are the various Orders once established in defense of the Kingdom, as well as their style and their current status in the ongoing conflict.
The Chevaliers -- The most ubiquitous and fractured of the Orders, the Chevaliers are an order of mage-knights sworn to service, often under the auspice of a noble lord. Their code is one of honor and dignity - face all foes without fear. Protect those under your charge. Never go back on your word.
That last one, however, has caused quite a stir in their ranks since the war broke out. Many Chevaliers see their most important duty to be the protection of the common folk - the primary reason they joined the Order in the first place. However, all Chevaliers are required to take an oath of loyalty to the Knight-Commander, Archduke Colin. In light of this dissonance, many did the unthinkable: defied their commander?s orders and sided with the Parliamentarians, formally breaking all ties with their former brothers. The animosity between the two groups runs deep, each seeing the other as traitors, but to differing ideals.
The primary style of the Chevaliers is that of melee combat. Each Chevalier is trained in the use of a single weapon that is forged specifically for them, often a sword, but other melee weapons like flails, spears, and axes are not uncommon. The magic they wield is augmentory in nature, enhancing strength, endurance, and skill at arms.
The Shades -- The assassins, thieves, and spies in the employ of the old Crown, the Shades occupy an important niche: that of espionage. No war can be won through brute force alone. Somebody needs to keep tabs on enemy armies, liberate valuable artifacts, and dispose of annoying commanders. Nobody does these things better than a Shade, masters of misdirection and subterfuge. It?s said that you?ll only see a Shade coming if they want to be seen ? and that is, of course, nonsense. Because they never want to be seen. The Shades currently have most of their support in the Noble camp, as they can pay the most lucrative contracts and afford the best protection from the wrath of their targets. However, given the nature of their work, turncoats aren't unheard of. The Footpads are former Shades that have cut ties with their former employers to side with the Parliamentarians, often to settle personal vendettas against some noble or another.
The Shades eschew head-on confrontations for more subtle methods defeating foes. Though they often have extensive combat training, their Armors are light and are built for speed and mobility and can?t stand up in an extended fight. To that end, most Shades adopt a hit-and-run policy when fighting other mages, striking from the shadows, then retreating before a retaliation can be mounted.
The Diviners -- The wizards of King Vernon?s court, the Diviners have dedicated their lives to studying the mysteries of the boundless Fae, the source of all magic. Legend holds that their founding was ordained by the first King of Hasthfold, upon seeing that his Armors were inferior to those of his enemies. Their work is often secretive and done under the order of a wealthy patron, usually a member of the nobility. For that reason, most Diviners still work for the Nobles, but rumors abound of a small group of wealthy, self-sufficient Diviners working for the Parlimentarians.
The Diviners are the least focused on martial prowess, instead devoting their lives to creating Armors that enhance one?s ability to wield magic. On the battlefield, Diviners are often used in support roles as seers, healers, and siege weapon alike. In fact, it?s not unheard of for a Diviner?s armor to be immobile; an acceptable sacrifice to some for more power.
The Paragons -- An Order of priests and holy warriors dedicated to the Church of the White Sun, the Paragons are just that: a bastion of righteousness in a dark, unforgiving world. Their dogma -- if one could call it that -- is to protect the weak from the strong, to treat others with kindness, and to act as a light against the many evils of the world. They walk proud in gleaming white Armor, announcing to all their allegiance.
Unfettered by the oaths and hierarchy of the Chevaliers, the Paragons quickly took the side of the Parliamentarians. To them, the idea of a government -- nay, a society -- in which all stood equal and unburdened by their birth was the greatest chance Hasthfold had at achieving their ideal: a world without suffering. There are some, however, that break from this orthodoxy, and work with the Nobles(and even the Queen!), believing only a strong authority can curtail the worst of man?s evils. Such apostates are not held in contempt by their brothers, but are often looked upon with distrust. They?re enemies in a war, after all!
