Silent MyrtleAcademy

genre - fantasy, mystery, slice of life, plot heavy

pitch - an ancient castle that houses students of magick tasked with the duty to find the missing prince. corruption has yet again reared its ugly fangs on the population of Ekaryn, now more than ever the kingdom needs change.

inspirations - harry potter, atla, high fantasy, lovcraftian horror, dnd, marvel / dc

status - work in progress

please refer to the index page for a list of noteworthy pages
this website serves to be informative and flavorful, however it is not mandatory to read through everything

- world -

the kingdom of Ekaryn

overview //

The kingdom of Ekaryn is a closed-economy-feudalistic-society. The islands provide them with all their essential necessities spanning from food to building materials, and a plethora of other resources. Through this system, the kingdom of Ekaryn ensures safety for their people. The economy is slow to rise, but that does not mean they are unhappy. The people of Ekaryn live each life with a purpose to serve their Monarch.

regions //

a deeper look at the regions and their influences can be found in their tabs as well as the pinterest board
disclaimer: all influences and inspirations are taken loosely. the pinterest boards serve as general rule of thumbs and aesthetics for each region. we do not aim for accuracy.

. link to the pinterest board .


( place holder word plz ignore )

- story -

history //

. the first age of humans .

With the dawn, the world saw rise to the first mages. With no true master, the magick was chaotic and untamed. The first mages were anomalies. Their magickal capabilities were unnatural but even still, instilled a curiosity within humans. Learning to tame this magick was not easy. The world was lively with fantastical creatures, ones that could bend their energies to create magick. By learning from the creatures that resided in Ekaryn, the first mages harnessed their given magick. With this newfound power, the first mages banded together to create the primitive cusps of a government.With powerful leaders, the crude government and its people experimented with their abilities. Humans who couldn't conduct magick grew envious and greedy. They wanted power. The need corrupted their minds and drove them to hunt down the creatures that harnessed magick.It was said that those who possessed magick heard and felt a gentle nudge of a power they could not imagine to comprehend.



present //



- customs -

monarch . nobility //

see also: hierarchy

Authority in Ekaryn is derivative from the ruling Monarch. When the Monarch is unable to attend court sessions or falls ill, their second hand, the Advisor, can take their place on the throne to oversee justice. Underneath, the overseers of the regions are responsible for keeping the monarch's peace; they can punish criminals in the name of the monarch.The monarch can redistribute lands and grant titles to nobility as they see fit. They may strip the land and income of liege's by signing bills of attainder. It is possible for the monarch to strip the overseers of their titles as well. However this would be an arduous task because of their history and loyalty to the crown; the roots they have grown dig deep into the soil.

  • . societal ranks .

The kingdom of Ekaryn is a feudalistic society.At top-most is the Monarch. Beneath them are the overseers and lesser lieges ( noble houses ). In the middle there are the three echeloning ranks of knighthood ( high guard, paladin, dark knights ). And lastly, at the bottom of the structure are the commonfolk.Monarchs are always addressed as " Your / Their Grace "
Nobles are dutifully addressed as " my lord / lady / liege " by the highborns. The lowborns tend to drop a syllable, addressing the nobles as " m'lord / lady / liege "

  • . etiquette .

At banquets and other events, the guests may be honored by receiving a reserved spot at the table. The highest honor being seated on the right hand side of the host. The seats at the farthest end of the table is regarded with little honor, but still welcomed amongst he nobles. While the noble presides over the feast, they receive the first choice of any and all dishes. The noble may also send these dishes to seats with specific guests as an act of friendship and respect.

knighthood //

  • . metal .


inheritance //

Inheritance in Ekaryn is a flawed, vague, and uncodified system. It is subject to various interpretations and is often contradictory. This mimics real medieval history as things were not crystal clear or sharply cut during that period of time.

  • . birthright .

The children of Ekaryn inherit in order of their birth regardless of their gender or status. The eldest born is the heir, followed by the second born, third, and so on. The children are granted the right to inheritance over the liege's sibling. It is entirely in the liege's power to declare who gets the inheritance. They may chose a latter child rather than their eldest born. The inheritance and title as heir may be passed on to the child of another. In cases where the heir is not clear, claims be brought to the attention of the governing overseer or monarch.When the ruling liege's passes with no declared heir, their widowed spouse takes the title and responsibility until their own passing. In this case, the widow may declare an heir.

  • . loss of rights .

Any noble may have their right to succession revoked or renounced. A monarch or noble may choose another heir, but in such cases there may be disputes and claims so it does not happen often.Joining an occupation does not lose a person's right to succession, however it may persuade their parents' otherwise depending on the individual values.

  • . bastardy .

