• domhnall
    Welcome to the kingdoms of Morbourne, Fallhaven and Valcoast. These cities of Domhnall are unique but tied together; Trades occur, merchants travel and treaties are reviewed, signed and broken: it's a way of life. The population is a mix of humans and mages, with the ruling bodies of each kingdom the latter: super powered and deadly. Though for now there is peace, a stable peace, as each depends on the others to maintain the delicate chains of life. What all citizens of every country have most in common however is their védo, a beast that is bonded to them and protects them from the dangers of this world. In a world where loyalty is everything, which side will you choose?

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 The Kingdoms & Magic
the gods
 Posted: Jul 6 2014, 10:09 PM
roo & raptor
53 posts

The countries of Morbourne, Fallhaven and Valcoast are all unique, and all tied together. Trades occur, merchants travel, and treaties are reviewed, signed, and broken: it is a way of life. The population is a mixed bag of humans and mages, with the rulers by line of each kingdom the latter: super powered and deadly, though for now there is peace – a stable peace, as each depends on the other as a chain of lifelines. The citizens of each country all have a Védo; a bonded animal who walks on the outside but guards the inside.

Each country has three main cities; the capital, where the reigning body lives, and two other major cities that deal in trades and the like, ruled by Lords and Ladies who bend their knee to the ruling throne: though fights between them are fairly common as they struggle for more land, better resources. Along with the cities, each country has its own unique armed force: in Morbourne, it is a land of chivalry with shining knights and heavy destriers. In Fallhaven, a unit called the Freeriders make up the light cavalry, specialising in swordplay and mounted archery, wearing little armour, on fleeter horses. In Valcoast, it is the sea that is their playground, with ships like no other and laws even more foreign.


The bonded animal that guards a persons soul. There is no physical link between them (as in, they can travel far from each other), though the further and longer they are apart, the more depressed and distracted both entities will become. If one entity is badly injured, the other will feel a stabbing mental pain, increasing with the severity of the injury. A humans emotions can also affect a védus' own emotional state, and the vice versa is true. There can be duplicates of one animal; as in, more than one person may get a Russian blue cat for their Védo. They are based roughly on your characters personality, and country of birth. Males have male bonds, females have female. Védus converse to their bonded telepathically. The Védo understands spoken language, but it is strongly discouraged through etiquette for a Védo to speak verbally to others: royal Védo speak in certain circumstances, others in time of emergency. Even then, listeners experience an inherent wrongness. Normally, a Védo will speak telepathically only to its own human/mage, and other Védus: not other humans/mages. At birth, the Védo is simply formed: it is not a true animal, and never will be. In Valcoast, where there is a tendency of having Védus forming as aquatic animals, they have birthing ships, so the newborn will not be apart from the Védo at birth - it is also honoring their God, Krakos.

Absolutely no god-moding, powerplaying, whatever. Makes roleplaying incredibly frustrating, as I'm sure you can imagine.


Each country has its own specific magic that the mages born there inherit – and as said, it depends on the land the mage is born in, rather than its parents. So, if Fallhavener parents give birth in Morbourne and their child is a mage, he or she may obtain the fire or electric abilities of that country. This is due to the patron gods blessing: two normal parents can give birth to a mage because of the nature of its line. However, once magery is in a line, it can be carried on through generations, though it is a recessive trait: two mages have more of a chance at producing a mage offspring than a mage and a human do. Mages can embark in any profession a human does, though they also can be Magemasters, Apprentice Mages, Royal Mages, or Hedge Mages.

Found in Morbourne. This branch of magery is USUALLY destructive, in large doses. Casting fireballs from bare hands, summoning fire out of no where. The most basic and most common of all fire magics is the ability to light a flame in the dark: people with this ability (the majority of fire mages) can light candles and create a small, personal flame. A different branch of fire magic is a healing ability: the ability to sear away infection with heat. Highly skilled mages with this art can clear away internal infections and some diseases: but it is always painful for the victim. Most mages with this ability need to be very, very well trained. Heat resistance also falls under this category, and is usually a base for something more. The most rare form of this magic is the ability to manipulate another mages fire: a most devastating trick.

A relatively obscure magic, found in Morbourne. This is a very destructive branch of magic: it almost has no other purpose. Mages with this art can conduct and release electricity through their bodies. Sometimes this art can be self-harming as the bottled energy saps at its own host. A dangerous magic, but a useful one in war nonetheless. The most common type of electricity magic is the ability to absorb lightning in a storm and release it instantly in a flare of dangerous, electric light, of varying strengths. The rarest magic is the ability to transduce another mages magical energy into electricity: these mages are highly valued in the militia, as they can use magical energy used against themselves and thrust it back as violent electricity.

