
Wyrmwood
PLEDGE YOUR FEALTY.
The game is on again! The season of battle and wit has come around, and only one house can be crowed champion in land's annual Arcadian Gauntlet!
〚 20+ ◦ Discord-Based ◦ Medieval Fantasy ◦ Choose Your Own Adventure ◦ RPG 〛
Wyrmwood takes place in a medieval fantasy world that was once ruled by tyrannical dragons and fierce magic. After a harsh war with the dragons, the eldest dragon placed a curse on the land to cause humankind to suffer. The people of Wyrmwood are resilient, and have fought back against this curse to keep on living.You are a knight who is enlisted into the Arcadian Gauntlet, an annual tourney that is designed to let houses from all over the land be recognized by the ruling powers and obtain prizes. It is the centennial anniversary, making it one of the biggest years yet for the tourney.
Application dates will be released soon!
About
✦
〚 Content Warning 〛
The following themes that may be present in Wyrmwood are, but not limited to:Death (of nonplayer characters) & Violence
Fantasy Religion & Religious Themes
Classism
Political Drama & CorruptionIf any of these topics are uncomfortable for you, we recommend not applying.
〚 Rules & Regulations 〛
Treat others the way you would like to be treated. This certainly goes without saying. Harassment/abuse is absolutely not tolerated in any shape or form. If you have an issue with a member that you feel needs to be brought up to the moderator team, please send us a ticket. Please do not air your drama out within the server.
We do not tolerate discrimination of any kind. Discriminatory behavior against religion, race, sexuality, gender, etc. will be immediately dealt with. We accept and adore every member!
Tracing, copying, or stolen bases/characters/artworks will not be allowed. However, If you have commissioned someone to draw your character and you want to share it or put them on the app, you may, but you must give credit to the artist. The same rules apply if you end up using a Picrew on your application.
Plagiarism and copying other written works will not be allowed. You can take inspiration, but do not blatantly copy other people's work word for word, detail by detail.
AI will NEVER be tolerated. If you are caught using AI-generated content, you will be asked to leave.
This roleplay group is rated 20+. This is out of personal preference. If we catch you lying about your age, you will be banned. We will not require an age verification system, but we do recommend that you list a social media that has your age or “20+” listed.
No EXPLICIT NSFW will be allowed within the server. You/your characters are allowed to make moderately sexual jokes and comments. You may post suggestive artworks (that are spoiled and tagged) in the public art channels. Any explicit artwork, hcs, or roleplays must be kept to DMs.
Please respect both moderator and player boundaries. Metagaming, shipchasing, and godmodding is not allowed. We heavily encourage communication with each other to ensure a smooth roleplay environment.
If you decide to leave, please let a moderator know before you go so we may sort things out on our end. You do not need to tell us why.
〚 Timeline 〛
OCT 20, Site & Reserves release.NOV 6 - DEC 4, Preserver period.NOV 16 - NOV 30, App Check period.NOV 23 - DEC 4, Application period.
〚 Frequently Asked Questions 〛
(Q1) Who are the mods behind Wyrmwood?
(A1) Great Question! Asgore, Ryn, and Squid. We prommy we don't bite.
(Q2) What are your inspirations?
(A2) We have a couple of inspirations for Wyrmwood! Game of Thrones, Dungeon Meshi, Ren Faires, Lord of the Rings, Elden Ring, Miitopia, How To Train Your Dragon, Medieval Times… a lot of it came from Medieval Times. Go green knight!
(Q3) Will this RP be text based? Will we use a bot to play our character?
(A3) Yes, this RP will be primarily text-based. We will be using a bot called Tupperbox for you to create your OC bots and play as them, without having to make an entirely separate account.If you happen to not be familiar with how Tupperbox works, we will provide a short guide in the server for those who do not.We will use this OC bot system to separate IC and OOC moments.
(Q4) Will you allow Ride or Dies?
(A4) Yes, but it must be a mutual pair. We will not allow ride or dies that contain three or more (mutual) people. If your ride or die partner does not have you mutually listed, it is not accounted for.
(Q5) Will you allow Kill or Dies?
(A5) Yes. If you believe someone should not be accepted, please forward the details as to why to the moderator team. We want to give everyone a fair shot, but we will always prioritize a space free of abuse.
(Q6) How many people do you plan on accepting?
(A6) We plan to accept 25 people, which will make our roster a total of 31.
(Q7) Will there be activity requirements?
(A7.1) Activity within the preserver is not required.
(A7.2) Activity after acceptance will not be strict, but if we notice a drop off in activity between multiple people, we may do a check-in.
(Q8) Will there be permadeath?
(A8) No. Your character only dies when you want them to.
Special thanks to our beta testers Kira, Spazi, and Smoom!
The Royal Archives
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The Royal Archives keeps all information on Wyrmwood, documented in its many scrolls. If you want to view a plaintext document of all of the information listed in these tabs, go here.The only mandated reading is the lore and history tabs. The rest are extra information that you can use to make your characters or just to consume the world information.
The entire history of Wyrmwood, dating back to the rough beginnings of the continent. It includes a brief timeline that summarizes our land's unique history.
The lore behind Wyrmwood. It includes the house information, the Arcadian Gauntlet, commerce, and calendar.
The magic that runs through Wyrmwood. It breaks down the type of magic that can be found, and the different mystical practices.
The mystical creatures that live in Wyrmwood. It gives a brief overview, and provides our bestiary. There are a handful of detailed entries for some creatures that can be found.
Lore
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〚 The House System 〛
