Jorseland...
The year is 2022 and I’m still waiting for my horseland reboot.
That is the only show that I don’t care what they do I will adore the reboot.
No complaints.
Truly ahead of it’s time.
Poc and for 2006 they did pretty well with avoiding stereotypes.
Like the loud and in your face hispanic and black woman stereotypes.
Molly was just a really supportive and funny friend.
Alma was a nerd and she liked reading more than talking.
Just give me my horseland reboot.
I want you to remember:
The fascists hate you too and they just will pretend otherwise until after they've killed the rest of us, before they turn on you.
GOD I just want to be CREATIVE but all my energy is being used to survive
requested by: anon request: How do I write a good kiss scene? As how do I describe it? What details or words would make it good?
What goes into the writing of a kiss scene?
details to incorporate:
the sensations in their stomach, their chest, and their knees
the way their breathing changes shortly before the kiss
the feeling of the other's hands
the texture of the other's clothing
the moment they realise they've reached the point of no return
the feeling they're left with after the kiss
words to use...
... to describe the kiss:
tentative
tender
hesitant
quick
soft
gentle
delicate
languid
feathery
familiar
exploring
hungry
heated
fiery
frantic
impatient
sloppy
messy
aggressive
... to describe how they feel about the kiss:
nervous
excited
giddy
anxious
apprehensive
ambiguous
surprised
reassured
certain
confident
relieved
eager
greedy
... to show what the lips do:
exploring each other
brushing over each other
locking
devouring
touching
sealing
pressing against each other
capturing
lapping
tasting
crushing together
travelling (the other's body)
trailing (down to the other's chin)
grinning into the kiss
caressing
lingering
... to show how their body reacts:
feeling warm all over
buzzing
humming
pumping/palpitating heart
clenching lungs
joy bubbling up
tingly stomach
warm chest
burning cheeks
sweaty palms
blood rushing through their veins
... to describe what their hands are doing:
tangling in their lover's hair
wrapping their arms around their lover's neck
intertwining their fingers with their lover
resting on their lover's hips
pressing into their lover's shoulder blades
cupping their lover's cheeks
touching their lover's chin
curling their arm around their lover's waist
resting on their lover's shoulders
grabbing their lover's collar
sneaking up under their lover's shirt
brushing over their lover's bare skin
lightly squeezing their lover's butt
focus on:
the sensations instead of what's physically happening. (the protagonists might very well not know themselves what is happening exactly, but they feel very precisely)
I hope this helps <3
im late but happy vday everybody
Here is a free pdf of the players handbook
Here is a free pdf of xanathars guide to everything
Here is a free pdf to monsters manual
Here is a free pdf to tashas cauldron of everything
Here is a free pdf to dungeon master’s guide
Here is a free pdf to volo’s guide to monsters
Here is a free pdf of mordenkainen’s tomb of foes
For all your dnd purposes
“sorry i can’t come out, i have plans”
the plans:
Hello everybody, my name's Matheus, or just Matt for short.
In The Abyssal, you assume the control of a powerful deity that was betrayed by their fellow gods. Imprisoned against your will for all eternity, you had a long time to plan your revenge.
After you regain your freedom, travel across Hylaria and recruit acolytes to help you in your quest for retribution. Influence their future as you learn about their past. Cultivate the kind of relationship you want to have with your followers: make them fear you, or be a kind leader and inspire respect.
Oh, and did I mention you are Death itself?
💀LINKS💀
Last updated in November of 2023
DEMO / FORUM / PATREON / KO-FI
You can play as a god, goddess, or deity. Choose your sexuality, appearance, personality, an immortal creature for a pet, and a powerful weapon to wield. Be a merciless monster or a benevolent being. Feared or revered? Your actions decide how mortals and gods perceive you.
This game is heavily focused on relationships, so expect a lot of romance, but romance is not required to progress through the story if that's not your thing. Speaking of which, I have 7 romanceable characters planned as of now, with 1 being gender-locked to male and the gender of the other 6 changing based on your choices.