The Paragons are the most flexible in their training. Some dedicate their lives to learning healing magic, others to the sword so they may smite the evils of this world.
The Sheriffs -- The Sheriffs are the newest order to grace Hasthfold. The advent of gunpower has started to bring about a fundamental shift in the way war is waged. No longer can mere walls protect a settlement. The Sheriffs were formed as more and more mages began to incorporate this new technology into their Armor -- invariably, a group of bold trailblazers, considering the volatile nature of both gunpowder and magic. As their name suggests, they?re often employed to keep order and protect the public. In recent years, it?s not uncommon to see them patrol the streets of a busy city or the pastures of a farm town.
The first Sheriff will likely tell you all you need to know about their current allegiance: Renault Arche. The founder of the Sheriffs, he poured what little wealth he had into making it a fierce fighting machine with devastating results. Though they are not required to swear loyalty to any authority figure, who they invite to join their ranks is a carefully thought-out process; only those with both the wherewithal to handle a powerful gun and the character to remember who they truly serve -- the people -- are considered.
As you may have gathered, Sheriffs like guns. Some use pistols the size of cannons, others rifles with enough stopping power to crumble the mightiest wall. The magic they wield is often focused on getting more bang for their proverbial buck, or more bullets downwind.
The Outriders -- The Outriders were once the finest scouts, bowmen, and survivalists to run Hasthfold?s many wild places. Their magic was animist in nature, drawing on primal energies to make them devastating predators and potent mystics. They were feared and respected, their prowess unquestionable? until Vernon died. The Outriders sided with the Crown, remembering Vernon?s dedication in preserving the wild places of the world. As a result, they were one of Archduke Colin?s first targets, slaughtered in their Aerie-Fortress of Greyloft the week before Lisbeth was cast out.
As a result of their fall, their numbers are now few. Most have retreated deep into the wilderness, mourning the death of their brothers and sisters. Others have taken up mercenary work, offering their services to the highest bidder. As they are broken and no longer have a central governing body, they favor no faction, but most harbor a strong hatred towards Archduke Colin?s rule for his role in their downfall.
The Outriders focus their abilities on mobility, precision, and stealth, becoming the ultimate predators. All of them are peerless marksmen with a bow, crafted from the finest wood and held together with primal magic. Their Armor, much like those of the Shades, are not built tough enough to withstand prolonged melee combat, causing them to employ similar tactics in combat.
While embroiled in war, life in Hasthfold attempts to go on unimpeded. The land is divided into twelve separate duchies, of which two belong to the Parliamentarians, and ten to the forces of Archduke Colin, though one is currently almost entirely under the occupation of Queen Lisbeth. Moving from north to south, the Duchies are as follows:
The Loft: At the northern tip of Hasthfold, The Loft is the smallest duchy, and under the rule of Duke Edwin. In the shadows of the mountains it is a cold and bitter place where few things grow. The people here are hardy and primarily hunt for their food. Most people here are gathered in simple villages connected by family relations. The only stone construction is The Loft Upon the Mountain, a stone castle built directly into the side of a cliff face, some hundred feet off the ground.
The Viridian: Directly south and west of The Loft. Almost entirely made up of coniferous forests, this land belongs to Duke Robert, a portly man that has a love of hunting. He is in luck, as this forest is full of life, more-so than any other place in Hasthfold. When the spring arrives here, the sun shines on a verdant place of reds and browns and greens that is the pinnacle of nature. In the most minimal of clearings the towns of this duchy are made, only cutting down trees vital for survival and construction, and leaving the rest to the creatures. The Mossy Keep is nestled in the heart of the forest, where an earthen construction is hidden. Most of the castle is, in fact, underground. The beauty of this place has been soiled, as it is the staging ground of Lisbeth's invasion. Thousands of trees are lost to spreading fires with each passing week of conflict. The smoke can be seen from dozens of miles away.
