PC [RP] [Original Setting] Eventide

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Ashyrae

Queen Slime
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Eventide is a high-fantasy RP Terraria server, featuring a completely original setting (including custom lore, magic system, pantheon of gods, and more!); run by veteran Terraria RP community members (hailing from previous servers such as UmbraRP, Pyro: TNG, Aphiria, and others), we guarantee a thoroughly thought-out, well-moderated, and most importantly enjoyable roleplaying experience!

Story Premise

Eventide is currently set in the kingdom of Sathonia - a prosperous nation that has long held the title of crown jewel of the southlands. But recently, ill has once again fallen upon the realm...

In the earliest days of the kingdom of Sathonia, when the nation had only just been raised from the last vestiges of tribal humanity, many a traveler saw opportunity in the burgeoning land. All manner of individuals flocked to the newly-formed nation; journeymen, resettling families, and exiles from clan and home set their eyes upon Sathonia. Rumors of the wealth of the king - Irodian Sathon, the Morningstar, had spread; and under his strict but fair governance, many sought to take their place in a nation soon to eclipse the world. Further still, the Dark Comet, Eventide, had been spotted in the skies the day Irodian claimed control of the land by divine right - the will of the Pantheon - leading the superstitious to believe this outcome was, most assuredly, fated.

At his side were the leaders of the clans Tarrant, Briarmoore, and Redhand, who swore fealty to Irodian; among his people were the warlocks and warriors who wrested the land from nature's grasp, and bolstering them were the words of his clergy, who had sworn to proclaim the divine will of the Pantheon to the world. The unity of steel, sorcery, and spirit propelled Sathonia into a golden age. But the commonfolk elevated the King to godhood for his deeds, building the grand capital of Aeonreach in honor of his unwavering kindness and good will, for his power and presence - and the Pantheon took notice.

In furious anger that their blessings, their oversight, their gifts had been used to usurp them, the Pantheon struck down upon the capital of Sathonia, wiping it from the earth. In its place lay a glass forest - an eternal reminder of the price one would pay for defying the Pantheon's supremacy by ascending to godhood. With the loss of the capital came, too, the loss of King Sathon - and the noble house Tarrant was first to succeed the throne.

Urich Tarrant was crowned, marrying the widowed Queen Catari to maintain the royal line. Upon assuming the throne, his first royal decree was as thus - there was only one cost, one toll required to benefit from the boons that King Sathon had granted the nation. Magic was strictly forbidden. The devious forces behind such things as spells and thaumaturgy, King Urich had declared, were no more than temptation and ruin - the Pantheon's judgment upon Sathonia was indicative of such. Instead, the kingdom would be pushed forward by the ever-advancing machine of industry and the human spirit.

This plan brought prosperity to Sathonia over the next four decades. The population swelled, mercantile societies such as the renowned Pointed Circle brought fortunes into Sathonia’s coffers, and the country soon found itself acclaimed in the eyes of all. But, this was cut short by yet another tragedy felt the world over. An affliction that plunges the ill into a magical, fitful sleep swept over all the land - including Sathonia and its neighbors. Those who woke from the slumber returned changed - some possessing little to no faculties they once had. Others return with seemingly nothing amiss - simply, a long nap - but tend towards strange patterns of thought bordering on fantasy.

Among the victims of this cursed sleep was King Urich - who has lapsed into a comatose state, as well as his Queen - leaving the question of his successor. The King’s daughter, Princess Rhydian, had hardly a foot in the door when the position was thrust upon her - being hardly fifteen years old, and quite unprepared for the tasks set before him. But no ward remained for the young Princess, and no Regent claimed the throne. Thus, the Princess became Queen - who began to tackle her issues with little counsel or premeditation.

Hastily, Rhydian decreed that the restrictions on magic, the forces previously thought to be destructive and detrimental, would be loosened to determine the nature of this dream-borne disaster - before it can cripple Sathonia for good. Not unlike King Sathon, the splinter factions and noble houses of the Kingdom have once again united under Rhydian - to further the royal agenda and deliver the people from the brink of calamity.