Aza’deh Asayesh “The Desert Jewel”
(Male or Female)
The Mahdi of the Ahara Desert first dwellers, the Emir, and former high priest/priestess of the followers of Tai’jik, the god of deserts and safe passage. Through great sacrifice and worship, they were able to acquire Tai’jik’s blessing, that in turn is used to protect their people from their enemies. Aza’deh puts the safety of their people above all else, even going to great lengths to keep them away from harm, including allying themselves with a being hated and feared by all.
They have a rich dark-skinned complexion, darkened by the unforgiving sun of the desert, and light emerald green eyes that appears to shine under the sunlight. They stand at 6’ tall with a surprisingly muscular physique for someone who is seen doubling over books all day.
Aza’deh’s hair is dark brown with a few peppered caramel strands and slightly wavy. Male Aza’deh likes to keep it short on the sides but longer on top, and brushed back with the longer strands gathered in a tiny ponytail. Female Aza’deh keeps her hair long, reaching beyond her shoulder blades with a golden headpiece styled with gold coins and encrusted with tiny emeralds.
They are sure to attract everyone’s attention.
Wulfric “The Beast”
(Male)
One of the Wildmen, considered by many as a bunch of uncivilized and savage people. Some say they are not even humans but beasts who take the form of monsters when angered. Worshipers of the great goddess of fertility, Vaal, and the deity of love, Amorr, the Wildmen are protected by both, and whatever the truth may be, people tend to stay clear of the rainforests up north. It’s up to Death to learn for themselves if the myths are true or just stories told by crazy old hags.
Wulfric, as a Wildmen, can take the shape of a large black wolf. While in human form, he maintains all the features expected of a human except for longer and sharper than average canines. He is 7’5’’ tall and has honey-colored skin along with a powerful and intimidating physique. He usually keeps his dark-brown, wavy hair set in a single braid that reaches way past his shoulder blades; several tiny fairy skulls and sharp, curved fangs are secured around the tip. His eyes are light brown with specks of honey.
His appearance is certainly intimidating.
Éoin "The Mortician"
(Male or Female)
The faithful follower. Maybe the last human in all Hylaria to worship the Abyssal, in secret, of course. Éoin still follows in their family's footsteps by taking care of the Yskari Mortuary. With a shy and reclusive personality, they prefer the silent company of the dead over the noisy living. With deft hands and endless devotion, they make the intricate practice of embalming a form of macabre art.
Long weeks tugged away underground have given them an extremely pale complexion; their skin is covered in rusty freckles that get more accentuated the longer they stay in the sun. Their eyes shine like pebbles washed by the ocean waves but may appear darker depending on their mood. They stand at only 5'2'', and while male Éoin displays a crown of fluffy curly bright red hair that barely reaches his ears, female Éoin maintains her fiery locks long and wild.
They will believe in you when no one else will.
Kazael Crane "The Necromonger"
(Male or Female)
Kazael became an orphan early in their life and, through a series of misfortunes, spent most of their childhood wandering the streets of Luanya. After a rather traumatic event, they became aware of their true heritage and that death carries great power. As they delved deeper into this new, somber world, not becoming numb to the deaths happening around them seemed impossible.
Kaz's most striking feature is certainly their deathly pale skin, not a rarity in a city where the sun never makes an appearance, but even then no mortal skin can be so devoid of life—for this reason they resemble more a walking corpse than a living being. They have slick, bluish-black hair, like iridescent crow feathers, kept fairly short on the sides and very long on top. Their eyes also seem devoid of color, the shade of monochrome memories, silver-blade.
Is their heart truly as lifeless as their appearance?
Sol "The Sun God / Goddess"
(Male or female)
God/Goddess of the sun, light, music and civilization. Sol embodies the life essence itself, being the second deity to acquire physical form after the Great Sacrifice. A calm, wise and passionate divine, but also wrathful towards the evil and cruel. Is up to the MC to decide what kind of relationship they had with Sol in the past; lovers, friends or nemesis, the choice is yours. With glowing sun kissed skin, a muscular powerful towering body, and eyes of liquid gold, they represent the epitome of perfection.