Underland: The eastern neighbor to The Viridian is a place where the trees fade away into rolling plains of grass where majestic bison and gigantic elk roam. Sometimes called the golden sea, it is famed for the luster of its grasses which seem to shine like precious metals. These plains carry east out to the ocean, where the water from the vast tides laps against quiet beaches. Cities here are often located in stockaded, tiered groupings upon the highest hills for a good view and defense. The largest of these is known as the Old Home, and is fabled to be the first settlement of men in the land. It is there that Duke Percy the Lame dwells. There are several coastal towns that have reached a modernization more like their southern neighbors, with stone pathways and buildings common, and a booming fishing business. Right on the border between Underland and the duchy to the south is an enclave that is home to squat, briny-skinned seafarers known as the Dwarf Folk. Hailing from across the sea, they travel in colossal metal boats unlike anything Hasthfold has ever seen or produced. They are traders and explorers at heart, and are the only connection between this kingdom and the nations on the other side of this vast body of water.
Upperland: The southern brother region mentioned above, Upperland received its name before a proper understanding of direction was grasped by the folk here. As they'd come from Underland, and slowly watched the altitude climb as they traveled, they felt the name appropriate. Set in a higher place than Underland, the temperature is a tad cooler and is somewhat barren as a result. A few mountain peaks divide its southern half from the ocean, but fresh water flows down from it in refreshing rivers, alongside which rest many villages. The largest city in the northern half of the nation lies here, called Frederick's Town after the founder, also known as the First Chevalier. It is here that the Order traditionally made its home, though the war has caused it to move. This is the dwelling of Duke Belmont, a staunch supporter of the Parliamentarian uprising.
Heavensview: Near to the center of the kingdom, it is said that standing on the highest point of Heavensview will allow you to see every single place in Hasthfold from one spot. The center point of trade between the southern and northern duchies, as well as the enclave of the Dwarves, it is on occasion referred to as the Crossroads. A local superstition states that after losing a vital part of your life, be it home, family, or memory, one should come here before setting out on a new path. The Crossroads are a place where every potential outcome in your life intersects, and from this point you may choose any of these paths to travel on. Duke William II rules here from Castle Maybeline, named for his great-grandmother, the wife of the duke who ordered its construction. Its walls are rumored to have steel hidden beneath the stone that makes it up, like the hardy soul beneath the infamously sickly woman who inspired the place. The second supporter of the Parliamentarians among the Dukes.
The Grey Peak: West of Heavensview, and the last region to border the gargantuan mountains that encircle the northern half of the country. Dark, quiet forests and tundra dotted by walled towns slowly ascend to the mountain that the duchy is named for. The largest in the entire range, yet it is always grey, never white. No snow has ever fallen on the peak in any season. Though it was once the home of an order of Mages, the Aerie-Fortress Greyloft is now home to Duke Salisbury the Muddied, named for his upbringing in the swamps in the nation's southern reaches.
Advent: Southeast of The Grey Peak lies the illustrious capital city of Hasthfold, grand and proud in the sun. Twice the size of any other settlement with ease, this bastion of progress is paved with the smoothest stoned and lacquered in the finest marble. The spires of the castle keep at the center stretch high into the air. Mansions line the streets and capitalism springs abundantly as the economy fights on even in war to provide a place of splendor for residents and guests. This sprawling city is actually the smallest duchy, as it only makes up the city itself and a few miles of countryside and farmland surrounding. This was once the seat of power of the King, and only ruled in name by his close friend Duke Barnaby. But when Lisbeth was cast out, Barnaby was put to the sword and replaced by a more cooperative sort: his own son, Barnaby II. The city of Advent is the home of the finest inventors and is the first place to find any new technology.