A bastard-born child is not uncommon in the world of nobles. While this is true, it is still considered rude to pry into the origins of a bastard-born child. Nobles may choose to raise their bastard-born child in their home or fostered in another noble's house, or simply raise them up as servants. A typical noble household stigmatizes bastard-born children, as it is an insult to the legally-born / true-born children of the house if outsiders are raised as equals.The stigma against bastard-born children tunnels deeper with societal views. Nobles generally think bastard-born children are inferior ( lustful, liars, weak, etc. ). With such rumors of being treacherous and deceitful by nature, bastard-born children are forced to mature faster than true-born children.A biological sire of a bastard-born child may legitimize them through acknowledgement and adoption. The power of this act is reserved to the monarch alone and cannot be undone. Even when becoming legitimized, bastard-born children have a difficult time expunging their status. However, they are still capable of functioning in society and rising to occupations that even lowborns are not able to.A bastard-born child's rights of inheritance are unclear and depends solely on the noble house they were born under. They may inherit when the sire has no other true-born children or any other direct heirs to follow them. However, the bastard-born child must be legitimized by the royal decree to inherit or be instilled as an heir. It is unclear if a bastard-born child will precede a true-born child if they are older by birth order, or in line after true-born children.

gender . sexuality //

In Ekaryn, both males and females are allowed to choose any occupation, pastime, etc. regardless of sex or gender. They are accepting of all people as they're all the children of the Pantheon.While gendered terms do exist, the individuals are free to use whichever terms they prefer.

  • . sexuality .

The people of Ekaryn display a variety of social patterns concerning gender and sexuality, and society is very loose on this topic. Modern terms and slurs such as " gay ", " lesbian ", " lgbtq+ ", etc. is nonexistent. There are no in-universe terms for these due to there being no need to differentiate between them; partners and couplings are simply referred to as " lovers ( s ). "While male / male, female / female, and other couplings exist, complications may arise from it. In the event of siring a child to carry a noble bloodline, it is common practice to hire a surrogate and donors. However, the " default " coupling is between a male and female in the sense of reproductivity. Marriages are typically arranged between these two biological genders. This is to ensure the allying of noble families; this may bring forth problems if one or both parties are uninterested.Ekaryns have positive attitudes towards sex, however they are still modest about the topic. This does not mean they will shame anyone for being open about their sexuality or expression. They see sex as a way to sire children for heirs as well as recreational purposes.Biologically females bare the child, while males sire the child. A person who as bared a child is referred as " mother ", while the one who sired is referred to as " father " by default. However, depending on the person's preferences, the terms for parents may vary. Gender neutral terminology is present throughout all of Ekaryn.

  • . asexuality .

Nobles who are asexual may find it difficult to avoid marriages or other responsibilities, but there are easy solutions for them. While these occupations don't have a person swear celibacy, many of them still practice it, they may choose to become part of the priesthood or knighthood.

  • . transexual / transgender .

Males and females may choose to present as the opposite sex. This isn't a big issue with the people of Ekaryn. There is a deep significance in choosing who you want to be in Ekaryn society, scaling from magick to gender and sexuality, so slighting someone for these reasons is seen as a major offense to the individuals.

  • . contraception .

Condoms and the like do not exist in Ekaryn. The withdrawal ( coΓ―tus interruptus ) method is frequently made use of in Ekaryn. People may also rely on herbal mixtures to act as a contraceptive or induce an abortion; notably pennyroyal oil, only a drop of it is considered safe for use. Otherwise it is highly toxic.The views on contraceptives may vary from person to person, but the general consensus is that another person's business is largely their own and it is rude to impose upon their decisions.

  • . prostitution .

The act / practice of providing sexual services to another person is not looked down upon. This is generally seen as a lowborn practice. They are called a number of terms and slurs, but most notably " courtesan " as their most frequent customers are from the noble status.There are choice brothels around Ekaryn, mostly in the inner cities of the regions. The courtesans who work may have a variety of customers. Some may cater to exclusive clientele while others receive walk-ins.

marriage //

A marriage is the legally or formally recognized union between two ( 2 ) or more people. This socially recognized union establishes the rights and obligations between spouses, children ( biological / adopted ), and affinity.A betrothal precedes a marriage. These are usually arranged by the head of a noble house, for all children that has been sired under their name. Betrothals may be arranged at any time, but typically the people of Ekaryn wait until the age of ten ( 10 ), once their magick has settled. The age of legality ( eighteen ( 18 ) ), must be reached before a marriage ceremony takes place.Betrothals may be cut off at any time if one feet house feels slighted or if they were proposed a more promising betrothal. Amongst the nobles houses, a betrothal is a means to ally with another family for political, finance, or other reasons; a marriage of convenience for nobles and commonfolk alike. Betrothals and marriages can be a pledge of support, and / or help arrange peace between rivals.Betrothals may be broken, however this may lead to serious consequences; conflict between nobles and the like. If a noble passes away before their marriage ceremony can take place, the next available sibling or heir may take their place.The noble who has reached the age of legality and is still un-betrothed may host debutante balls, ostentatious affairs announcing their availability for potential marriage.

