Jay was out on a nature walk with his family. It was the last day of summer vacation before seventh grade when everything suddenly changed. One moment the nature trail, the next tumbling through a dark void. Crashing onto the ground of an overcast forest, completely alone.
Setting off through the forest he finds an old lighthouse to stay for the night. Just as he’s about to fall asleep, the room is plunged into darkness. Scanning the room something approaches him from deep darkness that seems to hang in the corner of the room.
Jay wakes to find that he can only remember bits and pieces of the day before, the rest of his memories a foggy blur.
Not sure who to trust or what to do, Jay tries to find his place in this strange world and reclaim his memories.
A quiet and kind man, Ernest mostly keeps to himself. From time to time he’ll visit the rest of the villagers of Leflavik, especially his friend Tormod.
Like his father, and father before him, most of Ernest's work consists of maintaining the lighthouse and the crystal housed within. The old crystal is infused with the Arts and it shines forth a furious light, piercing the storm clouds that frequent the area. Seafaring merchant vessels rely on the light from the lighthouse as they pass through a jagged reef known as the “Butcher’s Spine”. Without this light, trade between the Kingdom of Velessar and the Raewythian Empire would nearly cease.
A prestigious sailor, Tormod has traveled far and wide from the tranquil waters of Ukrealum to the frigid north of the Yarneau Sea. He’s had his fair share of adventures, fighting off pirates, sailing through violent storms, and seeing ghost whales.
Now he lives a quieter life in the small village of Leflavik, though deep down he still wishes for another adventure.
The only memory that Jay has of his dad is one of an angry tirade. It could have been stress, or it could have been a bad day, however, something about his home life sits uncomfortably with Jay.
Hilda has spent most of her life in the small village of Leflavik. She is a respected member of the community who is more than willing to offer advice to any who would ask.
After tragedy struck, she took in her granddaughter Bridgett to live with her in the longhouse. Over the years, the two of them have grown close.
After she lost her parents, Bridgett moved into the longhouse and was rasied by her grandmother. Quiet and reserved, she helps out around the village. She dreams of more than just a quiet life, however, she is quite content with helping her grandma out.
After finding a small book in the longhouse, her life was changed forever.
A friendly face in the Village. He maintains a sizable farm with his wife Therese.
The other villagers help him out with the various duties around the farm. He enjoys cheese, always seeking out a new flavor when he can.
A newcomer to the village of Leflavik. Living on the outskirts, Caden has slowly integrated into the village's everyday life.
He’s never opened up about his life outside of the village, but it’s clear that he’s been between the Kingdom and Empire many times. There’s something dangerous about him that the other villagers can’t quite put into words.
The strongman of Leflavik. Despite his hulking figure and wild appearance, Gudmunder is a friendly soul. Perhaps not the smartest member of the village, he more than makes up for it through effort and a willingness to help out.
His time in the village is spent in hard physical labor and trapping various sorts of game. From crawdads to rabbits, he’s the person to seek out for various ingenious traps.
Very proficient with his two-handed axe despite a lack of formal training.
A stone lighthouse near the rocky wall of the coast, it stands tall severing the merchant vessels that pass through the dangerous “Butcher’s Spine”.
Instead of fire, a crystal infused with an ancient Art lights the night.
Ernest and his father took care of the lighthouse, a family tradition that has been passed down. Now without any children of his own, Ernest may be seeking to pass it on to someone new.
During busier shipping seasons, any observer of the lighthouse will note pigeons flying into the roost on the upper story, each carrying a small message on their legs. The Kingdom of Velessar sends extra food to the lighthouse keeper and to the village of Leflavik to supplement the food that they grow, raise, or hunt for in the local area in return for the lighthouse keeper’s service.
A strange stone temple that rests in the woods at the northern border of Velessar.
No one knows why it was built or by whom. Depending on who you ask, you’ll get a range of answers from the villages. Tormod the former sailor, has some particularly exciting theories involving dragons.
A small outpost near the northern border of Velessar. The small camp is walled in by an old wooden palisade wall, holes and the local shrubbery heavily peppered along the wall.
Inside Capitan Holm tries his best to keep military disciple, but years of lackluster leadership and the boredom of the post have quieted most of the men’s resolve. Their armor has rusted, and only the bare minimum of upkeep is done.
The Desolation is a large stretch of land between the borders of the Kingdom of Velessar and the Raewyth Empire. The burned dark land tells the tale of a horrid battle from a war between The Velessarians and the Empire.