Faeborough: The eastern lands stretching past Advent are the greenest places in the country. The home of the Archduke himself, this duchy is fit to burst with life. Whereas the fauna seem to flourish in The Viridian, the flora thrives here. An astounding variety of bountiful life grows, to the point that the towns do not even attempt to penetrate the massive forest that engulfs over half of the land. They simply let it be, as it grows back so quickly that no progress in building can be made. It is said that the Fae, the font from which all magic flows, reside within this forest. Archduke Colin prefers his birthplace, The Green Keep, to the capital city he could easily take for himself. The keep is named both for its proximity to the Faewoods, and for the brilliant emerald that sits in the circlet of the castle's ruler. It is an ancient headpiece passed down from the first ruler of the region, and is said to possess a powerful fate. The Diviners make their home here, as it is the best place to properly study the Fae... at least, they believe it is.
Hush: It is a simple name for a simple place, under the simple Duke Cal. There is only quiet in Hush. Nestled in a valley between higher lands right on the coast, and the duchy of Malshire to the west, there is no wind that passes through the land. Even in the loudest din of the busiest street, the place has a dreadful uneasiness about it to newcomers. Residents claim not to notice the oddity of it, though it is generally accepted that those from Hush have been touched by the Fae, and have grown immune to their whisperings that others hear upon the wind. Most tend to congregate in larger townships, as no one wishes to be alone in these dark forests. You are never truly alone in Hush. You must simply decide if your company is human or... something else.
Malshire: Directly west of Hush lies Malshire, a duchy that is, by name, under the rule of Duke Rolf. In practice, Renault Arche and his Parliamentarians have turned this land into their staging ground. The home of the revolutionary, Malshire is mostly simple farmland. Settlements are made up of loosely-connected gatherings of houses interspersed every few miles, with the occasional spot of forest to mix up the fields of crops. The most seasonally pleasant land in all of Hasthfold to be certain, the land has an aura of peace about it.
Wicketbog Marsh: These cold, swampy lands lie south of Hush and Malshire and are named for the sound made by the frogs that make up the majority of its population on the census. Only the unlucky, the deliberately hiding, and the clinically insane live in Wicketbog. It smells of things even the most resilient farmhand would hesitate to go near, and is home (in myth) to the Marsh Maidens. Muck-covered women that nonetheless smell of the sweetest aromas that lure distracted men into the marshes, where they are drowned in the muck and devoured. Settlements here tend to be on stilts to try and escape the smell. Some are even suspended from trees, living up in the canopy for comfort. Duke Willoughby Grant rules this land, which is famous for its hardy troops. Not even the most unpleasant experiences in war can faze them, as the only home they'd have to return to upon going AWOL... is Wicketbog Marsh.
The Frontier: Even further south than Wicketbog, only the truly senseless venture this far down. Well and truly isolated from the rest of the nation, it is often treated more as a territory than a true duchy, much to the displeasure of Duke Terrence, the plucky young man who was unfortunate to rule this place. Rocky, dark, colder than anywhere short of Loft, and backed right up against the mountains. The population of this region is made up of prospectors and their families who believe the legend that beyond the southern mountains is entirely untapped land full of limitless potential for whoever can reach it. Thousands have flocked here and use any tools they can gather to try and dig tunnels through the rock. To date, none have succeeded, and many have died.
The Loft: At the northern tip of Hasthfold, The Loft is the smallest duchy, and under the rule of Duke Edwin. In the shadows of the mountains it is a cold and bitter place where few things grow. The people here are hardy and primarily hunt for their food. Most people here are gathered in simple villages connected by family relations. The only stone construction is The Loft Upon the Mountain, a stone castle built directly into the side of a cliff face, some hundred feet off the ground.
The Viridian: Directly south and west of The Loft. Almost entirely made up of coniferous forests, this land belongs to Duke Robert, a portly man that has a love of hunting. He is in luck, as this forest is full of life, more-so than any other place in Hasthfold. When the spring arrives here, the sun shines on a verdant place of reds and browns and greens that is the pinnacle of nature. In the most minimal of clearings the towns of this duchy are made, only cutting down trees vital for survival and construction, and leaving the rest to the creatures. The Mossy Keep is nestled in the heart of the forest, where an earthen construction is hidden. Most of the castle is, in fact, underground. The beauty of this place has been soiled, as it is the staging ground of Lisbeth's invasion. Thousands of trees are lost to spreading fires with each passing week of conflict. The smoke can be seen from dozens of miles away.