Wyrmwood operates under a house system. These houses determine someone’s standing in society, ranked by how much reputation, material goods, land, and accolades they have. A house’s lineage and history can also affect how they are perceived on the social ladder, as older houses are more revered than houses that are newly built.At the very top of this system are the Ruling Houses, consisting of the royal family in their country. The ruling houses and their head(s) oversee their country as their ruler. These rulers manage the houses under them, trade, politics, and other matters. Ruling houses also take turns to host the Arcadian Gauntlet. The current ruling house decides the next house that inherits the ruling power, in any event that the current ruling house were to be dissolved for any reason. Houses of higher standing, such as high nobility that are close to the royal family, are often picked for this position.All other houses below the ruling house are considered Vassal Houses, who earn their title upon recognition from the ruling house. These houses vary in wealth and land ownership; not all vassals are created equal. The common terms to refer to the three rankings of vassal houses are high-born, middle-born, and low-born. High-born houses are considered high society, consisting of lords and ladies and other nobility. Low-born houses can range from having little reputation but are good on their feet, to barely scraping by in society. Middle-born houses are found somewhere in the in-between, where they aren’t as revered but they are not unknown; Middle-born houses are the average rank.Those who are born outside of a house or are not recognized officially due to a lack of land, reputation, or material goods are deeply looked down upon. They are treated as peasants with little to no respect, especially from the houses that are of higher standing. Those that are without a house to their name are often laborers or wanderers.
〚 The Arcadian Gauntlet 〛
Every Oldspring, a different country hosts the Arcadian Gauntlet: a tournament between houses from all across the continent to compete for favor and recognition from the ruling houses. The ruling houses and some non-participating nobility may pitch into a pool of material goods to award participating houses and winning knights, such as equipment, food, livestock, and more. Many houses have their own reasons for entering into the Gauntlet, whether it is to boost their reputation, for material gain, or to have fun.Participating houses enlist a “knight” to represent them and compete in games such as obstacle courses, jousts, combat, and more. Each knight enlisted competes in a knock-out style tournament to be able to compete in the Final Hunt: the last game of the Gauntlet that takes all of the finalists and puts them in a competition to catch the White Stag. Various knights in the main games are able to win, but only one house is crowned winner in the Final Hunt when the White Stag is caught by their knight.While houses are not mandated to participate, there is societal pressure to take part. A non-participating house may be taken down the social ladder if they do not keep up with their reputation. There is no official losing house, but shame and societal scorn is unavoidable. Only those enlisted under a house may compete.The host for the 100th year of the Arcadian Gauntlet is Marchland, where the first games were held.
〚 Commerce in Wyrmwood 〛
Wyrmwood functions primarily under a trade and barter system: a system of exchange where there is no medium of exchange (i.e. money) to facilitate the trade of goods and services. There is no established currency, but recently each country has produced its own form of shilling to fill in the gaps of trade, typically valued at a twelfth of the “value” of the item desired. Merchants favor whole goods over shillings, however, as their value does not transfer overseas, and they are significantly less valuable than most goods. Houses rely on the possession of material goods to stay or rise in the social ladder, so trade is a very sought after profession. Bartering does not have to be limited to material goods, as services such as labor and land are just as valuable if not more.
〚 Calendar 〛
Wyrmwood uses a calendar system akin to our own, with seven-day weeks and twelve months fashioned after the passing of the seasons. Each season has three months: New, Middle (or Mid), and Old. Each year is followed by AD for 'after dragons.' Dates are written in the order of month, day, year: for example, “Newsummer 10, 20 AD.”The current year is 100 AD. Every year begins with Newspring and ends with Oldwinter.
Below is a chart listing Wyrmwood’s months and their real-world counterparts:
Spring Months
Newspring (Mar), Middlespring (Apr), Oldspring (May)Summer Months
Newsummer (Jun), Middlesummer (Jul), Oldsummer (Aug)
Fall Months
Newfall (Sep), Middlefall (Oct), Oldfall (Nov)Winter Months
Newwinter (Dec), Middlewinter (Jan), Oldwinter (Feb)
〚 Notable Celebrations 〛
Magic
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〚 Magic in Wyrmwood 〛
The world of Wyrmwood has magic built into its land, channeled through the mystical creatures and phenomenon that spawn from it. The form of magic that humans are able to use is no longer available, as the pillars that once supplied magic through leylines have been dismantled. The only way a human would be able to obtain magic now would be if they were blessed by a dragon, but dragons have been extinct for over a century. The magic that remains in Wyrmwood is wild and untamable by the human mind.
〚 Magic Classes 〛
The magic within Wyrmwood can be categorized under three different classes. Most knowledge of magic has been barred from the general public since the Draconic War, but Mareadan’s Royal Archives keeps extensive records on them. It was these archivists that classified the types of magic.
NATURAL MAGIC flows throughout the land, manifesting in the forms of mystical creatures and other phenomena. Natural magic is not obtainable for human use, only manipulated through the use of mystical creatures.
DRACONIAN MAGIC was used exclusively by dragons. Draconian magic is thought to be the powers of the divine and a highly concentrated art. The seven dragons that once ruled over the land used these powers to fuel the pillars that supplied magic through leylines. Their high concentration of magic is theorized to be too much for a mere human to bear, and some would consider it a sin.
ELEMENTAL MAGIC was a low level of magic that humans were able to wield. Humans were able to be blessed by dragons to wield a certain element. It was possible to have the blessing of multiple dragons to wield multiple elements, but too much magic in the body could easily overwhelm it.
〚 Elements 〛
Those that studied magic established that there were seven different elements present in Wyrmwood that made up core pieces of the mystical. When the seven dragons came down from the heavens and gave the ability to wield magic to humans, they relied on these seven elements. This allowed for the human receiving this gift to not become overwhelmed with the magic in their body if they were limited on the kind of magic they could take. At least one of the seven elements are present throughout all living things, but not all mystical creatures are able to use the magic in them. The humans that wielded elements were called Elementalists.