With Sol everything is possible.
Leon/Leona "The Golden Prince/Princess"
(Male or Female)
The beloved prince or princess of Solarys, the greatest city of Hylaria. As their father's oldest child, they grew up being showered in the most expensive gifts gold could buy, until their brother came along. The tales of their heroics, kindness, and generosity are forever etched into the hearts of the people that they care so much about. But as their father's health deteriorates with each passing hour, they must adapt, against their will, to the role of King/Queen.
Leon/Leona is the mirror image of their mother, with blond hair that brings memories of golden wheat fields, of many hued stems that dance in the autumn light, and light blue eyes that sparkle with boisterous mirth.
Their bravery and valor are enough to inspire Death themselves.
Amorr "The Deity of Love"
(Gender-fluid)
Amorr is the Furyan deity who embodies love, beauty and carnal pleasure. Their presence alone evokes compassion in the hearts of mortals and gods alike, although that wasn't enough to spare you of a terrible fate.
As probably the only furyan deity who completely regrets their role in your imprisonment, Amorr will jump at the opportunity of atonement for their past sins. Is up to you to decide their fate.
Amorr is known to change physical appearance on a whim, but they like to remain faithful to certain traits. Their hair is a lovely shade of light pink, usually reaching past their delicate shoulders in soft waves. Out of all the Ten, Amorr is the shortest in height, reaching only 7'3'' when in their divine form and 5'2'' when in human form. They have porcelain skin with a healthy pink undertone and lightly freckled cheeks always tinted with a rosy flush. As a divine their eyes reflect their essence, taking the color and glint of a rose-quartz under the sunlight.
Like a beautiful rose, they hide a thorny side.
For King and Country is an 18+ period immersion fantasy fic which seeks to combine the extensive background work and history associated with high fantasy titles such as LOTR with more ‘realistic’ storytelling and settings. It may contain distressing content like depiction of regressive attitudes (sexism, misogyny and prejudice), major injury to the characters, character deaths, blood, gore, abuse and optional sexual content. More specific warnings will be given at the beginning of each chapter.
Chapter 1 Out Now! (277k words)
Remember those long summer days when the countryside was green and life was still young, when you were but a little culver and all the world was promised for you.
But summer has ended. Amidst the furore and tumult, autumn crept in unnoticed, finding you unprepared, still a greenhorn.
Now, the old order is dead, yet the Empire endures. In this new and uncertain world, what are you willing to do for your King and Country, O little culver?
Ah little tragedies, that you could not remain in the safety of your family's country manor, that they could not shield you once again from this world.
You must take to the capital at once, like all men and women of good birth, for king and country and the glory of the commonwealth! The spirit of progress and change has swept through the nation. The heady days of revolution are long over, and the streets have been washed clean of blood and filth. Invited to serve in the King's Army and attend university as a ward of the king, you must answer the King’s call. Navigate and become increasingly entangled in the web of intrigue, gossip, violence, and ideas that swirl around the nation. Enter a society radically different from the one you were raised to expect. These are the years that will decide your fate and that of your fellow countrymen. Act wisely, for it is not often that the world is within your grasp.
Features
Fully customize your MC. Choose your pronouns, sexuality, appearance and more. Assume the identity of a citizen of noble birth and experience the story through their eyes.
Romance one of eight ROs or engage in a polyamorous relationship with a pre-selected two of them. The only possible poly route is the Young King and the Queen Ruler.
Practice and specialise in the skills of the King's Army with the option for swordplay, marksmanship, offensive galderquid and diplomacy.
Define your political leanings on the leading issues of your time.
Debate, engage and make allies and enemies with the various competing factions and interests that flock to the city.
Study at Azma University, earning your lecturers admiration for your diligence, intellect, ambition or adventurousness or cruise through relying on your wealth and ability to hide.
Help to stabilize or sabotage the Empire.
Don't lose your head.
Critical Lore*
Talent
Galder denotes the practice of magic within our nation, a discipline requiring extensive study and mastery. The ability to manipulate Galderquid, the fundamental essence of magic, is a rare and intricate skill, demanding years of rigorous training to achieve even moderate proficiency.