Worrying, however, is the uneasy silence of the gods. No messages have come forth from their tower in the east, a symbol of their presence; and the Morningstar Vow’s clerics have been unable to contact the deities they swore themselves to. Only the Chthonic Gods, the rulers of the Underworld, have spoken at all - and this Pantheon is all too eager to meddle in the affairs of the living and the surface world. And the Dark Comet has once more been spotted in the heavens above - bringing with it portents of apocalypse and salvation alike not seen since the Kingdom's inception.

Now, Sathonia finds itself in a transitory period, without outside aid and upon shaky footing - the prosperous days give way to the uncertainty of nightfall. The citizens of Sathonia must brave the long dark, or succumb as their King has.

Sathonia has seen much upheaval – the jewels upon the crown of the God of Change, one might propose. And how apt a description that would be!

The Pantheon walks free, with both Astra and his seal upon the City of the Gods destroyed; the former by the hands of his brothers, Tempys and Dyce, and the latter by the bargain of mortals with the now-late god. Stagnancy gives way to renewal, and new faces assume old mantles – as the Gods of Evil, Dream, and Change fall away, mortals come to ascend from their power. Phorus von Wilhelm was the first among these, claiming the name of Mania for himself. The domains of Chaos and Change are not even yet at their height, and already the world trembles in anticipation at his touch. The God of Progress and Perfection, Machina, has awoken at last – and Dracul, Pendragon among his kind, takes flight once more with his brood.

The Dark Comet, thought extinguished by the efforts of the Chosen of Carceri and Bastille, burns renewed above Sathonia – a beacon to Humanity even now, beckoning them northeast to the sunless lands. Its trail leads them to Shroudtown – called such for the eternal veil of fog spilling over the valleys at the behest of the region’s vampiric masters, the Caliban family. The Morningstar Vow’s previous crusade was crushed in this region, brought to heel by Veliana Caliban, matriarch of the House – and whispers spider across the region that she has stumbled upon power even more primal than that of the Gods. In the face of this, the departure of local heroes from Arelonn and Carhillion has begun. Whether they seek glory, power, gold, or merely to do what they believe is right - they venture forth.

But, this now poses new questions for those who stay behind. Sathonia has no ruler; Rhydian and Halystian Sathon have each relinquished the crown, and Urich Tarrant is too weak to rule after recovering from the Dream Affliction. Rumors of an impending siege by anarchists who seek to preserve the absence of a ruler yet skitter through the populace. And the Dark Comet’s renewed presence strikes fear in the heart of the would-be prophets – for it bears not the aura of soul it once possessed, but willpower alone.

Sathonia’s long night has begun, and the wolves have begun to seek prey from within the cold dark.

Factions

On Eventide, there are several factions that exert their influence upon the Kingdom of Sathonia. While your character may not start as part of a faction, each seeks new additions to their fold, and your presence will not go unnoticed.

Known for prickly politics and intrigue, House Briarmoore is the most powerful noble family to support the Crown. Briarmoore nobles fund nearly every organization and company within Sathonia, giving them sweeping influence and the ability to act in the face of the other noble houses, providing environments and outcomes favorable to the Kingdom’s agenda.

Currently, the House is propping up the already-prosperous town of Arelonn into a bastion of the Kingdom’s influence - a staging ground for combatting the strange affliction that has descended upon the land. From their estate just west of the town, they provide significant funding to the Horned Owl Order’s campus in the area, as well as the Morningstar Vow’s enclave. However, Lady Selrynn Briarmooore, the head of the House, has vanished - leaving the estate and all the politicking it comes with in the hands of her student, Loren Elja. And, the Briarmoores have always been close to House Caliban...