Aer
The element of aer is the manifestation of the winds. Aer Elementalists were able to control the direction of the wind and storms, and often assisted out on the seas to direct ships towards their destinations. More adept users could manipulate the currents and momentarily take flight.

Terra
The element of terra is the manifestation of the earth (plants, soil and rock, and life itself.) Terra Elementalists could make roots spring up from the ground and influence the trees to dance and sing. They were favored by mystical creatures and some could even communicate with them.

Ignis
The element of ignis is the manifestation of the hearth of the land. Ignis Elementalists could produce flames from their palms and withstand grave temperatures. The element is not limited to flames and heat, as lava is another component.

Aqua
The element of aqua is the manifestation of water (waves and ice.) Aqua Elementalists manipulated the tides and could freeze water in an instant.

Umbra
The element of umbra is the manifestation of shadows. Once thought to be an evil force, people started to accept it as a natural and necessary part of the world. Umbra Elementalists manipulated shadows and could snuff out other elements like fire. They were the protectors of the world when the sun went down.

Ether
The element of ether is the manifestation of the celestial. One of the most prestigious of the elements, those who were ether Elementalists were treated with honor. They could wield sunlight and moonlight, and they could speed up the growth of flora.

hidden deep within the archives where no one can reach it.
〚 Alchemy 〛
Before elemental magical practice became widespread in the beforetimes, alchemy was practiced. Alchemy was a niche form of art that combined science, philosophy, and the mystical together. Many conclusions that alchemists had come to help elementalists understand the elements that they would wield. Alchemists correctly theorized that all living things could come from an element. Light and darkness were not in consideration at the time, as alchemists focused on physical matter such as water and earth. Alchemists believed that, with the right combinations, any substance could be created. Extremists believed that alchemy could be pushed far enough to cure illnesses and push out human longevity.Transmutation, the process of changing the form of an element or substance into another, was an art that many alchemists strived to achieve and perfect. However, transmutation is a lengthy process that consumes a lot of energy. Those who have tried to achieve immortality through transmutation have never been successful, and die in the process. The detailed process of transmutation has been stowed away into the archives.Many alchemists during the Draconic War were persecuted for their associations with the mystical. Alchemists in Mareadan were given opportunities in the Royal Archives and other fields to spare them from persecution. Alchemy is starting to become a forgotten art as its practice has been forbidden in many countries following the war.
〚 Magical Poisoning 〛
Humans cannot intake a large amount of magic. Their bodies are not equipped with the same mystical resistances like other creatures. When humans were given the gift of magic by the dragons, they were granted a lower form of magic in the form of the elements to lessen the risk of magical poisoning. Magical poisoning is when a being takes in too much magic and starts to suffer from sickness and corruption. There are three different levels of magical poisoning: acute, moderate, and chronic. Magical poisoning can be a result of wielding too many elements, using magic for an extended amount of time in one session, or poisoning from mystical creatures. Magical poisoning can affect the human body in different ways, from mild illnesses to full body mutations. Nowadays, magical poisoning has become less frequent because humans no longer have access to elemental magic.
Mystical Creatures
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The archivists of the Royal Archives have compiled a bestiary: a compendium of all of the mystical creatures that originate or can be found in Wyrmwood. The bestiary is not considered complete, as there are likely many creatures that are yet to be found, and many of the entries do not have a lot of information and data. The bestiary is a good resource for adventurers and those who want to work with mystical creatures.
〚 Introduction 〛
Wyrmwood has a diverse population of mystical creatures, ranging from miniature to giant in size, from gentle to extremely dangerous. They are made of the natural magic that is supplied throughout the land, and some of them can use that magic in their everyday life. Mystical creatures are starting to have a bad reputation as they grow in population, and the creatures that terrorize the land are doing more damage day by day. Lindewald is the lead country in an effort to cull the population of mystical creatures in their woods, as they have been met with an insurgence of them after the Earthmaker died. There are still many mystical creatures that are likeable, if not even loved and revered. Those that are more mythical are more benevolent in nature, and it is seen as a grave sin if killed.
〚 A Brief List of Creatures 〛
Here is a brief list of some of the mystical creatures that can be found within Wyrmwood. More entries can be found within the bestiary.
Basilisk
█ TYPE: Fauna
█ DANGER: Dangerous
█ REGION: Vetri del Mare, MareadanA large, feathered serpent that dwells in the deserted islands of Vetri del Mare off the coast of Mareadan. Basilisks can grow to a minimum of 12 ft / 365 cm in length, standing as tall as most houses. It is a highly dangerous creature. Anyone that dares to look it in the eye will be turned into stone. Its dwellings are marked by many crumbling ‘statues’ of those who have fallen victim to its lethal gaze.
Dragon 〚 EXTINCT 〛
█ TYPE: ???
█ DANGER: ???
█ REGION: ???Serpentine-like beings found with varying features, ranging from limbless to bearing wings. They thrive in any type of environment. Dragons are sentient, and can communicate with humans in any language. Their kind was hunted to extinction a century ago.

Elemental Phenomenon
█ TYPE: Pure Magic
█ DANGER: Hostile
█ REGION: AnywhereAfter the dismantling of the pillars, some of the elemental magic that was leftover from humans manifested into sentient phenomenon. These rogue pieces of phenomenon can take on any form that corresponds to their element. An air elemental can manifest in the form of a sentient whirlwind; a fire elemental can manifest in the form of a sentient lava ball; etcetera.
Fae
█ TYPE: Humanoid
█ DANGER: Dangerous
█ REGION: AnywhereThe Fae are a species of human-looking insectoids. They sport a variety of insect features like antennae, wings, an exoskeleton, multiple limbs and eyes, mandibles, and so forth. From a distance, they may look like a human as Fae are bipedal and have long hair. It’s an easy way for Fae to lure humans into their traps, by deceiving them with their looks and voice. The Fae are malicious beings that seek to steal anything that they can get their claws on. Whether it be material goods, human bodies, or identities, the Fae will stop at nothing to get what they want. Some Fae may offer humans a piece of their magic and the Fae’s protection, but it comes at a great cost. They take advantage of the lost and most vulnerable.
Sub-species: Arachnian
█ REGION: Sϋ-SaikhanA sub-species of the Fae, Arachnians are found in caves in the region of Sϋ-Saikhan. They take on the form of arachnids like spiders and scorpions. Unlike the Fae, Arachnians seek humans out as prey. They will create traps to lure them into and string them up in their webs before devouring them. On rare occasions, they can be bargained with.
Gnomes
█ TYPE: Humanoid
█ DANGER: Neutral
█ REGION: AnywhereA product of alchemy to try to create lifeforms, Gnomes are made of stone or porcelain, and often resemble small, elderly men in pointed hats. They are small but mighty, despite their fragile bodies. They are mischievous beings that have no clear rhyme or reason to the mischief that they get up to. Gnomes travel in groups, and they are rarely seen on their own. A pack of Gnomes has an unnatural amount of strength, as they are able to carry fully grown humans away into the forest.
Harpy
█ TYPE: Humanoid
█ DANGER: Hostile
█ REGION: Mareadan, Sϋ-Saikhan, VölgordorHarpies are extremely territorial avianfolk that favor cliffsides and mountains. They are bipedal humanoids with avian extremities. Their eye colors can range from pure black, gold, or orange. They have sharp talons at the end of their wings that they use to latch onto cliffsides, and the talons on their feet help pick up prey as large as deer off the ground. Some harpies have been observed skewering their prey on tree branches and pointed rocks. Harpies are a diverse species, featuring a wide variety of plumages. Sub-species found in Völgordor and Sϋ-Saikhan tend to have less colorful plumage, allowing them to camouflage into their environment. Harpies often travel in flocks and are rarely seen on their own.