Underland: The eastern neighbor to The Viridian is a place where the trees fade away into rolling plains of grass where majestic bison and gigantic elk roam. Sometimes called the golden sea, it is famed for the luster of its grasses which seem to shine like precious metals. These plains carry east out to the ocean, where the water from the vast tides laps against quiet beaches. Cities here are often located in stockaded, tiered groupings upon the highest hills for a good view and defense. The largest of these is known as the Old Home, and is fabled to be the first settlement of men in the land. It is there that Duke Percy the Lame dwells. There are several coastal towns that have reached a modernization more like their southern neighbors, with stone pathways and buildings common, and a booming fishing business. Right on the border between Underland and the duchy to the south is an enclave that is home to squat, briny-skinned seafarers known as the Dwarf Folk. Hailing from across the sea, they travel in colossal metal boats unlike anything Hasthfold has ever seen or produced. They are traders and explorers at heart, and are the only connection between this kingdom and the nations on the other side of this vast body of water.
Upperland: The southern brother region mentioned above, Upperland received its name before a proper understanding of direction was grasped by the folk here. As they'd come from Underland, and slowly watched the altitude climb as they traveled, they felt the name appropriate. Set in a higher place than Underland, the temperature is a tad cooler and is somewhat barren as a result. A few mountain peaks divide its southern half from the ocean, but fresh water flows down from it in refreshing rivers, alongside which rest many villages. The largest city in the northern half of the nation lies here, called Frederick's Town after the founder, also known as the First Chevalier. It is here that the Order traditionally made its home, though the war has caused it to move. This is the dwelling of Duke Belmont, a staunch supporter of the Parliamentarian uprising.
Heavensview: Near to the center of the kingdom, it is said that standing on the highest point of Heavensview will allow you to see every single place in Hasthfold from one spot. The center point of trade between the southern and northern duchies, as well as the enclave of the Dwarves, it is on occasion referred to as the Crossroads. A local superstition states that after losing a vital part of your life, be it home, family, or memory, one should come here before setting out on a new path. The Crossroads are a place where every potential outcome in your life intersects, and from this point you may choose any of these paths to travel on. Duke William II rules here from Castle Maybeline, named for his great-grandmother, the wife of the duke who ordered its construction. Its walls are rumored to have steel hidden beneath the stone that makes it up, like the hardy soul beneath the infamously sickly woman who inspired the place. The second supporter of the Parliamentarians among the Dukes.
The Grey Peak: West of Heavensview, and the last region to border the gargantuan mountains that encircle the northern half of the country. Dark, quiet forests and tundra dotted by walled towns slowly ascend to the mountain that the duchy is named for. The largest in the entire range, yet it is always grey, never white. No snow has ever fallen on the peak in any season. Though it was once the home of an order of Mages, the Aerie-Fortress Greyloft is now home to Duke Salisbury the Muddied, named for his upbringing in the swamps in the nation's southern reaches.
Advent: Southeast of The Grey Peak lies the illustrious capital city of Hasthfold, grand and proud in the sun. Twice the size of any other settlement with ease, this bastion of progress is paved with the smoothest stoned and lacquered in the finest marble. The spires of the castle keep at the center stretch high into the air. Mansions line the streets and capitalism springs abundantly as the economy fights on even in war to provide a place of splendor for residents and guests. This sprawling city is actually the smallest duchy, as it only makes up the city itself and a few miles of countryside and farmland surrounding. This was once the seat of power of the King, and only ruled in name by his close friend Duke Barnaby. But when Lisbeth was cast out, Barnaby was put to the sword and replaced by a more cooperative sort: his own son, Barnaby II. The city of Advent is the home of the finest inventors and is the first place to find any new technology.