Once, the Vow was a clerical order, delivering the gospel of the Pantheon's will made manifest in Irodian Sathon, the First King. But when the Pantheon instead contradicted their Divine Truth, the church was overcome by schisms and reform alike. Now, the clergy of Sathonia are a rather mixed bag, serving a multitude of gods and concepts - attempting to further the agenda of all that is good to atone for their sin. To accomplish this, they swear themselves to the Morningstar Vow - to bring light upon the world through their works and proselytization of good faiths, and to deny evil its footing in the world by destroying the implements of its heretical cults, which seek to elevate mere mortals to godhood.

However, the clergy has been ill-equipped as of late to tackle such threats - prompting the Vow’s oathsworn to begin efforts to revisit this task. An Enclave has been built above the newest of these pursuits - a heretical temple, dedicated to the concepts of the Wanton Flame. The Vow seeks volunteers to safely recover and cleanse the cult’s dwelling, so that another foothold might be taken away from evil’s chaotic whims.

But the Vow has been all but shattered - the death of their Grand Inquisitor, Isa Wren, sent the clergy into a death spiral as his evils were aired for all Sathonia to know. Today, the Vow operates as no more than a leaderless crusade, firmly within the grip of Chaos' throes. They march northeast, following the trail of the Dark Comet, to finish what they started and bring House Caliban to heel.

The Horned Owl Order was once Sathonia’s conclave of the Kingdom’s best mages, sorcerers, and viziers, until the God of Magic judged the pinnacle of their efforts as heresy, wiping it from the face of the earth. In response, King Urich Tarrant declared magic to be banned, and the Order dispersed at once.

Thirty years have passed since, and at the behest of the princess Rhydian, the remaining magic-users and psychically empowered denizens of Sathonia have reformed the once-glorious Order. Like its namesake, the Order’s aim is to be the wise, yet imposing teacher to educate and defend Sathonia in all magical matters. Having finally provided a solution to the dreamborne affliction, the Order now turns its sights on assisting adventurers and heroes both traveling to Shroudtown - for the wiles of House Caliban are well known, and vampiric magics lethally efficient.

The Pointed Circle, publicly known as the Carhillion Association, is a mercantile society composed of three companies: McKenzie & Sons, the primary distributor of food and goods throughout Sathonia; Ludduc Steel, the primary mining and manufacturing guild in the region; and Valter, the nation's source of talent and recruitment for guilds both large and small. In tandem with the national bank, the Pointed Circle controls an overwhelming amount of the nation's economy, and by far is the primary demonstration of Sathonia's overwhelming wealth compared to the diminutive coffers of its neighbors.

But prophetic portents and proclamations of apocalypse and ruin have hamstrung the nation's economy, and countries have ceased buying from the conglomerate juggernaut; the Circle's remaining funds are wrapped up tight in maintaining costs. A small fund, directed by Tomas Valter - one of the association's executives - has directed talent towards funding mercenary companies and the Horned Owl Order, in order to sufficiently plumb the cost of providing a solution. Foreign fighters, rakish rogues, and the traveling thaumaturge alike find financial incentive to assist through the Circle's endeavors.

Unlike House Briarmoore, the Circle holds the official position of "inevitability" rather than conspiracy as to the cause of the nation's ills - and, after all, no ill cannot be approached with sufficient money to correct it...

Pantheon, Civilizations and Races, and Magic System

The Pantheon of Eventide can be found here: The Gods: Player Edition

Civilizations and Races can be found here: Eventide - Civs and Races

And the Magic System can be found here: The Magic of Eventide

(Honestly, this is just so long TCF won’t let us post it in one or two forum posts. We apologize for Google Docs links.)

Rules

1.
Don’t be a jerk. Seriously, acting out or throwing a fit will get you nowhere.
2. Please mark out of character (OOC) communication with parentheses ( ). Example: (This is OOC!)
3. Absolutely NO ERP. This will result in swift admin action; repeated offenses will be met with a ban.

Not the problem; we can't verify your age, so this sort of activity is not allowed. Note that your character may still participate in in-character relationships - but, you may not describe sexual encounters with others on the server. Take it to DMs on another platform.