Kraken
█ TYPE: Fauna
█ DANGER: Hostile
█ REGION: Dracontine WatersBeneath the restless waters of the Dracontine Ocean lies a giant aquatic creature that is capable of felling ships with its tentacles. Colloquially referred to as the Kraken, this ocean-dweller resembles a giant cuttlefish. It is territorial and keeps to the western part of the ocean, and any ships that cross its path in a vicious storm is taken down. Sailors that have survived an encounter with it describe seeing bright, colorful, moving patterns under the waves before they are attacked.
Lycanthrope
█ TYPE: Fauna
█ DANGER: Hostile
█ REGION: The RhachisLycanthropes are large manwolves that lurk in the forests and mountains of the Rhachis. They are bipedal monsters that stand up to 8 ft / 243 cm tall on their hind legs. Dark, matted fur covers its entire body down to its razor sharp claws. Unlike a pack of Timberwolves, Lycanthropes travel alone. A single Lycanthrope can wipe out a small village in a night. They have only ever been observed in the midnight hours on a full moon. In Lindewald, it’s said that if you hear the cry of a dying wolf on a full moon, then you should head to the nearest fortress for your immediate safety.
Saikhanian Whispering Worm
█ TYPE: Fauna
█ DANGER: Hostile
█ REGION: Sϋ-SaikhanMassive, man-eating worms that thrive in the sands of Sϋ-Saikhan's deserts. They have no ears, nose, or eyes, and find their prey through vibrations. Their size makes it easy to distinguish them moving under the sand, but outrunning their gaping, tooth-filled mouths is difficult. Their bodies are able to tunnel through the sand effortlessly without friction. Whispering Worms have been observed to use their momentum through the sand to propel themself up, leaping across the white sands.

Selkie
█ TYPE: Shapeshifter
█ DANGER: Neutral
█ REGION: Kodzhoderovo, Sulellyn, VölgordorMysterious shapeshifters that can either take on the form of a seal or human using their seal skin. Selkies are hard to distinguish from the average human if someone is not looking closely enough. The tells of a selkie is their pointed teeth, unnaturally hairless body, glossy black eyes, and constantly pulling or tugging at their skin. Selkies try to seduce humans with their human-looking forms. Some selkie-human marriages have been documented, and are generally harmless. However, they are extremely adverse to rejection and turn aggressive. Selkies are also very protective of their young, and will fight tooth and nail to keep them safe.
Siren
█ TYPE: Humanoid
█ DANGER: Hostile
█ REGION: Dracontine WatersThe song of a Siren could lead any poor soul to their fate. Perched on rocks and cliffs on islands out at sea, these piscine humanoids lure sailors, fishermen, and any other unfortunate human to their demise. They commonly steal from fishing boats and tear up fishing nets to claim their catches. Sirens take on a fishy appearance, its bottom half a long tailfin and its body adorned with scales. From a distance, sirens look like humans in the haze, and use that to their advantage to lead ships closer to them. Some sirens have been observed to act as a drowning person to try to be brought onto small boats, where they will devour their savior.
Sub-species: Nixie
█ REGION: Lindewald, Marchland, SulellynA sub-species of sirens, Nixies can be found in inland freshwater lakes, ponds, and rivers. They are less hostile than sirens, as they keep to themselves unless provoked. They prefer to be underwater most of the time and are often caught by fishermen. It has been discouraged to fish up Nixies and eat them, but many fishermen make a good business off of it.
White Stag
█ TYPE: Fauna
█ DANGER: Passive
█ REGION: The RhachisAn elusive beast that dwells among the inner mountain range. The White Stag is a large, pure white deer with grand antlers. It is debated whether or not the stag is part of the fauna of the land, or a celestial spirit. It can understand human language and mannerisms, and it can form bonds and deals with them, even if it cannot speak back. Some have witnessed the stag disappearing in the sunlight and moonlight between trees.
History
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〚 Timeline 〛
〚 Beforetimes 〛
Once upon a time, the land of Wyrmwood was hostile and unforgiving. The people that lived on the land suffered every day at the hands of a terrifying mystical beast or the ravaging winds of a storm. They fought each other for food and shelter, claiming the only peaceful territory there was. Those who could spare time through their plight used it to pray. They prayed on their knees to any being that could hear them and their plea. They wished for the world to be right, they wished to live in peace, without blight.That is when, one gracious day, the dragons appeared. Descending from the peak of God’s Finger, the dragons touched the heart of the land with their claws and took to each corner of the continent with their magic.
The Stormchaser grasped the winds and directed them away from Mareadan.The Earthmaker quelled and culled the mystical fauna and flora from Lindewald.The Dunwalker cooled the hot sands and protected the people's skin with its shadow in Sϋ-Saikhan.The Icebreaker parted the glaciers that built up on the land of Kodzhoderovo.The Hearthstoker brought warmth to a perilous cold deep within Völgordor.The Sunbringer shined light over the wilted hills of Sulellyn.
Their efforts to cleanse the land of disparity paid off greatly, and all of Wyrmwood celebrated their divine graciousness. From then on, this group of dragons would be known as The Seven, revered across the continent as their saviors. The Seven were established as pseudorulers and allowed the people of Wyrmwood to govern themselves. To keep their draconian magic flowing throughout the land, The Seven and the people worked together in tandem to erect pillars in each country. These pillars acted as conduits for their magic which flowed through mystical leylines. This allowed the people of the land to harness magic for themselves in the form of the elements.It was not long until more dragons descended from above and made themselves at home in Wyrmwood. These dragons sought to help Wyrmwood with their magic and live in harmony amongst people. Many saw the dragons as divine beings and dedicated their lives to serve the dragons. The people of Sulellyn worshipped their draconic savior, The Sunbringer, whom they named “Haul” and built temples to display their appreciation. It was seen as morally wrong and a crime to enslave or kill a dragon.Under the dragons’ rule, the land was ushered into an era of peace and unity. If things had remained the way it was, it would still be. Unfortunately, nothing could be perfect, no matter how many people tried to deny it. The Sevens’ reverence would start to falter as their obligations changed. Many of the dragons, such as The Earthmaker and The Sunbringer, became less involved in their rule and ignored their people’s cries for help. On the other hand, The Dunwalker, presiding over the pillar of umbra in Sϋ-Saikhan, ruled over the Saikani with an iron, tyrannical fist. The cruel dragon restricted their rights and demanded tributes of worship, trapping its people in a world of darkness. In Marchland,
〚 The War on Draconia 〛
The War on Draconia is also commonly referred to as the Draconic War.No one knows how the War exactly started. The history has been stripped from scrolls and books in numerous places, as the content of the War was much too brutal to keep in ink. What the people do know is that, a century ago, The Seven turned on the land they saved.Tensions ran tight between The Seven and the ruling powers. Marchland's ruling house, House Sauveterre, was the first to fall victim to their ruling dragon's betrayal. Marchland and
〚 Aftertimes 〛
The dragons that once saved humanity were gone and the magical pillars that tied the land together were destroyed. Those who practiced magic, such as Elementalists and Alchemists, in countries that outlawed it were persecuted or exiled. Marchland and Sϋ-Saikhan led witchhunts against any mystical practitioner, driving many to flee and seek refuge in countries like Völgordor where they remained sanctioned.The Hearthstoker’s curse began to take effect on the land, the weather reverting back to the time before The Seven had purified it. Vicious storms and disasters tore through the lands of Mareadan and Marchland, destroying many of their villages in the wake of cyclones and lightning strikes. Lindewald became overrun with dangerous mystical creatures without their pillar to quell them, and the creatures quickly outnumbered their forces. Forests grew rapidly and foliage grew in abundance, covering villages in overgrowth. In the east, without the warmth being supplied from the pillar of ignis, Völgordor and Kodzhoderovo started to freeze. The temperatures dropped severely and they suffered frequent ice storms, blizzards, and freezing rain. Even the cycles of the sun and the moon changed; Sulellyn and Sϋ-Saikhan’s cycles swapped. Sulellyn suffered from an absence of light and its day cycles shortened. Plants and animals died out from the lack of sunlight, and the country entered a period of mass depression. In Sϋ-Saikhan, there was no longer a shadow to protect it from the blazing sun. Its land dried up and bleached white, creating an intensely arid climate. The constant daylight beating down on the desert gave way to heatwaves and sandstorms.Most countries suffered from famines, plagues, and loss of life. Many people believed that the end times had come again, and that the land would return to its inhospitable ways, leading to the eventual extinction of mankind. However, the people of Wyrmwood are strong and adaptable. They learned to prepare for the weather, how to deal with the harsh winters, and studied the creatures that inhabited the land. Eventually, they grew accustomed to this new way of life.To bring the people of the land together, the nations devised a plan to establish the Arcadian Gauntlet: a tournament where houses from all over the land could compete in fun games. It was a peacemaking strategy between the nations, aimed to boost the people’s morale in hard times. Since then, the tourney has grown into something much bigger and has grown more competitive than ever.
〚 Present Day 〛
The year is 100 AD. The Arcadian Gauntlet is about to celebrate its first centennial anniversary in Marchland, where the games originated. The Hearthstoker’s curse is yet to be fulfilled, but there are no signs of any sort of uprising that the curse had spoken of.
Regions
✦
Wyrmwood is set in medieval times around the real-world 14th-16th centuries. In this fantasy world, magic is alive and well through the land itself—though humans have long since lost the ability to wield it since the dragons went extinct a century ago.
〚 Map of Wyrmwood 〛
〚 Notable Landmarks 〛
The Dracontine Ocean: The ocean that surrounds the continent.
The Rhachis “Rey-kis”: The mountain range in the middle of the continent.
God’s Finger: The tallest mountain in the Rhachis.
The Pith: The valley in the Rhachis between Marchland and Sulellyn. It is the safest mode of travel in the southside of the range.
〚 Please Read 〛
We have primarily taken visual inspiration (landscape, fashion, and architecture) from the real-world countries that are listed, but they are not a strict equivalent. The world is largely inspired by Arthurian aesthetics and mythos, and any specific countries or regions listed are to add diversity to the general aesthetic. We do not expect people to adhere strictly to the real-world cultures. We encourage people to branch out into other cultures and styles if they want to. There are no limits on any ethnic groups being represented. You are more than welcome to have a Japanese-inspired character in Marchland, or a North-African inspired character in Kodzhoderovo, and etcetera.
〚 Countries 〛
There are seven different countries that make up the land of Wyrmwood, each with their own unique kingdom.
The Pinterest board includes more references to how the countries look, their individual aesthetics, and the general landscape outside or in between the countries.
〚 Country Relationships 〛
The South-East Allyship: Kodzhoderovo & Völgordor have been strong allies since the Draconic War.
The Triad Allyship: Marchland, Lindewald, and Sϋ-Saikhan have been allies since the Draconic War.
The West Allyship: Mareadan is forcefully allied with Marchland.
Sullelyn has been notoriously neutral. Any allyships they are considered under are typically with their neighbors.