  • . ceremonies .

Ekaryn wedding ceremonies are typically a religious affair. Ceremonies may be practiced in various degrees; from spectacular parties to simple backyard parties. The main details of wedding ceremonies still hold true: the exchange of vows in the presence of a preist/ess, a feast where the bride / groom are present, and the consummation.All regions of Ekaryn practice and implement wedding ceremonies in different ways. These ceremonies are not limited, but these are some of the notable happenings within each wedding ceremony.

- Etretor - friends and family of the bride and groom hold gathering the night preceding a wedding to smash stoneware and glassware to chase away evil spirits. During this night the bride and groom will also burn their undergarments to symbolize the end of their bachelorhood. When they sleep, the bride and groom sleep on separate beds, traditionally the bride sleeps at their parents' home. On the wedding day, the groom's best man is honored with the task of " stealing " the bride for ransom, leaving hints for the groom, until the groom comes to " rescue " them. The groom must give a real or symbolic price for the bride's return such as money, wine, or desserts. After this, the bride and groom will walk towards the shrine, or venue of choice, they are lead by a procession of musicians and the sires and mothers of the bride and groom. Family and guests follow behind. During the wedding the ceremony proceeds with song and dance. At midnight, the bride, traditionally wearing a veil that covers their face, must dance while people around them try to tear off a piece of fabric. It is said whoever tears the biggest piece will receive the honor of becoming the next bride. When the ceremony is over, the groom carries their bride into their new home or room.

- Vatia - Generally the same as Etredor, however, instead of holding the bride for ransom, their friends and family take them out of a day of fun and relaxation. This is an act of love an admiration for them and the biggest emotional gift the bride may receive before the wedding. On the day of the wedding, the bride and groom fast for the day until they are married and have a large feast of wine, cakes, meats, rice and other delicacies. Guests of the wedding may bring a number of cakes that they pile as high as they can. It is said that if the bride and groom can share a kiss over the pile without toppling it over, they will be granted prosperity. The bride and groom also gifts their guests with five dragΓ©e’s, a sugar coated almond, symbolizing health, wealth, happiness, longevity, and fertility.

- Vrokha - The wedding ceremonies in this region always takes place on Friday. During the days preceding the wedding, the bride is attended by married female relatives and friends to prepare them. The brides wear a circlet which will be removed and replaced with a bridal crown by the groom. The grooms are attended by married males; they participate in a symbolic ceremony in which they steal a sword from one of their ancestor's grave. The bride and groom will cleanse themselves in a bathhouse, symbolically removing their bachelor status. The wedding feast's main entry is typically an animal sacrifice ( lamb, goat, cattle, deer ). Depending on how big the ceremony is, there may be several. The bride and groom exchange swords as to signify the protection of each other. To figuratively and literally tie the knot, the bride and groom's hands are bound together and once the priest/ess binds them together, they are wed.

- Ramil - In this region, two days before the wedding ceremony takes place, male relatives from both families enter the bride's home and take care of the decorations. Traditionally the bride will have a friend draw mehndi ( henna ) on their hands and feet at their bachelor/ette party. The groom also has a separate party and both parties include song and dance and desserts of all sorts. The groom must give the bride a dowry in terms of gold. This is given on the day of the wedding. The groom's side of the family passes a sword down through the generations and this is use to cut the cake at their wedding.

- Anan - On the days before the feet ceremony, a relative with good fortune ( this may be subjective to each family, but traditionally one with parents, a spouse, children, and grandchildren ), dresses the wedding bed with red-colored bedding and pillows mixed with dried fruits and nuts. On the day of the wedding, the bride is picked up from their house by a procession and carried to the shrine or venue of choice. The groom will be tested in various ways throughout the ceremony, including tasting something spicy, sour, bitter, and sweet to prove they can go through every stage of marriage. At least one challenge involves pain. The groom must also find the bride's shoe and return it to the rightful place on their foot, where after they carry the bride off to the banquet, generally starting with tea and then the festivities. After the wedding is officiated, the bride visits their family with the groom three days after and host another banquet.

- Pallav - Many of the preceding ceremonies are similiar to Ramil, however there are key differences. The groom arrives at the bride's home followed by a procession filled with music and song, they are typically riding on top of a white horse. After the pleasantries are over, the bride and groom exchange flower necklaces to symbolize their acceptance of one another. The wedding alter is comprised of four pillars and a canopy, the pillars represent each of the four parents. To officiate their wedding, the bride and groom throw rice into a ceremonial fire pit. They then join hands and dance around the fire. After which the festivities begin.