An incredibly broad magic genre, found in Fallhaven. This includes geomancing, and the ability to make plants grow and die. It is also tied into animals; though the rarest forms of earth magic is complete animal shapeshifting and the control of the sentient wild. Milder forms of shapeshifting are, though uncommon, not as elusive: the ability to shift into ones own vedo, for example, a trick used by the best Hunters who have predatory vedus. Animal telepathy falls into earth magic as well, but the most common form is the ability to ‘speak’ with plants: these mages can know things that the plants have bared witness too, and therefore possess a degree of knowledge of the world that normal humans can ever know. Earth magic also involves a little bit of healing magic, in that mages who have an aptitude for herb lore can actually bring out the most potential in healing herbs to accelerate their natural healing properties.

Another strange genre from Fallhaven. The most common air magic is the ability to create a personal breeze; apt for cooling yourself or hiding your scent, if you’re a hunter in the woods. Other sorts include creating gale force winds and summoning hurricanes, but one of the most sought after abilities is also the most rare: flight. Still, flight is by no means the most useful of the air mage talents: the ability to control air and send it forth from you at high velocities is a dangerous ability, for those other than he wielder.

Found in Valcoast, many Oceanmen and women would die for this art. Mages who deal in water magic can control water: whether it physically moving water around, or condensing it from the air, water magic is a sailors dream. The most common form of water magic is the ability to breathe underwater for either limited or unlimited amounts of time: fun, really, for the Oceanmen and women with their aquatic Védus. Ice magic also falls under this category; giving mages with this art the ability to freeze water substances, or create ice from their hands and release it. It is a rather strange ability, but very useful when you want to cause hell. The rarest form the water magic takes is by far it's most sinister: to draw water out of a living thing, with masters of this ability crumbling life to dust.

Found in Valcoast, no one can truly see the link between this magic and its homeland. Spiritual arts are odd and dark, whether it be raising the dead as a spiritual army, or speaking to the dead across the great divide. A healing ability falls under this title; the cleansing of the mind. This can be soothing a human or animal, or fixing anything that is ‘wrong’ – for example, disabilities can be cured by a strong spirit mage. A very strong ability lies in spirit magery; the art of human telepathy, allowing the mage into anyones mind and sift through their thoughts and broadcast their own. The most common form of spirit magic is lie detection and soul searching, while the rarest is delving into the human mind and breaking all laws of privacy.


Capital City: Dorholt
Other Major Cities: Banehall, Whitemont
Patron God: Tytos
Ruling Monarch: King Voltaire Endellion
Native Elements: Fire, Electricity
Native Védus: Men bond with creatures of war, except in some circumstances. Women bond with dainty, pretty beasts, except in some circumstances.
Export: Armour, Weaponry
Import: Warhorses
Army: Heavy Cavalry
Colours: Red and Gold
Crest: Golden lion on red field
Geography: It is a surprisingly industrialised area, and the capital city of Dorholt is an immense walled city. Within the walls is the vast white-stone castle, aside it the barracks that house the Morbournes mpressive heavy cavalry. Smiths seem to be the most predominant stalls in the markets, though there is of course silk stands and foodstalls. The poorer area of Morbourne is dank and dark, a maze of alleys that twists and turns, stacked with brothels and soup kitchens. As the most emphasis is put onto the cavalry, there is a large training grounds, thought to be the best of its sort in all the three kingdoms. The city of Banehall is a smaller city than Morbourne, and not walled. Its Lord and Lady live in a small keep amidst the city of Banehall, which runs heavily on recruitment for the true calvary in Dorholt. A sort of pre-training ground, if you will.

Banehall has its own heavy cavalry unit, but it is no where near as strong as the main force. The city of Whitemont is where most of the smithies who work for commercial purposes live and work. It is a very active city with frequent visitors from the other countries. The Lord and Lady of Whitemont live in a small keep that is white-washed, as is proper of the keep of such a name. The land between the cities of Morbourne is well travelled, heavily beaten, and lined with inns and farmlands.

Other: Seen to be as the greatest power, Morbourne has a formidable heavy cavalry but a lacking amount of archers, and due to its situation away from water, only a small naval force. It is dependent on Fallhaven for the better of its horses, and because of its export of the best weaponry and armour, it is the richest country of the three. It shares borders with Fallhaven, and so has a stronger alliance with the foresty country over the sea-wracked Valcoast. The people of Morbourne [ called Morbournians ] tend to be as such: the best males strong, the best females delicate. It is a male dominated land, where men do the riding and the metal work, where women tend to family.