Every individual possesses a basic affinity for Galderquid, but those with exceptional potential are identified through comprehensive evaluations conducted by village or city physicians around the ages of 12 or 13. These assessments determine the individual's capacity for advanced magical education.
Upon evaluation, candidates are assigned a national rank based on their proficiency. Those demonstrating exceptional aptitude are offered state-sponsored education at the Azma Univetsity at the age of 18. Others are placed in various other institutions or may pursue private tutelage.
Galder is often referred to as the "fifth philosophy," characterized by its non-intuitive nature. Mastery requires adherence to rigorous methodologies grounded in reason, first principles, and established precedents. The study of Galder encompasses several specialized fields, each with distinct applications and techniques:
Sympathetic Galder: This field focuses on influencing the minds of individuals or animals. It includes practices such as illusion creation, language translation, emotional manipulation, and sleep inducement.
Transmutative Galder: Involves altering the intrinsic nature or form of objects. This process generally relies on the principle that the original and transformed items must possess equivalent 'worth.' The approximate worth of common subjects of transmutation can be found in any good transmutation book.
Invocation Galder: Pertains to the summoning and manipulation of natural elements, including water, earth, fire, and wind.
Clerical Galder: Associated with the Church, this field is predominantly closed practice. However, educational institutions provide instruction in healing and charming, which are also fundamental aspects of clerical magic.
Archery: Involves the use of Galder to manifest a bow and arrows composed of energy. These projectiles deliver significant blunt damage upon impact but they have more varied usage and techniques as taught by bow-masters.
Blade-Use: Similar to Archery, this field focuses on creating blades, swords, or daggers from Galder. These weapons inflict substantial blunt damage but they have more varied usage and techniques as taught by blade-masters.
The Second Civil War
The Second Civil War, also known as the Revolution, erupted ten years ago and lasted for two years, reshaping the political landscape of the realm. The conflict ended with the ascension of King Edmund I of House Wynd, following a tumultuous period of unrest and upheaval. The war’s roots lay in years of widespread discontent under King Wulfric I Wynd, whose governance was marked by controversial policies and growing resentment among the populace.
The immediate trigger for the war was King Wulfric's deathbed decision to legitimize his illegitimate son and name him heir presumptive, bypassing his eldest daughter, who was widely expected to ascend the throne. This unprecedented act enraged both the nobility and commoners, particularly in Redeemist regions, where it was seen as an affront to both justice and religious teachings. Protests erupted across the empire, with laborers and yeomanry deposing officials loyal to the usurper in a series of violent uprisings. Martial law was declared as the disinherited princess rallied loyal houses and nobility to her cause.
The rebellion gained a critical leader in Marshal Walthe Courtney, a veteran of the unpopular Eleven Years’ War. Courtney’s military acumen and strategic alliances with peasant uprisings turned the tide of the conflict. Alongside the Princess’s royal forces, his army executed a series of decisive sieges, culminating in the Siege of the King's Seat, where the usurper was overthrown.
The war concluded with a great council of the great houses instituting sweeping reforms. Though the monarchy was retained, it was bound by a codified constitution, the Grand East Code, ensuring limits to royal power. Tragically, the Princess died on the battlefield, leaving behind a will that named her youngest brother, Edmund, as the rightful heir. She bypassed their older brother, Cassian, whom she described as “too choleric and red-blooded in his aspect for the duties of kingship,” appointing him as regent until Edmund came of age at 18.
The post-war reforms sought to balance power and placate the revolutionary factions led then by Courtney:
Parliamentary Restructuring: The previous weak bicameral parliament that had been unable to prevent the amendment of the Act of Succession was replaced by a unicameral National Assembly with expanded suffrage for yeomanry and laborers owning sufficient land. Eligibility criteria were simplified, and elections were set to occur every eight years.
Military and Noble Oversight: Nobles' heirs were required to serve as wards of the king for 24 months upon reaching the age of 18, receiving military training and living in the capital. This was framed as a means to unite the realm but also served to prevent rebellion and strengthen Edmund's legitimacy.