Faeborough: The eastern lands stretching past Advent are the greenest places in the country. The home of the Archduke himself, this duchy is fit to burst with life. Whereas the fauna seem to flourish in The Viridian, the flora thrives here. An astounding variety of bountiful life grows, to the point that the towns do not even attempt to penetrate the massive forest that engulfs over half of the land. They simply let it be, as it grows back so quickly that no progress in building can be made. It is said that the Fae, the font from which all magic flows, reside within this forest. Archduke Colin prefers his birthplace, The Green Keep, to the capital city he could easily take for himself. The keep is named both for its proximity to the Faewoods, and for the brilliant emerald that sits in the circlet of the castle's ruler. It is an ancient headpiece passed down from the first ruler of the region, and is said to possess a powerful fate. The Diviners make their home here, as it is the best place to properly study the Fae... at least, they believe it is.
Hush: It is a simple name for a simple place, under the simple Duke Cal. There is only quiet in Hush. Nestled in a valley between higher lands right on the coast, and the duchy of Malshire to the west, there is no wind that passes through the land. Even in the loudest din of the busiest street, the place has a dreadful uneasiness about it to newcomers. Residents claim not to notice the oddity of it, though it is generally accepted that those from Hush have been touched by the Fae, and have grown immune to their whisperings that others hear upon the wind. Most tend to congregate in larger townships, as no one wishes to be alone in these dark forests. You are never truly alone in Hush. You must simply decide if your company is human or... something else.
Malshire: Directly west of Hush lies Malshire, a duchy that is, by name, under the rule of Duke Rolf. In practice, Renault Arche and his Parliamentarians have turned this land into their staging ground. The home of the revolutionary, Malshire is mostly simple farmland. Settlements are made up of loosely-connected gatherings of houses interspersed every few miles, with the occasional spot of forest to mix up the fields of crops. The most seasonally pleasant land in all of Hasthfold to be certain, the land has an aura of peace about it.
Wicketbog Marsh: These cold, swampy lands lie south of Hush and Malshire and are named for the sound made by the frogs that make up the majority of its population on the census. Only the unlucky, the deliberately hiding, and the clinically insane live in Wicketbog. It smells of things even the most resilient farmhand would hesitate to go near, and is home (in myth) to the Marsh Maidens. Muck-covered women that nonetheless smell of the sweetest aromas that lure distracted men into the marshes, where they are drowned in the muck and devoured. Settlements here tend to be on stilts to try and escape the smell. Some are even suspended from trees, living up in the canopy for comfort. Duke Willoughby Grant rules this land, which is famous for its hardy troops. Not even the most unpleasant experiences in war can faze them, as the only home they'd have to return to upon going AWOL... is Wicketbog Marsh.
The Frontier: Even further south than Wicketbog, only the truly senseless venture this far down. Well and truly isolated from the rest of the nation, it is often treated more as a territory than a true duchy, much to the displeasure of Duke Terrence, the plucky young man who was unfortunate to rule this place. Rocky, dark, colder than anywhere short of Loft, and backed right up against the mountains. The population of this region is made up of prospectors and their families who believe the legend that beyond the southern mountains is entirely untapped land full of limitless potential for whoever can reach it. Thousands have flocked here and use any tools they can gather to try and dig tunnels through the rock. To date, none have succeeded, and many have died.
Name: (Obvious)
Sex: (Are you a boy or a girl?)
Age: (How long until you croak and die, old man?)
Order: (What training has your character received?)
Appearance: (Give us an idea of what your character looks like, and what sort of equipment they carry. Preferably no images, please, just stick to text descriptions.)
Armor: (Give a description of your Armor. Same rules as Appearance apply here. This includes the equipment and weaponry your Armor uses.)
Personality: (Give us an idea of what your character acts like, at least at the beginning. Likes, dislikes, quirks, something to give them a little bit of a human touch.)
Bio: (No need to get into huge detail, but go ahead and explain what background your character comes from, and why they chose to join the Queen in her fight to retake the throne.)