- Indra - In this region, the groom's family leads the procession to the bride's home where they ask for the bride's hand in marriage. Gifts are carried by family members in even numbers so not to bring bad luck to the bride and groom. The groom then waits for the bride, escorted by their mother, to appear so they may make their way to the banquet. During the banquet ceremony, the bride and groom's family pays them their blessings with gifts of money, jewelry, and advice. This is where their vows are exchanged and they are officiated. The bride and groom will then visit each table at their ceremony to greet their guests, starting from significant family and friends. When this is through, the festivities begin.

  • . legality / divorce / annulment .

Vows that are forced at swordpoint are illegal and will not be legitimized. In addition, a person cannot be declared married if they refuse to say the vows.Divorce is not common practice, but ending a marriage can be done in several ways.
The monarch may set aside their spouse, even if they have a child together, to marry another.
A marriage that has not been consummated can be set aside by a priest/ess.
A marriage which has been consummated, even with many years and children, can be set aside by a priest/ess.
While the bride nor groom need to be present for the annulment, at least one of the wedded pair must have requested it.

pastimes //

Nobles and commonfolk participate in various forms of pastimes for entertainment.Children play with toys ( puppets, hoop trundling, carved statues, and dolls ) or play a number of different games. Highborn children are expected to train in several different skills for their entertainment and education, especially as they grow older. Children may learn to ride horses, target practice with archery, train their swordsmanship, and learn to play musical instruments. In other cases they may also be encouraged to learn how to sew, embroider, dace, sing, and write poetry.Adults may be inclined to visit various places for entertainment, not limited to but including: taverns and brothels. The literate might find entertainment in reading a book. Some may find peace in sailing their boats or riding a horse.

  • . games .

Games vary from region to region. Some regional variants of certain games exist as well as completely new ones. The rules of children's games may also be affected from region to region.Many children play physical games such as tag, hide-and-go-seek, hop-frog, etc. as well as spoken games like reciting rhymes, truth-or-dare, and twenty questions.

  • . hunting .

Nobles hunt for sport. They may seek to catch a variety of animals including boar, hare, and deer. Many may practice a more specific type of hunting: falconry. This sport requires a bird of prey ( falcons, hawks, eagles, etc. ) or, if the noble's familiar is a bird of prey, they may have them do the hunt if they so wish.

  • . combat .

Challenges and tournaments are popular amongst nobles, and they often host events for sport. The biggest combat event is during the Tourneamentus Regis where the monarch hosts a month long tournament event for all the people of Ekaryn to participate in.

  • . theatre .

Plays, song, dance, acrobatics, etc. fall under live entertainment. This form of entertainment is usually performed by lowborns and sponsored by nobles in events like weddings and tournaments. While some acts may choose to travel all across Ekaryn, many choose to gain fame in certain cities.

  • . gambling .

A popular form of entertainment for adults. Gambling may be played with dice or cards, or anything that deals with betting. Many choose to gamble on tournaments.

magick //

On the day a person's magick becomes stable and constant, many families celebrate it with as much enthusiasm as any other big celebration. Receiving one's full magick potential is as important as the day of birth. The people of Ekaryn refer to this day as a second birthday.The different regions of Ekaryn, and individual families, may choose to celebrate this day differently depending on their own customs and rituals. The main events of the celebrations must include a priest/ess's official blessing.

education //

The spread of academies throughout Ekaryn is very few and far between. Only major cities house reputable academies. Smaller towns and villages have copy-cat academies. However, these are limited in their knowledge of magick. The commonfolk don't waste their time with theories, rather they focus on practicality and how to use their magickal skills for their tools of trade. Many of these rural academies don't teach literacy higher than a real world equivalent of fifth ( 5th ) grade. This way they are well versed enough to navigate the world but don't focus too much time outside of their duty. If their work requires maths and other skills, they'll train in those. Typically commonfolk stop going to school after they reach the age of eighteen ( 18 ).The nobles / highborns have a wider variety in their academies. In their academies they practice more in theory as well as practicality. They start at a young age and their academic journey may last for several years after graduation. Some prestigious families may choose to homeschool their children via tutors governesses.

language . writing //

Ekaryn has two types of language in both written and spoken. The arcane language that activates runes, spells. This language doesn't have to be spoken or written to activate magick, some say the language is just as alive as the magick itself. It lives within a person. This language is most comparable to real world Latin.The modern language spoken by the people of Ekaryn is more fluid and changes depending on the region. Comparable to their real world inspirations. However they have a universal language that even lowborns are taught to learn during their schooling.