Fire arts users from the Empire decimated the beautiful landscape and drew the attention of ghastly bat-like monsters. The appearance and devastation of these creatures brought the war to a halt.
Now, only a few travelers and traveling merchants make the trip through the harrowing landscape. Most large-scale trade avoid the area entirely, traveling up and down the coastline.
Rellengrod is a large walled city that sits on the southern border of the Raewyth Empire, not far from the Desolation. Merchants flow in and out of its gates, bringing wares from afar or from the vastness of the Empire.
A sizeable company of the Empire’s standing army watches over the city, restlessly training and preparing for something. Many rumors abound about why the army is there, none pleastant.
A large swampland that lies to the northwest of Rellengrad. Sickly colored trees litter the putrid swamp. The few people that have ventured into the Whispering Wastes and came back report hearing voices out in the swamp. These voices emerge in the darkness, ceaselessly whispering. The tales of this eerie noise has made most people avoid the area.
The northwestern sea. It’s one of bitter cold and fraught with storms. Only the bravest or foolish of sailors would try and brave this chaotic sea.
A small country that used to be, now serving as the Empire’s far northern border.
A former country, annexed by the might of the Raewyth Empire.
Rumors abound of fierce wars in the south, in the lands that lie far south of Velessar. The stories speak of humans and other sentient creatures waging a seemingly endless war. While these tales should probably taken with a gain of salt, there might be a hint of truth about some unrest in the faraway lands.
Living on the edges of society has made Slavomir rough and callous. He seeks power and unknowingly channels Nev'eonth through his wind Arts.
A member of the cult of the Whispers of Eternity.
These mercenaries were hired by the cult that follows the Whispers of Eternity to kidnap Ernest and the lighthouse crystal.
The leader of the Whispers of Eternity cult.
Zavzdan is cold and charismatic, a natural leader. He reached out to those who society neglected and brought them together under his banner.
He's one of the few in the cult that recognizes Nev'eonth as the being behind the whispering. He holds no illusions of benevolence about The Whispering Wind, It is merely a means to an end. Drawing upon the power of his own Arts and the power from Nev'eonth, Zavzdan is a dangerous foe. He's able to shred opponents with blasts of wind.
A powerful Arts user and member of a mysterious organization
She found the organization partly out of necessity to hide from the forces of the Raewyth Empire. As a powerful Fire Arts user, Aurelia is able to command living flame against her opponents.
She can entangle the Arts into an object and call them forth at a moderate range. A chancellor's goblet might spontaneously catch fire, engulfing the poor soul. All from a resting touch from her hand.
Leader of a mysterious organization of assassins and warriors. While working in the shadows, Ven is bound by a code of honor.
A mysterious helmed figure that guards the door to a mysterious organization.
A countess who serves on the royal council of the Empire.
Her goals and ambitions lay far beyond her current station. Slowly, ever so slowly, Ellice continues to use everything at her disposal to bring about her will.
She encountered Quimby early in her childhood and found his weak will malleable to her purposes.
An orphan raised on the streets of the capital city of the Raewythian Empire. Now, he brings intelligence and carries out Ellice's dirty work.
He met Ellice in a chance encounter that set his life down a dark path. Very adept at not being noticed, he dislikes attention and wishes to be left alone in his work.
A strange thing about Quimby is that he doesn’t remember his past. There’s a blank spot in his story. The earliest memory he has is wandering the capital's streets, aimlessly searching for his next meal and place to stay.
He has a twitch that makes his right hand move as if testing the valves of an invisible trumpet.
After his father passed away, he was coronated as the youngest king in Velessar's history.
Favoring policies with easy economic gain by working with the Raewythian Empire has placed him at odds with some of the nobles that still remember the war between the two countries.
“Some peasant like you has no right to question me.”
Commander of the Velessarian Army.
He served the former king and now his young son. Fiercely loyal to the Kingdom of Velessar, he maintains a watchful eye on the advisors who advocate for a stronger friendship with the Reawythian Empire.
Nev'eonth or The Whispering Wind, It goes by many names.
A being that exists on the fringes of the world, roaming and searching for victims. It has traveled to the village of Leflavik many times, lurking in the well.
A being with unknown motives, wrapped in a pillar of moving fog.
Aisulketh stands like a man with the head and claws of a wolf. Fierce golden eyes are hidden behind the shroud.
Wielding twin sickle blades and summoning chains from the very ground itself, he stands against Nev'eonth.
He has a strange fascination with Jay's homeworld.
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