〚 Mareadan 〛
“Mah-reh-ah-dahn”
Capital: "Dorato"
Located in the north-west corner of the country on a set of cliffs.
Inspirations: The Mediterranean region (Italy, Turkey, Greece, West Asia)
Magical Stance: Indifferent, Outlawed.
The kingdom is primarily known for its seafarers, innovators, and other academics. Its numerous port cities uphold the nation's lucrative fishing and freight trade economy. Intellectuals such as historians and inventors make use of the abundant resources, namely, the Royal Archives. Mareadan used to be home to several alchemists despite being one of the first countries to outlaw magic usage. The majority of the current population remains indifferent to magic as a whole.Mareadan has a warm climate and consists of coastal cliffs, sandy beaches, and mountain ranges to the north. Over the last century, the winds have become increasingly unstable, sweeping away anything in its path and causing devastating storms at sea.
〚 Notable Landmarks 〛
Anguilla “Ann-gwi-lah” Bay: Mareadan’s main port city.
La Corona: Highest cliffside point in Dorato. Beneath it are coves one can enter when the tide is low.
Vetri del Mare: An inhabited archipelago in southern Mareadan. Part of it serves as a naval base/lookout point.
House Fontanarossa
Having guided Mareadan through great hardship for generations, House Fontanarossa is deeply admired by its people. In the times since the Draconic War, they’ve adopted a more hands-off approach to running the kingdom, allowing its citizens to build themselves up with the proper resources. They are known for being quite welcoming and generous, their hospitality even extending to those beyond their borders.Queen Allesandra ascended to the throne around a decade ago and has been working diligently ever since to uphold her people’s quality of life. Those in Her Majesty’s presence often praise both her elegance and intellect. She prefers a private life, but she’s always sure to never miss any festivities, be it formal or local.Knights are expected to organize relief efforts and aid in strategizing at the behest of Her Majesty. They are positioned across all of Mareadan, and sometimes even sent abroad, to uphold amity and stability for all. To serve under House Fontanarossa is treated as a prestigious role and seen as the highest honor one can receive.
〚 Ruling Power 〛