4. No powergaming or metagaming. This includes, but is not limited to:
- Acting on knowledge your character does not have
- Power increases not obtained through RP & cleared with the staff
- “Railroading” your character into unchangeable situations
- Controlling other players’ characters without permission or appropriate RP circumstance
- Ignoring staff attempts to mediate IC events
- See Diazoning on UrbanDictionary for more examples of unacceptable behavior.

5. Do not grief - this will be swiftly punished by an immediate ban.
6. Do not edit the buildings of other players or preexisting city/town structures without permission.
7. If you need to go AFK or otherwise leave during RP, and this would lock your RP partner(s) out of acting, please agree upon a solution in Discord or through the linked #ic channel.

Application Form

General Info

Character Name:

Race:

Age:

Pronouns:

Aliases:

Personality:

Appearance

Physique / Frame:

Hair:

Eyes:

Complexion, Fur, Scales, or Other Features (select as many as applicable):

Backstory

At least four paragraphs describing your character's prior history - there is no upper limit, but please try to not write a novel (or a document rivaling our own world-establishing information posts!).

Upon application approval, you will be sent the connection info in a DM / conversation via your TCF inbox. Please apply in a reply to this thread. Thank you!
 
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If you find the application process too daunting, here are some examples (as written for my own characters!):

GENERAL INFO​

Name: Rhydian Sathon

Race: Human (Riniru)

Age: 15

Aliases: Rhydian Tarrant

Pronouns: She/Her

Personality: Headstrong, determined, and somewhat spontaneous - tempered by the occasional mental reminder to keep her actions paced and methodical. Strongly cares for the well-being of her subjects. Fiercely defends her perception of self.

APPEARANCE​

Physique / Frame: 5’11”, of medium build.

Hair: Long, red hair cascading down to her mid-back, without bangs.

Complexion: Pale as alabaster and without blemish, giving her an ethereal air.

Eyes: An unnatural indigo that seems to intensify in situations of anger or stress.

BACKSTORY​

“I claim the crown of Urich, and shall rule Sathonia in his footsteps...”

The eyes of all court attendees were firmly placed on Rhydian that day. She felt their gazes spider over her, around her, through her, into her - meticulous, expectant, smothering. Everything about her that she hated was on display - the steadfast demonstration of the masculinity that had been expected of her. The illusion concealing the self, the shell constructed by royal society and her shaky upbringing.

“A true heir,” they would whisper; “worthy of his father’s legacy”. She wanted nothing to do with it, with the identity constructed for her, the role she had been forced into. She was not Rhydian, son of Urich; she was his daughter. A fact she had brought to her parents on many occasions, and each time disciplined for stepping out of line.

This reaction was not without reason, they had always said. Her mother - Queen Catari Tarrant, formerly the spouse of King Sathon - had long worked to ensure the throne’s line of succession would be unbroken. She sought to avoid a repeat of the tragedy that resulted in Irodian Sathon’s death, and widowed her. “I have staked everything on grooming you for the throne - and refuse to accept any such prattle from a son of mine.”

King Urich himself was even less forgiving - having been denied an heir thus far due to multiple failures at attempting arranged marriages, to have Rhydian attempt to deny his wishes at raising a son to carry on his rule brought his fury upon her. “My legacy, bringing Sathonia from the brink of destruction at the hands of the Gods, will be carried on through my son. And he will not deny me this right.”

The memories of past arguments, of passionate pleas, of lashings and punishment - all fueled the overwhelming tide of fear, as it washed away all her confidence. The court’s air felt acrid, smothering - clogging her thoughts, choking her soul.

Rhydian closed her indigo eyes, taking a deep breath to calm herself. Her first action, her first pursuit as ruler over all Sathonia - would be to show them all her true face. No more charades, no more facades. An acquaintance of hers had provided her with the means to strip away the shell, and today would be the day it was used. She clasped a silver pendant, the most shockingly vermillion of rubies set within, and the illusion fell away, to be succeeded by one she chose.