Expanded Education: Azma University, previously exclusive to the nobility, was opened to all individuals of suitable skill, broadening access to education and opportunity.
General Walthe Courtney, hailed as a war hero, was appointed Lord Protector with sweeping powers to some extent by the demand of the peasant army he'd led. He served as Commander of the Armies and a critical stabilizing force throughout Edmund’s reign and Cassian’s regency. The King’s Council was restructured to include the elected Premier, who could recommend cabinet appointments, although the King retained the final decision. Early in his reign, King Edmund has established a precedent of accepting the recommendations of both the Premier and the Lord Protector, balancing the demands of reformists and royalists alike.
The King's Army and Azma University
The King's Army, colloquially known among the common folk as the Small Army or King's Life Guard, serves as a voluntary armed force in peacetime within the Empire. Its primary role is to function as a national guard, maintaining peace and order across the extensive and diverse territories of the Empire and swear loyalty solely to the King.
During periods of peace, the King's Guard is comprised of volunteers who contribute to the stability of the nation. However, in times of war, the monarch is vested with the authority to implement conscription, thereby obligating the great houses to raise men to fight for their king.
Following the Great Council of 421, significant reforms were introduced regarding service in the King's Guard. Those heirs of great houses are now required to complete two years service and training within the King's Army as wards of the king although this time can be commuted upon ascension as Lord/Lady Paramount of their house. This training is relatively light compared to full military training, designed to balance the economic and educational responsibilities of these citizens with their military duties.
Azma University is a theological university founded in the year 262AR by Trista of Azma, a master of theology and galder and was recognized by the King as a royal college in 289AR. It's Faculty of Theology is unrivaled across the entirety of the world and is considered one of the foremost institutions for education in galder, theology and philosophy.
Azma admits its students on the basis of the national ranking system and the census taken each year, those students with a sufficiently high natural affinity for the study of galder are offered a place in which to study it beyond the common extent offered by tutors and hedge-witches.
Azma has in recent years, following the second civil war and the increase in punishment by religious courts for physicians who attribute false rankings, with an increased student cohort particularly from the yeomanry and international scholars though the large majority of the general cohort remains largely consisted of the children of nobility.
Beyond its Faculty of Theology, Azma University is one of the foremost institutions driving forward the development of innovations regarding farming and building, mechanics and the engine'ering class that has developed in major cities across the Empire.
Situated in the capital city, Azma University benefits from its central location in what is often regarded as a hub of youthful energy and societal activity. Its reputation as a center for young nobles and genteel individuals enhances the college's role as a key venue for social introduction. It is frequently heralded as a place where the most advantageous social and matrimonial matches are made, positioning it as a pivotal institution in shaping the elite's social landscape.
The Empire
The Empire, as it is commonly known, is a vast realm governed by the Nine Paramountcies and the Imperial Household, all of whom rule from the King's Seat. This grand structure of power was forged between the years 23 ANU (Anno Non Unitus, or Year of the Ununified) and 1 AR (Anno Rex, or Year of the King) through the conquests of King Adan I, who earned the title "the Unifier."
From its inception, the Empire adopted an expansionist stance, which has characterized much of its history. This policy of territorial growth has been met with widespread approval among its citizens, largely due to the substantial wealth and resources it has brought to the nation. As the largest empire in the world and the unifier of the continent, it has established itself as the dominant lingua franca of common, further solidifying its influence and stature.
Throughout the Empire's history, the Imperial Household and the title of King have primarily been held by House Galagar, reigning from 1 AR to 399 AR, and later by House Wynd, from 399 AR to 438 AR. There have been instances where other houses acted as regents, temporarily holding the title on behalf of House Galagar, such as House Champion (348 AR-352 AR) and House Abbey (9 AR-13 AR & 154AR-155AR).
Despite its vast wealth and dominance, the Empire has faced relatively frequent rebellions in its paramountcies where calls for independence have persisted. Historically, these uprisings have been met with swift and overwhelming military responses. However, recently in 399AR during the Wyndham Rebellion, King Hendrick the Conqueror succeeded in overthrowing House Galagar and replacing it with his own house who have led the empire since.