Queen Allessandra Fontanarossa
45 • She/Her

〚 Marchland 〛
“March-land"
Capital: "Fae's End"
Located in the center of the country, surrounded by layers of walls.
Inspirations: West/South-West Europe (France, Spain, England)
Magical Stance: Aggressively Anti-Magic, Outlawed.
The kingdom with the largest amount of land in the continent, made up of flatlands, plains, and some rolling hills on the outskirts. The climate is temperate with mild aridity, perfectly suited for their primary source of income: agriculture. Many of the countries around Marchland do not have suitable farmland due to vicious storms, so they are an asset to the less fortunate. Farmers live sporadically out in the countryside, while most of the population lives within the tall walls of the capital for protection from the natural disasters that strike the land.Marchland's reputation is not very favorable. They were the first land to outlaw magic and are very strict about it. The ruling power even renamed the capital to reflect their aggressive anti-magic stance. Despite this, they remain cordial and willing to help the others.A large wall surrounds the borders of Marchland, and they have a strict border patrol. Marchlanders have to carry around proof of their citizenship to be allowed in and out of the country.
〚 Notable Landmarks 〛
Arc D'or: Two, large stone arches above the road to Fae's End.
Lake Miroir: A large lake in Marchland, known for its clear waters.
The Scorched Heath: An open plot of land in the far south that has been scorched. No fauna or flora live there.
King's Highway: A long stretch of road that connects the country gates to each other.
House Sauveterre
The longest standing house in all of Marchland, House Sauveterre has been the ruling power over the land for generations. Its popularity is a hot topic in the land as Marchland citizens either revere the Sauveterres or scorn them. They helped promote and bring forth more trade routes and sources, which have landed well with the farmers in the countryside. The citizens within the capital have their mixed opinions.King Emeric Sauveterre has been presiding over the house for a decade, and... despite the great politics of his advisors, the sire himself is not very favorable. Arrogant and dismissive, he's a unique case in the Sauveterre family. Some truly wonder why he inherited the throne.The knights under House Sauveterre work to protect the walls and gates, above all. They travel around the land to check in on farmers and stop any trespassers.
〚 Ruling Power 〛

King Emeric Sauveterre
44 • He/Him

〚 Kodzhoderovo 〛
“Ko-zho-de-rovo”
Capital: "Zora"
Located in the western part of the country by a river.
Inspirations: The Slavic region (Russia, Bulgaria, Eastern Europe, the Sámi people)
Magical Stance: Indifferent, Legal.
A nation with a proud artisan culture, featuring intricate wood-carving and ice-sculpting artwork. The small villages dotted across Kodzhoderovo tend to specialize in one particular trade, with their main source of wealth being generated by its fur trade, logging and mining industry. There is no official ban on magic here, and the people quietly long for its return.Kodzhoderovo is a snow-covered land most of the year, the summer season being very brief. They have boreal forests, tundra, and a far colder climate. The coastline is typically frozen over, allowing people to venture out onto the sea ice. Their winters have become particularly more severe, a trait they share with Völgordor. Frequent ice storms leave the terrain dangerous to traverse at times.
〚 Notable Landmarks 〛
Kometa River: A major river flowing through the western territory and main source of water for those living along its banks.
Titanfall: A permanent field of sea ice commonly used for ice-fishing and hunting in the north region of Kodzhoderovo. The skeletal remains of the Icebreaker jut out from between the rocky shore and ice.
The Pale Forest: A long expanse of forestry in the heart of the land. Magical creature attacks are quite common here.
House Semyonov
A relatively new ruling house, only coming to power after its predecessors perished in the unforgiving winters. House Semyonov does its best to uphold the nation’s culture and traditions, even as they must adapt to the ever-changing times. Its main hope is to inspire its people to believe in the possibility of a brighter future.The Sovereign Zhenya is considered to be rather humble, preferring to be seen as their subjects’ equal. He often takes it upon himself to organize all sorts of festivities and contests throughout the year to keep the people’s spirits high. The majority of its citizens have accepted their new leader without contest, but a small minority remain somewhat cautious and tend to overlook Zhenya’s efforts.Under House Semyonov’s command, the knights act as protectors of both Kodzhoderovo and its resources. They’re often tasked with organizing and securing the safe transportation of goods across villages and to their foreign allies.
〚 Ruling Power 〛

Sovereign Zhenya Semyonov
49 • They/She/He

〚 Lindewald 〛
“Lind-vald”
Capital: "Limburg"
Located in the center of the country tucked between two major rivers.
Inspirations: Central Europe (Germany, Austria)
Magical Stance: Mostly Negative, Outlawed.
A country that is overrun with mystical creatures, from harmless to the most extreme. Their dense forests and mountain regions are nests for goblins and ghouls of all kinds. Lindewald is made of temperate forests and pines, with snaking rivers. Nature has overgrown over many places, overtaking villages. Its people and ruling house work every day to protect their villages from constant attacks and the constant growth. They are one of the leading countries to be advancing in medicine due to their increasing need of it. They are also one of the lead researchers in mystical creatures and the uses for their parts.Lindewald is often busy with keeping its people safe. They have been anti-magic for a long time, though some are starting to think that maybe magic was what helped them in the first place. Magic is still outlawed within the country.
〚 Notable Landmarks 〛
Grotto of the Wyrm: The death site of Earthmaker located within the Nie Mehr Woods. Its skeleton wears vines, dirt, and moss and the land is overflowing with sharp roots.
The Nie Mehr “Nee may-erh” Woods: A stretch of enchanted woods at the base of the Rhachis in Lindewald known for being extremely dangerous and dark. It is ill-advised to travel through there, unless a traveler is looking for a death wish.
Twin Tail Rivers: The two main rivers that run through Lindewald and surround the capital.
House Douglasie
A protective family, House Douglasie have worked hard to protect its citizens from threats of all kinds. They are well-meaning and only want what's best for their people, and may side with unfavorable means to have a better outcome.Recently, House Douglasie lost both of their rulers, King Augustine and Queen Vera, to a pack of timberwolves on a diplomatic journey to Kodzhoderovo. Their heir, Wolfram, has since taken their seat at his young age. Citizens of Lindewald are very hurt and upset by the loss of their beloved rulers, and have had new motivation to push back on the mythical creatures that terrorize them. Wolfram is still new to his position, and acts more alongside his knights in slaying dangerous beasts and clearing towns than as a ruler.
〚 Ruling Power 〛