“... as Queen Rhydian Sathon, adoptive daughter of King Urich Tarrant, and heir to the throne.”

She opened her eyes, flashing with relief, joy, confidence - contrast to the court’s collective visage. Outcries of anger, of shock, of horror, coupled with shouts of celebration and joy, filled the room with a clamor. Apprehension now cast its aura of gloom upon the attendees. Yet as Rhydian opened her mouth to speak, silence fell upon all present.

“I was raised as a son, taught the value of being true to one’s purpose, the ultimate fulfillment and perfection of one’s father before,” she began. “But that is not who I am. I choose a different name - that of Sathon, the first to rule this mighty kingdom and for which it is named!” Rhydian’s eyes were intense, the presence and potency of her words resounding through the hall.

“I am the daughter of Irodian, kept secret to avoid the ire of the Gods. My mother sought to hide this truth from me, from you - yet now, I know better. I seek to be true to myself, as he - the First High King - had always been.” Rhydian trembled with emotion, speaking from her soul - the room remained rapt on her words, transfixed to the visage of their Queen. “It is his legacy which I take up, that mantle which I assume! Yet I will not spit in the face of Urich, brought low by the dreaming affliction - who acted as my father to the best of his ability.” Her tone trembled with deep sadness - a mourning, even for a father whom so suppressed her. But Rhydian would not falter now.

“I take up his charge - to protect Sathonia from anything that may befall it - gladly. And I start by revealing this truth - my truth - to my people. Let it ring clarion across all the kingdom - I am Rhydian Sathon, and I will deliver you from any evil that dares claim you.”

GENERAL INFO​

Name: Ashleigh Ryan

Race: Human (Riniru)

Age: 18

Aliases: N/A

Pronouns: She / Her

Personality: Unassuming, but anxious; prefers silence. Prone to sudden bursts of unexplained fear; when calm, tends to space out and daydream.

APPEARANCE​

Physique / Frame: 5’7” / 1.7m tall; of slim build, the signs of previous malnourishment and frailty apparent.

Hair: Possesses black hair, styled in a short, messy pixie cut; she prefers to keep her bangs across the left side of her face.

Complexion: Pale from lack of sunlight; burns easily when outside and does not take well to makeup.

Eyes: An unassuming black, possessing the faintest glimmer of mental presence when something happens to grab her attention.

BACKSTORY​

Ashleigh was a strange child. She wasn’t a shut-in – from the start, at least. She would go outside, she would make friends – indeed, she was quite close to those she knew. But expressing how deeply she cared for them was hard to understand from an outsider’s point of view.

Ashleigh had never quite taken to how some could talk at any time – that was something her brothers did with ease, but she had never felt the need. Her words were few and her voice hardly used, but the intensity of her expressions and the surprise of those moments got the point across when it counted. Her emotions were potent, and her mind was sharper than any could imagine.

Ashleigh’s father was a carpenter – a man of practicality, of straightforward philosophy, of action. He was loud, cantankerous, and never took no for an answer. And he hated her. “Can’t you be more like your brothers?” he would scream in anger. “Do as you’re told, talk when I tell you to, and for the love of the Gods above, wipe that :red:ing pansy-:red: expression off your face. You aren’t going to get off easy with me like you do with Mom, missy.” But his business had fallen on hard times, and thus he was always home, always able to loom over her, ever-present.

Ashleigh’s mother was a workaholic – she worked at the local courts, constantly consumed in hearings and appointments and ordinances. She was strict, but fair – never was Ashleigh given a task out of malice, or a reward out of obligation. Chores and greater responsibilities were equated as one with her – failure to complete them properly was never seen as a demonstration of neglect, but inability. In the times she was present, she could be counted on to provide a bastion of reason and a balance to her father. But she was never around.

