| 𝖆𝖇𝖔𝖚𝖙 |
| 𝔮𝔲𝔢𝔰𝔱𝔦𝔫𝔤 is a small fantasy gpsl set in the kingdom of hyvar. all was peaceful in the realm until, on the eve queen Milva was to formally crown her heir, the magical wards protecting the southern border of the kingdoms failed, providing an opening for the first dragon attack in two hundred years. prince hywel rode south to assist in rebuilding the destroyed wards that kept the kingdom safe but after an explosion during the casting is nowhere to be found. though the succession has been thrown into uncertainty and the kingdom is under threat, this isn't bad news for everyone. the two competing noble houses of hyvar now have the opportunity to seize power from a wounded crown, and adventurers across the realm a chance to grasp glory by joining the dragon hunts. rules are simple: be respectful, mind the ic/ooc line, contact the mods if you have any problems, or if you have an idea for a plot that would impact the political or physical landscape in a big way (ie. burning down a castle, killing a royal npc, etc). |
| 𝖘𝖊𝖙𝖙𝖎𝖓𝖌 |
| it's the year 230 A.D. (After dragons) and the human kingdom of hyvar has existed for three thousand years. it sits nestled between calcier, the realm of elves to the north, and the hirrvar, the dwarven mountain kingdoms to the south. the eastern regions beyond the border are made of dense forests that remain largely unexplored and very full of monsters. the western border is all coastline. This is only our jumping off point. Smaller towns, settlements, etc can be added as they're introduced for events and created by writers for their bios or other use. As the list grows, we'll shift this section to its own info page. geography hyvar begins in rolling fertile plains, orchards, and copses in the north. the center of the kingdom is hilly and verdant, with small lochs. to the west the vegetation becomes squatter, with twisty groves and wide fields that give way to craggy moors run through by streams and estuaries that flow to the Laerran sea. the further east one travels the denser the trees become, giving way to the deepest parts of the glas river and misty, ancient forests. the south is flatlands that rise sharply and suddenly into dark, grey vymirr mountain ranges, with reliable farmland well irrigated by the streams that flow down from the mountain lakes and tributaries. |
| 𝖗𝖆𝖈𝖊𝖘 |
we're starting off with three playable races, with the potential to open up to more as time passes. though a variety of sentient creatures occupy the continent, only the elves, dwarves, and humans have numbers large enough to establish individual kingdoms. after a few hundred years of scuffles at the start humanity's settlement efforts, the elves and dwarves now live peacefully alongside the humans as vital trading partners. relationships between humans and elves or dwarves aren't uncommon, though these unions and the children they produce are more readily accepted in hyvar. half can be used as a catchall for any amount of elven or dwarven heritage.humans live for 70-100 years on average. what they lack in lifespan, humans make up for in wits and determination. after appearing from seemingly out of nowhere two thousand years ago, they conquered the long untamed wilds between the kingdoms of elves and dwarves. like all species on the continent they are capable of using magic. humans developed two types of spells not before accomplished by elves or dwarves: portals (instantaneous travel) and reflective writing (instantaneous written communication). while reflective writing has been successfully adopted by the other races, their portals have never developed to be as reliable as humans'. dynamics full-blooded elves consider themselves superior to all races and view humans as the hyperactive children living next door who, only by the grace of the gods, haven't burned their house down yet. the dwarves are more reclusive, preferring to remain in their settlements deep within the mountains and avoid the dragons that have settled in greater and greater numbers in their lands since the humans drove them from hyvar. the elven and dwarven kingdoms have a cordial, if chilly, relationship; neither mind having the humans provide a buffer zone between them. others documented races that exist throughout the realm include centaurs, minotaurs, mermaids, selkies, gorgons, goblins, djinn, and satyrs. monstrous species present across the continent include direwolves, basilisks, griffins, unicorns, krakens, manticores, etc. there are conflicting views on where dragons fall on this spectrum. |
| 𝖈𝖍𝖆𝖗𝖆𝖈𝖙𝖊𝖗𝖘 |
what kinds of characters can you play? explorers, warriors, thieves, paladins, pirates, nobles, guildmasters, mages, and everything in between. no matter who or what you choose, commonfolk or courtier, you can count on adventure and destiny finding a way into their lives.nobility hyvar has been ruled by house sebell since the dragons were routed from the realm two hundred years ago. beneath them are the two great houses of hyvar: ifera and mayvir. a handful of minor vassal houses also exist, but these two are the most powerful. |
| 𝖒𝖆𝖌𝖎𝖈 |
We're going to leave magic open-ended in terms of interpretation, with only some general guidelines provided. If you like your magic D&D style, great! Elemental mages? Why not! Want to play a potioneer who hangs out in forests making magic brews? Go for it. That being said, we're trusting everyone to keep their characters' abilities reasonable and balanced. magic itself is a primordial force that permeates the universe. it can be drawn from and channeled by anyone naturally inclined or trained to do so. it has an everyday presence from village apothecaries providing poultices to the formally trained mages who help maintain the kingdom's wards. elves and dwarves were the first species to master the use of magic, but humans have since caught up. dwarves are the strongest practitioners in terms of brute force, elven magic is considered the most elegant, and humans are renown for their variety and ingenuity. humans were the first beings to create magic for instantaneous travel via portals. |
| 𝖆𝖕𝖕𝖑𝖞𝖎𝖓𝖌 |
here's what you're going to need:journal it can be ic or ooc as long as it's relevant to your character. if you're reusing one don't forget to lock any old entries! character limit we're starting off with 2 per writer, but if things stay active over time that limit will be raised. dropbox the mods when applying for your second character so you can skip resubmitting your examples. all characters should be 18+. played-bys/faces all characters must be 18+ and so should their pb/face. please avoid using any deceased actors and keep to fantasy/period icons. hyvar only wishes it had starbucks. rejections sometimes a character isn't a good fit for a comm, but if something minor needs tweaking in your info we'll contact you to make those adjustments. rejected apps will be deleted. |
| 𝖆𝖈𝖙𝖎𝖛𝖎𝖙𝖞 |
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introductions must be made within 72 hours of being accepted. this is to prevent having characters arrive doa while holding up positions and lines with others.
customs we've created a magic loophole to have these for interpersonal communications between characters, but remember that these days comms live and die by the activity level of their fpage. we encourage as much action and communication to take place comm facing as possible. activity checks will be monthly. scene starters, participation in group activities, narratives, and 5+ replies to a scene all count as activity. extensions & hiatuses don't stress if you need more time or to put a character on hold. extensions last 1-2 weeks on request, hiatuses are if you need to dip for a month or longer. request them in the dropbox. |