Herr Wolfram Douglasie
29 • He/Him

〚 Sulellyn 〛
"Sil-wen”
Capital: "Zenith"
Located in the center of the country, wrapped around a hill.
Inspirations: The Celtic Region (Wales, Scotland, Ireland)
Magical Stance: Mixed Views, Legal.
The sun used to always be high and bright in the highlands of Sulellyn, but since Haul, the dragon that once presided over their land and viewed as their god, was slain, the land has been thrust into darkness. Many Sulellyns still hold out hope for their sun to return to its former peak, and still worship Haul even in death. However, there are far more who deny its existence and magical prowess now than before. Sulellyn has not decided to outlaw magic despite the many protests who call for the nation to be anti-magic. The kingdom has always stayed passive and peaceful, and continues to make efforts to stay that way.Graced by its sun, the land has flower-covered rolling hills and highlands and beautiful lakes. Many of these rolling hills are more barren as the years go on and more flowers die out, but the people of Sulellyn try their best to give their flowers the best care. Their night cycles are longer, seeing more of the moon than the sun most days.
〚 Notable Landmarks 〛
Heather Hills: A long stretch of highland covered by heather plants.
Lake Prydferth “Pruh-dverth”: The largest lake in Sulellyn.
The Temple of Bolheulo: One of the last, largest, and longest standing places of worship of Haul located in the countryside. It has been protected by the ruling house for generations.
House Muir
The pacifists of House Muir try to lead the country by example. They promote peace and forgiveness, and do a lot of charity work for the good of Sulellyn and its people. They are a religious bunch who were thought to be very close to Haul, which is how they got into the ruling position in the first place. They enact a lot of protection acts around the country so that its land is not further harmed, as most of its greenery is dying out. However, in the way of actual politics, House Muir does not do much. They try their best to resolve conflicts as peacefully as possible, but it's starting to make them a doormat. While most of the citizens adore them, there is a select group of radical people that would like to see it dismantled.Queen Niamh is the primary heir of House Muir, but she is also joined by her two, loving partners Lord Marc and Lady Rhia. Her Majesty has tried to uphold her family's values, but she does know when to put her foot down when she needs. She loves to join everybody in festivals and activities and to be a part of the land that she comes from.Knights that serve under House Muir will often be designated as peacemakers. They keep the peace and promote it, often going to other countries to give gifts and spread goodwill. They are highly respected and wear flowery regalia.

〚 Sϋ-Saikhan 〛
“Sue-sa-khan”
Capital: "Aragyasantor"
Located in the heart of the desert, raised on a plateau and built around the skeleton of a large dragon.
Inspirations: Central & East Asia (Mongolia, Kazakhstan)
Magical Stance: Aggressively Anti-Magic, Outlawed.
Nestled to the northeast is the nation of Sϋ-Saikhan, a callous, honor-driven country that despises magic above all else. In the century since the Draconian Wars, the lands have become a harsh and unforgiving place; home to intense mountain ranges, arid plains, salt flats, and bleached deserts that grow bigger every year. All manner of beasts run rampant under the light of the sun that refuses to set. The Saikani have been forced to adapt, and are known in the modern age for their animal husbandry (such as swift horses and hunting falcon), spice trade, and precious gemstone mines to maintain themselves. The majority of its cities are tiered into mountains or plateaus above the white sands, or scattered sparsely among the grasslands.Because of the blights and scars left behind by The Dunwalker’s tyrannical rule, Sϋ-Saikhan maintains one of the most ruthless and unforgiving stances on magic. All who are found guilty of any degree of sorcery are subject to capital execution.
〚 Notable Landmarks 〛
Death’s Bed Fissure: A nearly three-hundred mile long canyon said to have been carved out by The Dunwalker in its death throes before it fell. It’s become a popular breeding ground for the Saikanian Whispering Wyrm, and is so hazardous that most travelers would rather risk the blazing desert than cross it.
The White Sea: The large, expanding desert that takes up nearly two-thirds of Sϋ-Saikhan’s landscape. It used to be a sprawling grassland before the Draconian War and has since dried up. The constant sun exposure has bleached all of the sands white, and is only traversible with Saikanian horses.
Yos-Yassa Hall: The Hall of Justice located in the capital city of Aragyasantor where those accused of being magic practitioners are tried, and executed. It’s also the headquarters for the Yassaden, a specially trained order of knights whose sole purpose is to expunge any traces of magic.
House Khalatar
The Ruling House of Khalatar was not created out of a surplus of land ownership or an abundance of wealth, but rather out of a desperation for unification. In the chaos following the fall of the dragons and the magical calamities brought about by their deaths, House Khalatar was elected to lead what remained of The Dunwalker’s resistance and continued to retain their leadership into the modern era. Their origins reflect their politics, as the majority of their priorities lie in maintaining a moral and honor-bound unity amongst their countrymen, oftentimes quite forcefully.The current heir to the throne is Oyuun Khan, a quiet but just man who recently inherited the throne. His attention towards the protection and guard of the sparse cities across the country have made him popular amongst his constituents. He recently inherited the throne of his father, who is said to have been found dabbling in witchcraft. (It is also said that Oyuun killed the king himself.)The knights serving under House Khalatar have been tasked with a simple code: protect those who cannot defend themselves against the horrors of the desert, and uphold the law without question. Mortality is paramount, and so is their integrity. Most are trained and proficient on horseback and in the ways of monster-hunting.
〚 Ruling Power 〛