Ashleigh’s older brother was Nathaniel – her idol, her aspiration. He was a man of no fault – academically, professionally, socially, he was perfect. He was the only person that could calm his father’s fits of rage; even Mom couldn’t. He was the only person who truly understood Ashleigh, inside and out. He was her guardian, her tutor, her brother. His patience was boundless, and he always found time to be with her. “Only the worst of all things would make me leave you.”

Ashleigh’s twin brother was Markus – her converse, differing in every way. Loud, boisterous, brimming with energy, but chronically lazy. He would constantly saddle Ashleigh with his chores, blaming all of his problems on the quiet girl. This provoked her father’s constant vigil, his ire; it didn’t help that Markus was the favorite of the family.

These emotions reached a boiling point – and she began to close herself off. Ashleigh resigned herself to being the family failure, shutting herself in her room. Even her father’s dreadful presence began to deaden as she willed herself to be numb to all that was around her. She was abandoned by her father, her mother eventually gave up trying to reach her, and her younger brother was firmly saddled by all the work formerly thrust upon Ashleigh.

She would simply watch as the world continued to move on – without her.

Until one day, Ashleigh witnessed unbridled cruelty through her window, the results of which shattered her family. The following days were dark – her father, her mother, and her twin brother were all found dead in a collapsed shed that lay at the back of the family home. The town believed it to be a murder-suicide, and attempted to console Ashleigh and Nathaniel. But, rumor be as it may, word began to spread that maybe not all was as it appeared – that the shut-in girl killed her own family, or that her older brother murdered them all.

Nathaniel could not bear to see his sister’s life ruined over conspiracy. So thus, the two left – moving to Arelonn in an attempt to secure a fresh start. But Nathaniel disappeared, and Ashleigh was left behind in a house whose doors never opened. Only the intervention of a man in his early 20s named Terrence Ryan – an aspiring doctor in the employ of House Briarmoore – brought her from the darkness.

The Carhillion Association’s banks had foreclosed upon Ashleigh’s home, as her brother had failed to pay the mortgage due to his disappearance; Terrence had purchased it at an effective steal. On moving day, he discovered Ashleigh hiding away in the corner of her room – terrified that he was not her brother. She repeated a single sentence – over and over again in her fear. “Things will be fine, just you see.”

Terrence pressured the Carhillion Association on how they had not found Ashleigh, or indeed, any signs of neglect – only to find that the inspectors could not find any trace of Ashleigh’s room. Indeed, it was missing from the floor plan – physically impossible, if you were to look from the exterior. A light ignited in Terrence’s mind – that he had stumbled upon someone truly special. He took pity on Ashleigh, adopting her so that she could be provided for – who else would?

But, Ashleigh refused to talk about her parents, her siblings, and any other family Terrence could think of – alluding to a terrible event “a while back” which caused her and her older brother to move away from their hometown – the name of which was left out, and no mistake. It took months for Terrence to understand even the slightest bit of what happened – a story all too familiar. This was further complicated when he met the “other her” she would speak of in hushed tones.

But, he had– no, Ashleigh had a point to start from. To regain stability, normalcy… to heal.
 
I'll toss my hat into the ring.
Info

Race: Human (Riniru)

Age: 24

Aliases/Titles: Knight of Arelonn

Pronouns: He/him

Personality: Generally easygoing and agreeable, and quick to get to the meat of an issue. Diplomatic in nature, but his temper is dreadful should someone manage to coax it from him.

Appearance

Physique: 5’11” (1.8m) tall with a strong, athletic build.

Hair: Russet, kept in a short trim. Usually somewhat messy owing to a lack of frequent care.

Eyes: Azure

Complexion: Fair, with mild tanning owing to significant time spent outdoors. Generally lacking in freckles and other markings.

Backstory

Ludenn is the second son of house Cobyrn, a small noble family headed by Viscount Endel Cobyrn. Their estate is a large swathe of farmland located to the northeast of the town of Arelonn. While nearby, the family holds little authority in the town, which is the domain of their liege: Eric Barith, the count of Arelonn.