*The lore detailed here is accurate but also only extends as far as the protagonist's knowledge of these subjects at the present time of the fic, some detail will be lost or may have been withheld from the MC and they may have misconceptions.
Romances
When the advisors are not praising his good sense, nor the bards his mirth, the church his piety or the poor his generosity, the question emerges just who is King Edmund I Wynd?
The young king thrust into a position of power who uses it as well as he knows how, having learnt from the mistakes of his grandfather and father and the long shadow of war that is still cast over the continent?
Or is he merely the figurehead, installed after a turbulent civil war, a king whose true authority has been surrendered to the councilors around him, contenting himself with the trappings of kingship rather than its substance?
Alas who is to know?
Name: King Edmund I Wynd
Age: 21
Height: 6'5
Appearance: Edmund stands at a 6'5, noticeably lanky although his seemingly permanent jaunty posture appears to cut an inch or two of him. He possesses short bronde hair styled in such a fashion that it appears wind-swept and fashionably ruffled with various products used to achieve the effect. He possesses a lean athletic physique although it is evidently achieved through some sort of diet or exercise for aesthetic rather than being muscles created by years of work. He nearly always has a relaxed expression with a smile and his pale face is framed by his grey eyes.
(he/him) poly-route, solo-route
Tropes: Life of the Party, Commitment Issues
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Could it be that she, the queen consort, wields the true power behind the throne, acting as a surrogate for her kind lord, who never could bring himself to grasp the reins of authority?
She possesses the strength and allure of a king in her own right. Under her vigilant oversight, the king’s armies have routed the empire's foes, and now her gaze turns inward, determined to root out the treacherous elements within the realm.
Yet, amid her march towards peace at the end of a sword, there are those who seek to see her order destroyed. How long can it last? A queen consort without an heir, without children, lacking a direct claim to the throne, aging, and some even question her bond with the king himself.
Name: Veronica Abbey-Wynd
Age: 36
Height: 5'9
Appearance: Veronica stands straight at a tall 5'9 although her heels often push her to 5'11 or even 6'0. She has long wavy chestnut brown hair although more often than not it is in an updo of some sort for practicality. She has a healthy physique with faint lines and wrinkles, with an olive skin as well as doe-shaped deep brown eyes. Somehow a picture of beauty and severity, all the soft lines of her body somehow harsh.
(she/her) poly-route, solo-route
Tropes: scary hot, masc women
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Walthe Courtney, Commander of the King’s Armies and Protector of the Realm, emerged as a formidable figure in the Second Civil War. Leading the rebels with unmatched martial prowess, he earned the acclaim of being the finest swordsman in the land. His valor and leadership were instrumental in overthrowing the usurper-king and restoring order to the fractured realm.
In the aftermath of the bloody conflict, he was celebrated as a folk hero—a commoner who rose to lead his people to victory and bring about a semblance of peace. His contributions were rewarded with knighthood and elevation to nobility, an ode to his honour.
Now, as Protector of the Realm, Walthe ensures the continuation of stability with a steady hand. Yet, despite his efforts, a persistent thorn remains, a challenge beyond even his considerable grasp, casting a shadow over his otherwise successful stewardship.
Name: Walthe Courtney
Age: 43
Height: 5'11
Appearance: Walthe has short, practical wavy black hair streaked with grey throughout, reflecting years of experience and hardship. their muscled, well-built stature is a testament to their years of service. He has warm tanned skin, indicative of his heritage being from the centre of the continent. His light green eyes stand out against his rugged features, with a determined, piercing gaze.
(he/him/they) solo-route
Tropes: The Stoic, No Sense of Humour, Heroic BSoD
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From the day his family and house declared for the usurper-king, it was clear that Lorn Greenspan, the youngest of seven brothers, would be sent away as a ward.
Only eight years old, he had to play his part, leaving behind the familiar chill of his home—its cold peaks and harsh landscape fading from sight. He was a pawn in a conflict he could scarcely comprehend
His father had told him plainly that he must be strong—because until the day their house bent the knee, Lorn would remain a ward, and his father had no intention of surrendering.