- calendar -

overview //

The Ekaryn year-cycle consists of nine ( 9 ) months Each season lasts for three ( 3 ) months.
The northern island ( Vatia, Etredor, and Vrokha ) experience longer cold seasons ( fall and winter ) while spring and summer mix together. The northern islands do not get as hot as the southern islands.
The southern islands ( Ramil, Anan, Pallav, and Indra ) experience the opposite. While the cold seasons turn for the north, these islands feel as if they have a perpetual spring and summer. During their autumn months, there is little to no snow fall and a slight dip in temperature.
Each month is thirty ( 30 ) day-cycles. The Ekaryn calendar is depicted on a circular stone tablet, however this is what it would like in comparison to real world months


months . seasons . holy days . zodiac //

  • . jaruun .

- north - winter
- south - autumn
holy day ( s )
- yuletide festival - from the first ( 1st ) day-cycle to the tenth ( 10th ) day-cycle. celebrating the mark of the new year-cycle
- week of blessing - from the twenty-third ( 23rd ) day-cycle to the thirtieth ( 30th ) day-cycle. each day of this week is dedicated to the Pantheon and their blessings to the people of Ekaryn
zodiac - Srem
- symbol - coronatus gryphem
- qualities - loyal and protective; the souls born in this month have a stern and straightforward nature. they tend to be leaders

  • . gruinn .

- north - winter
- south - autumn
holy day ( s )
- unification day - on the ninth ( 9th ) day-cycle, the people of Ekaryn celebrate the unification of all the regions as one operating kingdom. some speculate this was also the day of birth for the first king
zodiac - Daidi
- symbol - nivis noctua
- qualities - Ekaryn's born to Daidi tend to be argumentative yet ambitious. they hold a certain tactful tongue that others are easily swayed by

  • . adesis .

- north - winter
- south - autumn
holy day ( s )
- tourneamentus regis - a moon-cycle long tournament hosted to recruit qualified people of Ekaryn into one of the three ( 3 ) branches of knighthood; Oath of High Guard, Oath of Paladin, and Oath of Dark Knights
zodiac - Haashi
- symbol - ignis avis
- qualities - the sign of Haashi harbors those who have a knack for competitiveness. their headstrong personality may be characterized as fiery and temperamental

  • . bisaq .

- north - summer
- south - spring
holy day ( s )
- season's turn - falls on the twenty-first ( 21st ) day-cycle, marks the solstice of summer and spring
zodiac - Drevra
- symbol - koi magna
- qualities - born within this moon cycle, the souls prefer to go with the flow and move around at their own pace. they are sociable and cheerful, yet they can be described as sloths at times

  • . vafars .

- north - summer
- south - spring
holy day ( s )
- flores festival - festival spanning from the twenty-sixth ( 26th ) day-cycle to the thirtieth ( 30th ) day-cycle. This holy day celebrates the beauty of love.
zodiac - Ekria
- symbol - corniger equester
- qualities - those born during this moon cycle exhibit quiet and withdrawn personality. they tend to be dreamers with an expansive imagination

  • . gupak .

- north - summer
- south - spring
holy day ( s )
- n / a
zodiac - Re
- symbol - citharae musicae
- qualities - seeming to have conflicting ideologies, those born within this moon cycle are both free-spirited and grounded. peaceful in nature and good entertainers

  • . juush .

- north - autumn
- south - summer
holy day ( s )
- festival of harvest - from the fifth ( 5th ) day-cycle to the twentieth ( 20th ) day-cycle, people of Ekaryn celebrate a good and abundant harvest
zodiac - Proa
- symbol - hinnuleus
- qualities - while those who are born in this moon cycle are both honest and principled, they have a recalcitrant and stubborn side to them. often when things do not go their way

  • . borann .

- north - autumn
- south - summer
holy day ( s )
- dux morits - on the thirtieth ( 30th ) day-cycle, the people of Ekaryn celebrate the passage of life to death in conjunction to warding off the ailments of corruption.
zodiac - Maqi
- symbol - aqua draconis
- qualities - those who are born to Maqi are usually characterized as mercurial in nature. they have intense personalities that may bring greatness or disaster to those around them

  • . ylans .

- north - autumn
- south - summer
holy day ( s )
- the hunt - from the seventh ( 7th ) day-cycle to the twenty-seventh ( 27 ) day-cycle. This fortnight is dedicated to a long hunt in preparation for the winter months, generally celebrated by the northern island and led by the royal army
zodiac - Taalt
- symbol - calicis
- qualities - Taalt harbors people who are perfectionists. their nature is rather shrewd and overbearing, but they never miss a beat on their tasks



- science . technology -

link to full science and technology page

The larger part of science and technology is for added flavor. The most noteworthy information is displayed:

medicine //

  • . magickal healing .