Being the second son of the family, he is not the heir to his father’s title and lands. Those will go to Regnall, his older brother. Regardless, it is unwise for a family to assume their oldest will always live to inherit. Wars claim many aspiring heirs, and peace is never a constant. As such, Ludenn was raised to be his brother’s equal, should the worst happen. From a young age, he studied matters of court, administration, and heraldry. Unlike Regnall, however, Ludenn was expected to earn his keep while his brother stayed at home to learn from their father about running the estate. The young boy was noted to be quite strong compared to his peers, and so Ludenn was raised as a warrior. He began training the moment he could hold a sword, and received instruction in all manner of weapons. Following tradition, however, he was given the most stringent training in swordplay.

At 13, Ludenn was sent to a family friend to serve as a squire and further hone his skills. He served an ex-Praetorian, now a baron in the countryside, and received instruction from the grizzled veteran. Ludenn advanced greatly in his favored style of sword and shield, but his instructor insisted on drilling twohanded methods into him. During his tenure as a squire, he fought in a number of border skirmishes with the neighboring tribes of Sor and Charpar. This true battle experience set the fledgeling warrior apart from the many others, and served as the final gauntlet of his martial education.

With a solid education and proven martial prowess, Ludenn was deemed ready to leave the House entirely. He was shipped off to his father’s liege, Count Barith, to serve as a knight. For several years now, he has been assigned to Arelonn itself; he is responsible for keeping the peace and ridding the land of troublemakers. These are normally expected of the town guard rather than a knight, but the lack of recent war left little else for the young knight to do. This was compounded by the poor funding of the guardsmen by the count, leaving Ludenn to do much of the work outside of guarding the gates and towers. While not the work he expected, Ludenn served his lord faithfully as he was taught to do. Under his watch, security around Arelonn has been excellent, with tavern brawls being the worst one might expect.

Now 24 years old, Ludenn is growing tired of his station as a glorified guardsman. His compensation was initially generous, but continues to wane as his lord seems to cut spending every year. His gear, bearing the colors of House Cobyrn, is beginning to see the consequences of disuse, and maintenance has been subpar due to his lack of time and the absence of a squire. He still serves as faithfully as before, but his ambitions and desire for excitement continue to grow.
 
Character Info

Character Name: Flyst Stymp

Race: Ibartaka

Age: 14

Pronouns: He/Him

Nickname(s): Flea

Personality: Usually doesn't talk to others unless it is important. Relatively shy and easily annoyed.

Appearance

Physique / Frame: 4'2" (127 cm.) Short with Petite structure

Hair: Messy, Dark Green, 3.5" (8.89cm.) long

Eyes: Clementine

Complexion, Fur, Scales, or Other Features (select as many as applicable): fair, with relatively pale skin due to a short amount of time in the sunlight. barely any noticeable markings.

Backstory

Back when he was a young boy, Flyst found others to be annoying and invading. Every time he had let his guard down and trusted someone, they had done something to harm him in some way.

Since discovering the pattern of betrayal at the age of 12, Flyst has left home and been a shy outcast who doesn't trust others and rarely talks unless asked to or if he decides it is something important enough to him. Flyst had not wanted to leave home, but he decided that although dangerous, it would be best for him in a place that is a more welcoming community than his own. On his search for a new place to live, Flyst stumbled upon Carhillion, the Kingdom of Sathonia's capital

Some have nicknamed him "Flea" due to his lack of social interaction and trust for others. Flyst doesn't respond to this nickname positively, he usually mutters angrily under his breath instead of giving a proper response because it makes him feel less like they are trying to get his attention and more like they are making fun of him.

Little did Flyst know, he would soon have to learn how to trust others once again...
 
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Seems like a good starting point. Given the general lack-of-presence of Ibartakans in Sathonia, perhaps adding a bit of info as to how Flyst has arrived in the general vicinity of Carhillion and Arelonn would be a decent additional contribution.

Just add that information & then you'll probably be accepted!
 