Sex: (Are you a boy or a girl?)
Age: (How long until you croak and die, old man?)
Order: (What training has your character received?)
Appearance: (Give us an idea of what your character looks like, and what sort of equipment they carry. Preferably no images, please, just stick to text descriptions.)
Armor: (Give a description of your Armor. Same rules as Appearance apply here. This includes the equipment and weaponry your Armor uses.)
Personality: (Give us an idea of what your character acts like, at least at the beginning. Likes, dislikes, quirks, something to give them a little bit of a human touch.)
Bio: (No need to get into huge detail, but go ahead and explain what background your character comes from, and why they chose to join the Queen in her fight to retake the throne.)
Name: Mathias Jourdain
Sex: Male
Age: 29
Order: Outrider ? focusing less on mysticism and more on mobility/bowmanship
Appearance: Jourdain stands at a healthy 6? tall and has wood-brown hair and eyes. His build, though clearly fit, is unremarkable, being neither imposing nor slender. His eyes seem to dart every which way, as though constantly vigilant for trouble, but does not give a feeling of being paranoid ? merely wary.
The clothes he wears marks him as a man of the woods, if not immediately as an Outrider ? leather pants under a hide coat, with a quiver slung around his shoulder and a bow always at hand. His boots are well-worn but sturdy, a litany of the many places he?s trodden. A satchel completes his repertoire of earthly belongings, containing a journal, a compass, implements for his magic, and various other tools.
Armor: One of the slighter Armors, it only stands at 11 feet tall and is slender and graceful in appearance. Its surface contains many patterns to break up its profile, aiding in stealthy insertions, especially where foliage is thick. The metal from which it is forged is a burnished brown, like wood, but it is remarkably lightweight ? the entire suit can be carried, albeit with some difficulty, by a single person.
Like the Armor of most Outriders, Mathias has tuned his to be the epitome of agility and grace. It can leap great distances, run fast enough to put even most Shades to shame, and draw back even the toughest bow. Mathias can even use his magic to make himself all but imperceptible in natural environments, striking from some unknown angle, only to retreat before an enemy can even determine which direction it came from.
Its primary armament is a massive recurve bow, 10 feet long and carved from an unknown white wood. Though it can fire physical projectiles(and does, where the situation calls for it), it can fire arrows of pure magical energy, cutting through all but the toughest armor and striking true more often than not.
Personality: Carries a seething hatred of Archduke Colin and his ilk for ordering the sacking of Greyloft Fortress. As Mathias puts it, he has an arrow just for him, to be delivered personally when the time is right.
Aside from this grudge, however, Mathias is a welcoming and jovial sort. When he?s not out meditating in the wild or on a mission from the Queen, he can often be seen with other mages, swapping stories over a pint of ale.
Bio: Mathias was born in the shadow of the Grey Peak, a mysterious corner of Hasthfold that never sees snow, no matter the season. At its apex sits the great Aerie-Fortress of Greyloft, home of the famous Outriders. He was raised on tales of their many exploits ? scouting to save them from the many threats the nation faced, taming fearsome beasts, and communing with the wild spirits of the world. He was delighted, then, to have those same spirits whisper in his ear, revealing to him the primal magic that was the trademark of the Outriders.
He spent the entirety of his youth training for the day he would get the chance to be inducted into their order, hunting dangerous prey and practicing with a bow to the point he could hit a bullseye from two hundred paces. The proudest day of his life was the one where the Outriders tested him and found him not just acceptable, but remarkable. An Armor was forged for him, with a graceful white bow its centerpiece. As he trained further and his skills grew, it became clear that he was favored to take the reins of leadership from one of the aging scions of the Order.
Unfortunately for Mathias, that day never came. When Greyloft was attacked by Archduke Colin?s forces, he was out tracking a fae creature rumored to be near the fort, roused from his hunter?s trance only by the sound of explosions in the distance. He took a vantage point to see the fort at the mountain?s peak in flames, assaulted on all sides by the Chevaliers under Colin?s command. Fearing for his life, he fled, but the screams he heard that day haunt him still.