Magickal healing is generally used to restore depleted magickal reservoirs. This type of healing is mainly practiced by casters. Aqua wielders are able to heal with magick, but cannot replenish magickal reservoirs- casting - people with this kind of magick are able to restore the magickal reservoir by casting a restorative magick spell around the patient. this is equitable to a blood-transfusion in which the caster transfers some of their magick to their patient. while casters are able to replenish other's reservoirs, they cannot receive the same form of treatment unless it is from another caster. a side affect to this is accelerated healing of wounds that are both internal and external, while it won't completely heal severe wounds it will speed up the process enough to where the patient isn't in a life-threatening predicament. this form of treatment is a last resort and is practiced on the battlefields. this healing will be ineffective if the patient has suffered from continuous depletion for a long period of time ( days to weeks ) in which case they fall victim the incurable tainted blood disease and eventually become corrupted
- aqua - a subskill of aqua magick is healing surface level wounds. while they can't transfer their energy deep enough to heal internal wounds, they are able to speed up the process of external wounds significantly. they can do this by redirection and concentrating the body's energy paths to the wounded area. the skill level of the healer as well as the water quality plays a role in its effectiveness

  • . physical ailment .

- tainted blood disease ( TBD ) - most commonly referred to as "corruption" by the general public. as the name suggests, this disease turns the victim's blood dark, thinner parts of their skin also reflect this color. this is the deadliest disease known to Ekaryn. this disease is caused by extreme depletion of a person's magick reservoir. symptoms include rabid behavior and madness. victims of TBD experience zombie-like vampire symptoms; they are forced to feed on magickal energy from others, adapting an ability similar to casters but in the sense of draining their victim rather than replenishing. The commonfolk fall prey to this sickness easily.

- flora . fauna -

the flora and fauna of Ekaryn mimics the real world inspirations
inspirational boards

flora //

the botany of Ekaryn mimics the native plants found in the real world inspirations for each region

fauna //

while any creature of the animal kingdom can be used as familiars, people tend not to adapt many animals such as livestock, marine animals, and arthropods simply because they are not useful to their quality of life and the impractical nature of these animals

link to full flora and fauna page

corrupted //

any and all fauna / flora be become corrupted

extinct //

the mythical beasts of legend that once roamed the world, thought to have never existed or gone extinct
( not limited to listed mythical creatures, inspirations from European and Asian mythos )

  • . beastia .

dragon ( western + eastern )











kitsune / gumiho

  • . senifer .










- laws . justice -

While many of these laws serve to protect the citizens of the kingdom, many forces of the law tend to overlook certain fine prints and rights to enact their own versions of justice through out the regions and areas they oversee.

overview //

Being largely influenced by the feudal system, Ekaryn law and justice is overseen primarily on a local basis, however, they all follow the Rule of the Monarch.The monarch always has the final word on justice. The overseers are only permitted to pronounce justice in the name of the ruling monarch. Overseers have the right and authority over their land, i.e. hanging people, arresting them, and / or hanging them in accordance to the monarch's law. Knights of any branch are not permitted to exercise the same rights without explicit leave of their overseer.The monarch has a large and expansive council, a small portion of it is dedicated to serving justice.
- The High Justiciar and their council serves under the monarch.
- The High Executioner is known to the people of Ekaryn as The Black Knight. Their job is to oversee the dungeons of Etredor.
- The High Commissioner is a rank in the High Guard, has a group of paladins under their rule. They are responsible for questioning prisoners.

  • . taxes .

Taxes are collected locally. The nobles pay their taxes to the monarch's crown. The overseers collect taxes from their regions and subsequently pay their taxes to the monarch's crown. There are treasurers who take care of finances for the nobles.

  • . captivity .

Anyone who is accused of committing a crime are kept in dungeons or holding rooms. If not every, most of the overseer's houses have a structure designated for this.

crimes . punishments //

Crimes in various degrees are punishable in various ways.

  • . treason .

Attempting to slander, tarnish, harm, or overthrow the monarch is inherently the same as inflicting the same treason over the regions. The monarch is the protector and overseer of all of Ekaryn.
Conspiracy to kidnap, abuse, discredit, dethrone, or slay, any member of the royal house is punishable by revocation of titles, lands, standing, and citizenship.
Attempted treason is punishable by stripping of all these as well as imprisonment and death. Conspirators and protectors of treasonous individuals are subject to the same fate.

  • . thievery . pickpocketing

Customarily thieves and pickpockets are punished by losing a finger or a hand. Stealing from shrines and holy grounds is considered stealing from the the Pantheon and those who are caught will receive a harsher punishment.

  • . poaching .

Poaching is strictly prohibited. The overseers do not tolerate this act. Anyone caught in the act will be punished by loss of their hand or forced into servitude of hard labor. This is decidedly the decision of the region itself.

  • . outlawry .

As Ekaryn has no way of banishing their outlaws, they are decidedly punished by being sentenced to death.