Seems like a good starting point. Given the general lack-of-presence of Ibartakans in Sathonia, perhaps adding a bit of info as to how Flyst has arrived in the general vicinity of Carhillion and Arelonn would be a decent additional contribution.

Just add that information & then you'll probably be accepted!I
I have revised my application.
 
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Oh boy here we go, here's my most humble application
Character Name: Aloma Fewel

Race: Human(Riniru)

Age: 19

Pronouns: It changes

Aliases: Aloe

Personality: reserved when talking with people they dont know, almost shy and ,
though quite open and some would describe wild when with people they're comfortable with.
though withdrawn at first meet, with time they're very kind and considerate
Has a specific coldness to people from the tribe of charpar as he disagrees with their belief
that religion should be a way of life


Appearance

Physique / Frame:5'10 of slender androgynous build, "skin and bone!" his mother remarked, he has put on
a little bulk, but it is barely noticeable.

Hair:Orignally brown, now dyed a bright pink, his mother winds confetti into it.

Eyes:a bright pink

Complexion, Fur, Scales, or Other Features (select as many as applicable): pale compared to most people, but slightly tanned
as his brother often forced him to spar and train.

Backstory

Raised in the rather farther outskirts of Sathonia in one of the towns of the Tribe of Sor
but well taught and properly educated by his father (a rune engraver) in the ways
of magic, and a little bit of the sword from his brother (a guardsman)
he's gone out to seek his fortune by traveling to the Order of the Albatross, though he is aware that he is rather..unfit
he hopes to sway them with the promise of a powerful mage

Along her travels he has crafted and acquired a small number of items which she has enchanted to increase their value
as hopes to trade them, he also carries a small rune bag, most activate when thrown. and wields a staff which he has
imbued with runes to cause a burning pain on contact, (she has a few scars from accidentally grabbing the wrong end)
He (for now) resides in the capital of Sathonia, where he works in a tavern.
They give the name Aloe when asked, as she does not like giving his real name in the belief that it can be used against him.
 
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Today marks the beginning of the next chapter of Eventide's setting!

Sathonia has seen much upheaval – the jewels upon the crown of the God of Change, one might propose. And how apt a description that would be!

The Pantheon walks free, with both Astra and his seal upon the City of the Gods destroyed; the former by the hands of his brothers, Tempys and Dyce, and the latter by the bargain of mortals with the now-late god. Stagnancy gives way to renewal, and new faces assume old mantles – as the Gods of Evil, Dream, and Change fall away, mortals come to ascend from their power. Phorus von Wilhelm was the first among these, claiming the name of Mania for himself. The domains of Chaos and Change are not even yet at their height, and already the world trembles in anticipation at his touch. The God of Progress and Perfection, Machina, has awoken at last – and Dracul, Pendragon among his kind, takes flight once more with his brood.

The Dark Comet, thought extinguished by the efforts of the Chosen of Carceri and Bastille, burns renewed above Sathonia – a beacon to Humanity even now, beckoning them northeast to the sunless lands. Its trail leads them to Shroudtown – called such for the eternal veil of fog spilling over the valleys at the behest of the region’s vampiric masters, the Caliban family. The Morningstar Vow’s previous crusade was crushed in this region, brought to heel by Veliana Caliban, matriarch of the House – and whispers spider across the region that she has stumbled upon power even more primal than that of the Gods. In the face of this, the departure of local heroes from Arelonn and Carhillion has begun.

But, this now poses new questions for those who stay behind. Sathonia has no ruler; Rhydian and Halystian Sathon have each relinquished the crown, and Urich Tarrant is too weak to rule after recovering from the Dream Affliction. Rumors of an impending siege by anarchists who seek to preserve the absence of a ruler yet skitter through the populace. And the Dark Comet’s renewed presence strikes fear in the heart of the would-be prophets – for it bears not the aura of soul it once possessed, but willpower alone.

Sathonia’s long night has begun, and the wolves have begun to seek prey from within the cold dark.
 
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