Forced to adapt, Lorn became useful, talented, indispensable—not out of love for those his family would call captors, but out of necessity. Now, he stands as your closest advisor and a member of your house in all but name—cool, calculating, indifferent. Yet beneath that icy exterior burns a quiet resolve. Though he never expects his father to yield, he is determined to see his homeland again, even if it means waging war to bring it to heel.
Name: Lorn of Greenspan
Age: 18
Height: 6'0
Appearance: Lorn has a thick head of dark chestnut hair, gently wavy, it is always styled fashionably with pomade and volume. He has a tawny complexion and almost amber, brown eyes that if you didn't know him you'd think were perpetually concerned and caring rather than probing and scanning. Though under his stylish clothes you couldn't tell it, his body is lean and athletic from harsh training.
(he/him) solo-route
Tropes: advisor-turned-lover, secretly-in-love, black cat
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The unbroken line of Galagar Kings may have fractured at Kirston Wall, but the proud Highland rulers never truly relinquished their claim. To them, Hendrick the Conqueror and his descendants are nothing more than traitors. Yet, they understand that a king's throne is grounded in the right of conquest, and so they bide their time, quietly assembling their forces, tempering their men, and honing their blades.
Preparing for the inevitable clash, they drill relentlessly through lashing rain and violent gales, each generation more convinced of their righteousness and the frailty of their enemies. The realm may slumber in uneasy peace, but in the Highlands, war is always on the horizon.
Kent Galagar, the young Lord of Kirston, was shaped by this belief from childhood. His father, his grandfather, and his great-grandfather—all were kings in their own eyes, their thrones stolen by usurpers. To Kent, acknowledging this truth makes you an ally, a friend. To deny it brands you an enemy, destined to be crushed when the time comes.
For Kent, proud, arrogant, and stubborn as he may seem, the world is divided by a simple truth: those who support the Galagar claim, and those who will fall before it.
Name: Kent Galagar
Age: 18
Height: 5'9
Appearance: Kent possesses a mane of thick, raven-black hair, often left loose or tied back with a leather strap. His skin is scattered with freckling, with a pale complexion. He has piercing blue eyes and a gaze that can shift from arrogant levity to fiery determination in an instant. His powerful frame is unmistakable, with broad shoulders and a chest that strains against the fabric of his tunics. His physique is defined—broad-shouldered and muscular, but not overly so, with a build that suggests both agility and power. His movements carry the confidence of someone who knows his strength and is unafraid to use it.
(he/him) solo-route
Tropes: Intense, enemies to lovers, jerk with a heart of gold
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The nobility are arrogant, cruel, greedy, scheming, and foolish—qualities Arfryn has learned all too well through her peripheral access to them. Her current place among them is no accident but the product of the sweat, blood and tears of her entire family.
Born to a guildman father and a common mother from the east continent, Arfryn witnessed firsthand how the shifting tides of national conflict mirrored the fortunes of her own family. Every struggle either bolstered their wealth or teetered them on the brink of ruin, a fate shared by the yeomanry at large.
Her father, Jasper Caldwell, is the first Premier elected from the Small Parliament, a yeoman elevated by the newly enfranchised class. He has—in no uncertain terms—made it clear that his own position hinges on the peace of the realm.
Arfryn, understanding these dynamics, sees through the superficial grandeur of the nobility. Though she finds them to be the very embodiment of arrogance and folly, she is determined to bend them to her will. For now, she plays the game—offering smiles, be gracious, and dance while they are watching.
Name: Arfryn Caldwell
Age: 20
Height: 5'11
Appearance: Arfryn has a striking presence with her rich, deep brown skin and loose, jet-black braids that cascade down her back. Her eyes are a penetrating dark brown, revealing a sharp intelligence behind a charming, amiable demeanor. She dresses in elegantly simple fabrics that highlight her natural grace—always muted and refined to suit her surroundings but always at the very forefront of courtly fashions. At 5'11 her movements are deliberate, blending seamlessly into the nobility’s world, designed to make her easy to like and hard to hold grudges against.