Oyuun Khan
34 • He/Him

〚 Völgordor 〛
"Vole-gore-door”
Capital: "Arinnheim"
Located alongside the Rhachis, built into the mountainside.
Inspirations: Nordic Countries (Iceland, Norway, Sweden, Denmark)
Magical Stance: Positive, Legal.
Sturdy as the cold iron they forge, and equally as unyielding. Known for both their military might and smithing skills, the nation of Völgordor prides itself on its strength and resiliency in the face of a relentless winter. The region is host to mountainous and craggy ranges littered with obsidian, snowdrift-covered taiga forests, volcanic flats, black sand beaches, and geometric basalt cliffs.While the elements rage on and create a grim cold, the people of Völgordor have chosen to hunker down amidst the snow and ice and carve most of their cities into the mountain sides or underground away from the freezing winds. They harbor something of a warrior-culture, heralding vigor and combat prowess as crucial in any household that wants to survive the brutal storms that intensify year by year.In the days of the Draconian War, they stood as the final bastion of magic up until the bitter end. The death and final prophesied words of The Heartstoker are a slight that they’ve yet to forgive the rest of the world for, as the thermal heat from the dragon’s body keeping the cold at bay began to die. To this day, Völgordor vehemently rejects the outlawing of magic despite the increasing pressure from other surrounding nations, and cling to the Ways of Old.
〚 Notable Landmarks 〛
Chief Helvítis: The largest volcano in Völgordor where the capital city of Arinnheim is built into its base. The heat it gave off used to blanket the whole city and stave off the winter cold, but it has since gone dormant after The Heartstoker took its own life and disappeared into the caldera.
The Icarion: The sprawling blood-red river that runs through the majority of Völgordor. According to legend, the river starts where The Hearthstoker pierced its own heart, its blood mixing with the melting mountain snow. Any flora grown in or around the Icarion takes on a bright crimson hue, and it’s rumored that anyone who drinks enough of its metallic waters will start to grow scales…
Brokkrblakkr: A sea-side forge of legend located on the Eastern coast, said to house the last reminisce of The Hearthstoker’s flame in its bellows. According to local myth, some of the finest weapons and armaments in the world have been crafted there, baptized by dragonfire and volcanic sand.
House Yngvar
None are as stubborn and steadfast as the Ruling House of Yngvar. Since the early days of the Draconian War to the present day, they have remained dedicated to upholding tradition and refusing to bend to external geopolitical pressures. The more conflict they face, the immovable they become, which has led them to be somewhat isolationist in recent history. This sovereign house is respected and adored by their people, though some say that they are perhaps too unwilling to adapt and are stuck in their ways, especially at the cost of good relations with the other nations. Though they are stubborn, they are also unfailingly loyal to their people. There is never an issue so small that they might overlook it, and members of House Yngvar are always seen holding court to address public concern.Sigrid the Ironside holds the throne after the passing of her husband and is said to be the epitome of the famed Yngvar stoniness. Under her rule, the Völgordor military and arms have tripled. Her priorities lie in the wellbeing of the people of Völgordor strictly, and as the winters worsen and resources dwindle, she has begun to slowly close borders to everyone but Kodzhoderovo.The knights of the realm are often tough, hardy, and proficient in hand-to-hand combat. They are trained in the ways of war, as more than ever the country faces increasing tensions from the Saikhani to their northern border.
〚 Ruling Power 〛

Sigrid the Ironside
50 • She/Her
Creation
✦
〚 Visual Application 〛
!! A visual application is NOT REQUIRED for this RP group !!
If you choose to apply with a visual app:
The minimum visual requirement will be a halfbody artwork of your character.
If you commission someone to draw your character, please credit the artist.
You will need to make a house crest. A template will be provided on the application. Look at medieval crests for inspiration! More often than not, less is more. You are free to use any colors and shapes as long as it isn’t eye-straining.
Please try not to alter the visual application template too much.
The font used for the application is Enchanted Land.
If you choose to apply without a visual app:
The minimum requirements will be a Picrew (of your choice, with credit) and/or a mood board, and/or a written description of your character on the written app.
You will need to describe a house crest if you do not draw one. Colors, iconography, and any shapes or patterns are required.
〚 Character Guidelines 〛
Age Minimum is 25 y/o. (There is no official age max.)
Height (min-max): 4’0” - 7’0” ft. / 121 - 213 cm.
Your character must be human only. No fantastical races are allowed (this includes sticking to regular shaped ears, and not elf-type ears.) Racial/ethnic diversity beyond the aforementioned real-world inspirations is encouraged.
Your human is magicless. Please do not give your character any type of magic.
The fashion generally takes inspiration from 14th-16th century period attire. There is an emphasis on the characters being knights, but they do not have to be dressed in full armor. As long as you can see them running and jumping around in their attire! Creative liberties can be taken as long as it's relatively medieval/renaissance looking. Here is our Pinterest Board for inspiration.
Any hair or eye color is permitted. No eye-straining colors, neons, or rainbow hair, please.
Your character’s house crest should be displayed somewhere on their clothing. If you are describing it, please indicate where the house crest can be found on your character’s clothing.
〚 Written Application 〛
Please use the template provided for your written application. You are more than welcome to make adjustments/change colors/etc, as long as it is the same format.
When writing a backstory, it should include your character's upbringing, important events, motivations for becoming a knight, and the reason(s) for enlisting or being enlisting in the Arcadian Gauntlet.
You are allowed to have a secret/locked backstory, but you must give the full version to the mods when applying.
Here is a completed application that you may view as an example!
〚 Your Character's Role 〛
Your character is a participant in the Arcadian Gauntlet. There are plenty of reasons that they should be in this competition, such as:
Your character is a knight from a low-born vassal house trying to get recognition.
Your character is a knight from a high-born vassal house trying to please their family.
Your character enlisted in the tourney to achieve a goal.
Your character was forcefully enlisted in the tourney.
Your character received an invitation to the tourney from an unknown source.
And much more! Your character must have a reason that they are in the gauntlet, whether they want to or not!
When creating your character, try thinking about these questions:
Why is my character in the Arcadian Gauntlet?
What role does my character's house play?
What is my character's stance on magic? Do they agree with their nation, or do they go against those beliefs?
Does my character have any goals they wish to accomplish, short-term or long-term?
How does my character's mechanical build support their personality?
What is my character's most identifiable trait?
〚 Common Character Questions 〛
(Q1) Can I create a character from nobility / royalty?
(A1) Although your character will originate from a Vassal House, your character can be born of high standing. Yes, you are free to create nobility. However, you are not allowed to create a character or house directly connected with the Ruling Powers unless permitted.
(Q2) My house crest is represented by an animal that is similar to the Ruling Power. Is that okay?
(A2) Yes, that is okay! As long as the crest is still distinct from it.
For reference, the Ruling House crests are based upon: Osprey (Mareadan), Badger (Marchland), Wolf (Lindewald), White Dove (Sulellyn), Ermine (Kodzhoderovo), Horse (Sϋ-Saikhan), and Bear (Sϋ-Saikhan)
(Q3) Can my character come from a line of magic users?
(A3) Yes, but magic is not passed down genetically. Sϋ-Saikhan, Lindewald, and Marchland persecute their magic users, even in present day, so if your character's family is from these countries and were open magic users, please keep it in mind! Your character nor anybody in their current family should be capable of magic.
(Q4) Can my character be without a house?
(A4) No. It is mandatory that your character is from some kind of house, even if it is not their own. You cannot enter into the Arcadian Gauntlet without enlisting under a house.































