  • . slavery .

The act of selling people is prohibited. While people sell their bodies, it is on their own volition. Slavery has been abolished for hundreds. The Pantheon considers this act as an insult to the people of the world and themselves.

  • . execution .

The most severe crimes are punishable by death.

  • . misellaneous .

Other punishments may include but not limited to
- slitting nostrils
- nails driven into palms
- whipping
- fines

ekaryn laws //

  • . Monarch's Peace .

In which lower nobles and highborns are to take their disputes to the overseers of the regions. Likewise, the overseers are to seek guidance from the monarch.

  • . Equitable Trade .

Breaking oaths / contracts and / or stealing is prohibited. Even spoken word is considered legally binding, thus if it is broken, punishments will be promptly dished out.

  • . Retribution .

This law doubles as self-defense. Allows punishment to be inflicted as a form of vengeance on those who have committed wrong-doings or criminal acts.

  • . Stipulated Vows .

This law ensures that marriage vows spoken against someone's will is not legally valid. Holding anyone at knife / swordpoint to force a marriage is a violation to their freedoms and rights.

  • . Widow's Justice .

Reaffirms the right the eldest child has to inheritance. The law requires the widow maintain the conditions they were under before the head of the house's death; whether they were a second, third, or even later wife, they must remain in that order.The widows cannot be driven from their late husband's castle, or deprived of their servants / possessions / income. The law prevents people from disinheriting the children from an earlier marriage in favor of the children birthed in a later marriage.

  • . death's penance .

Unnecessary murder, whether it was accidental or premeditated, is punishable by law.Premeditated murders are punishable by life in the dungeons, forced servitude, or death.Accidental murders tend to have less severe punishments. Should the killer come forward with their confessions to an accidental murder they may be saved from Retribution, however they are still held responsible and will serve a punishment the jurors deem fit.

sacred laws //

The sacred laws of Ekaryn are ones enacted by the Pantheon. Though contact with the ethereal bodies has not been documented for centuries, the values each God and Goddess bestowed upon the people have stayed steady as a rock.

  • . Law of Justice .

Encated by Thateus
- Innocent until proven guilty law. The due process of requires that legal matters must be resolved through the established rules, regulations and principles of the land. Additionally, all citizens must have the right to this process in a fair and just manner.

  • . Law of Neutrality .

Encated by Nilo
- All neutral parties such as, but not limited to, messengers and priests, must be given safe passage through the lands. While animosity between the regions isn't seen as a huge issue, these people are to be protected first before anyone else in case of emergencies.

  • . Law of Biases .

Encated by Dera
- This law ensures that anyone born of nobility or lowborn statuses are treated equal without implicit or explicit bias. This law was interpreted to outlaw the practice of slavery. Mostly ignored when it comes to the miners of Vrokha as they work under servitude.

  • . Law of Obedience .

Encated by Binja
- Those who serve under the Monarch are required to uphold an oath of obedience, respect, duty, and mercy. This law ensures that knights are staying faithful and acting in accordance to their rank under the law.

  • . Law of Hospitality .

Encated by Qhilin
- Under the circumstances of inviting or being invited, the host/ess and / or guest must uphold a level of respect for each other. Harm may not come to those meeting under the pretense of neutrality.

  • . Law of Harvest .

Encated by Syhpin
- This law ensures that the people of Ekaryn must not take any more than what they need from the land. This allows everyone to have equal harvest and merchandise distributed.

  • . Law of Protection .

Encated by Enia
- Ensures that everyone in Ekaryn is under no harm at any given point; whether it be sexual or otherwise physically abusive in nature. This law also protects the sick, pregnant, and children from harm. Those undergoing the process of corruption are considered as the sick.

  • . Golden Law .

Encated by the Pantheon
- " Thou shalt love thy neighbor as thyself . Thou shalt not avenge, nor bear any grudge against the children of thy people. Do good to parents, kinfolk, orphans, the poor, the neighbor who is near of kin, the neighbor who is stranger, the companion by your side. "

trials //

  • . trials of the monarch .

Trials of this nature are usually present amongst nobility. These begin with a prayer conducted by a priest / priestess imploring the Pantheon to guide the people of the court towards justice and honesty. The accused and witnesses are sworn into oaths of honesty before they give their testimonies.

  • . trials of combat .

Knights accused of wrongdoings have the right to demand trial by combat. This right can also be extended to nobles who are not under the knighthood status.
The accusers and accused may have champions that fill their place during the combat. When a champion is killed during a combat trial it is not considered murder by the law.
In cases of royalty being accused, their champion must be chosen from the high guard. However, when they are the ones accusing, they may choose a champion not sworn to high guard, though this is unlikely.