(she/her) solo-route
Tropes: Steel Magnolia, Dark Feminine
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In public Dean Champion is everything a Lady-Knight should be, prodigiously skilled with both galder and weapons, valiant, chivalrous and extremely popular amongst all who meet her or have the chance to witness her in action.
She like many knights is also spoiled to a fault, her suits of armour gleaming and her squire-boys tasked with keeping them so, as they are expensive and extravagant. Indeed she wears them because all people like a performance.
In private, Dean has dedicated herself entirely to her studies at Azma University, determined to learn all there is about the study and practice of galder and perhaps indeed the deeper secrets that only the great masters know—all the better to become both loved and indispensable to the state.
As the younger sibling of a line with many children, she does not expect to ever inherit and nor does she ever want to, she is entirely content with her career as a tourney knight and the life she's lead in the King's Seat thus far. Indeed Dean has long been utterly convinced that she'd make an awful Lady Paramount, she is convinced utterly that all those like her that revel in the spectacle, the fervor of battle and tourney alike are utterly unsuitable for such position.
Name: Dean Champion
Age: 19
Height: 5'9
Appearance: Dean has long deep auburn hair, typically braided for both practicalities sake and fashion, with strands often escaping to frame her face. Her skin is fair as if she'd somehow escaped the sun of both her home and the tourney. Her hazel eyes are bright and framed by dark eyelashes. Dean's build is athletic and commanding, showing off the results of rigorous training and combat practice, yet she carries herself with a grace that befits her status as a renowned Lady-Knight. Her entire demeanor projects a sort of graceful confidence, like that you'd expect of a Prince of ages past.
(she/her) solo-route
Tropes: The Lady and Knight, Knight in Sour Armour
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Fran has long understood that she commands little respect at court—indeed, as a bastard, she finds herself dismissed even within her own family. Yet there is one, a young Lord who is but a child, who gave her legitimacy, who looks up to her, and has earned her unwavering loyalty. Her beloved little brother.
It is for him that she accepted the king's invitation to the King's Seat, to train in the King's Army. She wants to be his eyes, his ears, and his sword.
True loyalty is a rare commodity among the highborn, for what do they owe anyone but themselves and their own appetites?
She is content to endure their scorn and wear the title "Loyal Hound" with pride. After all, what insult lies therein? A good hound is strong, lethal, obedient, loved, loyal, and free to roam so long as it always returns. And return to him she will.
Name: Fran Radwell-Cadderly
Age: 18
Height: 5'7
Appearance: Fran's dirty-blonde hair is cut short, falling just above her shoulders—a length chosen for practicality rather than fashion. Her complexion is fair, lightly sun-kissed from time spent outdoors, with a few sun-spots across her nose and cheeks. Her eyes are a dull blue-green, carrying an intensity that contrasts with her otherwise unassuming features. Her build is lean and wiry, reflecting a life of rigorous training, with a strength that belies her slender frame. Though she dresses simply, her presence is commanding, a blend of quiet confidence and restrained power and it makes her feel much bigger than the 5'7 she stands at.
(she/her) solo-route
Tropes: Guard Dog, Loyal Companion, Golden Retriever
Additional
Dashingdon Demo: out now!
Cogdemos Demo: out now!
Pinterest: not yet available
Art: not yet available
Feedback Survey: not yet available
All Asks and Reposts are appreciated, work will be slow but steady and a demo should be ready shortly!
ask me lore questions please, I have far too many notes on this.
Hey everyone, I know it's going to be a busy day for a lot of people, but Google enrolled everyone over 18 into their AI program automatically.
If you have a google account, first go to gemini.google.com/extensions and turn everything off.
Then you need to go to myactivity.google.com/product/gemini and turn off all Gemini activity tracking. You do have to do them in that order to make sure it works.
Honestly, I'm not sure how long this will last, but this should keep Gemini off your projects for a bit.
I saw this over on bluesky and figured it would be good to spread on here. It only takes a few minutes to do.