Drifting across Hasthfold, he eventually caught word that Queen Lisbeth was looking for mages to assist in retaking her crown. Jumping at the chance to see Colin brought to justice, he tracked her down and offered his services and one of the last Outriders.
Sex: Male
Age: 29
Order: Outrider ? focusing less on mysticism and more on mobility/bowmanship
Appearance: Jourdain stands at a healthy 6? tall and has wood-brown hair and eyes. His build, though clearly fit, is unremarkable, being neither imposing nor slender. His eyes seem to dart every which way, as though constantly vigilant for trouble, but does not give a feeling of being paranoid ? merely wary.
The clothes he wears marks him as a man of the woods, if not immediately as an Outrider ? leather pants under a hide coat, with a quiver slung around his shoulder and a bow always at hand. His boots are well-worn but sturdy, a litany of the many places he?s trodden. A satchel completes his repertoire of earthly belongings, containing a journal, a compass, implements for his magic, and various other tools.
Armor: One of the slighter Armors, it only stands at 11 feet tall and is slender and graceful in appearance. Its surface contains many patterns to break up its profile, aiding in stealthy insertions, especially where foliage is thick. The metal from which it is forged is a burnished brown, like wood, but it is remarkably lightweight ? the entire suit can be carried, albeit with some difficulty, by a single person.
Like the Armor of most Outriders, Mathias has tuned his to be the epitome of agility and grace. It can leap great distances, run fast enough to put even most Shades to shame, and draw back even the toughest bow. Mathias can even use his magic to make himself all but imperceptible in natural environments, striking from some unknown angle, only to retreat before an enemy can even determine which direction it came from.
Its primary armament is a massive recurve bow, 10 feet long and carved from an unknown white wood. Though it can fire physical projectiles(and does, where the situation calls for it), it can fire arrows of pure magical energy, cutting through all but the toughest armor and striking true more often than not.
Personality: Carries a seething hatred of Archduke Colin and his ilk for ordering the sacking of Greyloft Fortress. As Mathias puts it, he has an arrow just for him, to be delivered personally when the time is right.
Aside from this grudge, however, Mathias is a welcoming and jovial sort. When he?s not out meditating in the wild or on a mission from the Queen, he can often be seen with other mages, swapping stories over a pint of ale.
Bio: Mathias was born in the shadow of the Grey Peak, a mysterious corner of Hasthfold that never sees snow, no matter the season. At its apex sits the great Aerie-Fortress of Greyloft, home of the famous Outriders. He was raised on tales of their many exploits ? scouting to save them from the many threats the nation faced, taming fearsome beasts, and communing with the wild spirits of the world. He was delighted, then, to have those same spirits whisper in his ear, revealing to him the primal magic that was the trademark of the Outriders.
He spent the entirety of his youth training for the day he would get the chance to be inducted into their order, hunting dangerous prey and practicing with a bow to the point he could hit a bullseye from two hundred paces. The proudest day of his life was the one where the Outriders tested him and found him not just acceptable, but remarkable. An Armor was forged for him, with a graceful white bow its centerpiece. As he trained further and his skills grew, it became clear that he was favored to take the reins of leadership from one of the aging scions of the Order.
Unfortunately for Mathias, that day never came. When Greyloft was attacked by Archduke Colin?s forces, he was out tracking a fae creature rumored to be near the fort, roused from his hunter?s trance only by the sound of explosions in the distance. He took a vantage point to see the fort at the mountain?s peak in flames, assaulted on all sides by the Chevaliers under Colin?s command. Fearing for his life, he fled, but the screams he heard that day haunt him still.
Drifting across Hasthfold, he eventually caught word that Queen Lisbeth was looking for mages to assist in retaking her crown. Jumping at the chance to see Colin brought to justice, he tracked her down and offered his services and one of the last Outriders.
If you have any questions, feel free to ask.