Capital City: Valhill
Other Major Cities: Woodcrest, Grassgate
Patron God: Tierrah
Ruling Monarch: Queen Cordelia Meridian
Native Elements: Earth, Air
Native Védus: Anything suited to land or air; no animals built to be primarily aquatic, no seabirds.
Export: Horses
Import: Armour, Weapons
Army: Light Calvary [ ‘Freeriders’], archers.
Colours: Dark green, black
Crest: Black wolf howling on a dark green flag
Geography: A mix of open grassland and dense forest, Fallhaven can be as treacherous as it is beautiful. The main ‘city’ of Valhill lies within a dark forest, but the city itself is no such thing: it is a place of wonder. A huge clearing ringed on three sides by the gnarled branches of the surrounding forest, and opening to grassland on the fourth, it is large enough for the Queens own horse herd to graze beneath the city on grasses from the grassland beyond the castle. Yes, beneath. The city of Valhill is built primarily amongst the tangle of branches that cast the shadow onto the horses grazing beneath: small buildings placed among the trunks and thick branches. The castle of Fallhaven is both above ground and on it in a strange web of branches and dark, mossy stone, giving the castle an eerie appearance, blocking access to the grassland behind the city, claiming it for the countries ‘knights’. It is the smallest stronghold of the three kingdoms, but hard to find, and hard to lay siege to. Surprisingly, it has the smallest citizen population of the three major cities within Fallhaven, mostly because of the way it is built. Instead, the greatest population lies at the entrance to the twisted forest, in cottages on the vast grasslands that is home to herds of horses used for trade.

This is the city of Woodcrest, and is home to horsekeepers. The Lord and Lady of Woodcrest live in a large lodge of a keep, with their own paddock for their own private horses. The city of Grassgate lies to the north of the twisted forest, and is smaller than Woodcrest, but larger than Valhill. The Lord and Lady of Grassgate live in luxury, as this is the city that is home to the most hunters. Less land here is used for horsekeeping, though many hunters use this to their advantage: it is much easier to hunt the game they desire on foot, using a stealth like no other.

Other: Fallhaven is almost entirely dependent on Morbourne for its weaponry, though they make their own bows and have become quite good at it. They share borders with both the larger powers, and so must be careful of who they show the most favour to. The people of Fallhaven [ called Fallhaveners ] are generally either horsekeepers or fletchers or hunters: they have no smiths, because they fear the destruction fire can do to their grass and woodland haven. The ‘knights’ of Fallhaven are known as Freeriders, simply enough, and are garbed in boiled leather and always skilled in marksmanship and swordmanship.

Capital City: Eriedge
Other Major Cities: Olcoast, Stonecourt
Patron God: Krakos
Ruling Monarch: King Abraxas Corentin
Native Elements: Water, Spirit
Native Védus: Aquatic/semi-aquatic animals, including seabirds (including sea eagles and fish eagles,) and marine reptiles.
Export: No major, though do export fish to some degree.
Import: Armour, Weapons
Army: Naval
Colours: Dark blue, pale blue
Crest: Navy shark swimming on pale flag
Geography: Valcoast is spread over three island, and so has three main cities: Olcoast, Stonecourt, and the capital city, mountainous Eriedge. Eriedge is the largest city, with the largest port as well as the Valcoast castle. The castle itself is made of grey stone and is near the edge of one of Eriedges’ violent cliff faces, so all the inhabitants hear the waters raging below. Before the castle is an open city with many a merchant, as Valcoast is practically the home of merchants due to its triple island set up. Eriedge, the home of royalty, is also the home of Valcoasts smiths and ship makers, and the fleet of the king.

Olcoast is an easier place to live, where the water is calmer and horses can actually survive on the grazing available – as such, it has become the entertainment island of Valcoast, home to players and taverns and the like. The Lord and Lady of Olcoast live in a nicer-looking keep to the King, surprisingly, set at the back of its famous fairgrounds. Stonecourt is the inbetween; the calm waters of Olcoast, but the inhospitable land of Eriedge. It is home to fishermen who supply the rest of the country (and occasionally the other two kingdoms) with the best fish in the realm. The Lord and Lady of Stonecourt live in a stone building in the most hospitable area; though they spend little time in their home, and more time visiting Olcoast.

Other: Valcoast is a country that neither Fallhaven nor Morbourne like to do much dealing with. It is notorious for strange laws and stranger customs; where a man can take not only his wedded wife, but also a myriad of others. If tough, women can captain ships and pillage cities far and wide – even their god is strange. It is a harsh land full of harsh men. As such, Valcoast shares a watery border with Fallhaven, but have little to no respect for the beautiful land with its wild herds of horses. The people of Valcoast are called Oceanborn. Although all the Oceanborn prefer ships to go to war, they are generally skilled with at least one kind of weapon...and in recent times, they're getting better.

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