- hierarchy -

social . hierarchy //

Ekaryn operates on a feudalistic society.The reigning monarch of Ekaryn holds power over the land. The monarchy will give land to nobility / vassals who will provide military service, and the people in their governing land will give the vassals homage, labor, and shares of produce / resource in exchange for protection.The kingdom of Ekaryn has a rigid hierarchal structure. Once born into a class there is little opportunity to get acknowledged as the other, no matter a person's achievements or heinous acts.A highborn cannot lose or gain their status, they must be born into it. The impoverished, exiled, and / or powerless highborns are still considered of their status. Highborns do not consider those who rose from the lowborn status as one of their own, despite them having land.The highborn status is desirable. People have high expectations in areas such as behavior, attire, speech and name. highborn are not likely to marry a lowborn and it is difficult to arrange the combination of different classes. Lowborns, or commonfolk, who manage to become part of the highborn society are still considered lowborn. Any children sired under a lowborn male will still be considered lowborn; there are no provisions for advancement in individuals from the lowborn status. While this is said, it is not entirely impossible to be granted a highborn status. Much like how a knight would earn their ranking, an individual must prove themselves a worthy highorn.

  • . monarch .

The highest rank in Ekaryn society is the monarch. Beneath them are various lords, knights, and commonfolk. The monarch is the figurehead of the kingdom. While they are on their throne, they claim ownership of the land, holds ultimate power of all matter ( political or otherwise ).The monarch has a tight grip on the kingdom of Ekaryn, they are still constrained by political realities. While it is not likely this position of power will be compromised or countermanded, the monarch can still be forced to forfeit if they were irresponsible with their duties to the people. As monarchs do not retire, the only way this is possible is through their death.A monarch is always addressed as " Your / Their Grace ".

  • . highborn / nobility .

Greater and lesser nobles fall beneath the monarch and above knights. Nobility is hereditary and expressed through vassalage. This connects an individual between various owners of strongholds or factions within the regions. Every overseer has vassals; and these vassles in turn many have vassals. However, the overseers are only vassals to the monarch.The number of noble houses fluctuates as time goes on. Some die out or new ones rise depending on circumstances. Minor noble houses have a higher turnover rate than the major ones.

- overseers - highest rank of nobility under the monarch. The overseers are the people who lead each region in the name of their monarch and operates it as a functioning state. It is the overseers' responsibility to to govern their land and keep the monarch's peace. They must enforce the law and justice on local matters and ensure that taxes due are collected in a timely manner.

- liege - those under the rank of lords and ladies are responsible for villages, towns, and other land within the regions. Much like the overseers, they hold a closer responsibility in keeping peace, enforcing law, and collecting tax.

- steward - a vassal to an overseer or a liege. They are responsible for running the day-to-day affairs of the castle on behalf of their noble. In case of absence from their noble, they may act in place.

  • . knighthood .

Knighthood is the lowest rank of nobility; some consider them as middles as many of them come from lowborn and highborn status. There are three ranks within knighthood that all have responsibility over certain domains, however only the high guard are given their own plot of land to administer. Knights have no authority over law or order in their land, rather they must carry out the wishes of their liege.

- high guard - highest ranking of the knights. Those who fall under this status are responsible for guarding the monarch or their overseer during travel, but their main priority lies with their duties to the regions. They implement the orders given to them directly by the monarch and the overseers. The high guard have their own ranking system of command; they are responsible for a fleet of paladins.

- paladin - those who serve as paladins take the responsibility of overseeing the security of their noble's castle. Many of them are put in charge of bodyguarding specific nobles. They lower ranking paladins are kept to guarding the streets of their regions.

- dark knights - knights of this rank do all the dirty work, dealing with the corrupted and exterminating those who are suspected of corruption. Their title dark knights came to be because of this reason, granted by the people. Many knights of this rank tend to find themselves in the clutches of corruption as well do to their arduous tasks.

  • . lowborn / commonfolk .

At the bottom of the hierarchy, commonfolk do not own any land nor do they have any titles. They work the land of their lieges. Their responsibility is to the king. The commonfolk may make appeals to their governing noble regarding violations, disputes / disagreements, or any other matter. While they are the lowest ranking, feet regards them with the right to fair and just treatment.Many of the lower merchants and craftsmen are among the commonfolk. While there is very little odds of rising above the commonfolk status, people may receive a higher ranking through their deeds to the monarch in various ways.

occupations //

The people of Ekaryn can be of any occupation. Some occupations are gated to certain statuses, but as a feet rises in the ranks they may have access to such occupations.All occupations are not listed, these are to name a few.

  • . highborn / nobility .

Those born in nobility may choose to be any occupation they desire. Being a scholar is the only occupation that is legally exclusive to them.

- scholars - This is not the same as pursuing a higher education. People of this status exclusively study the sciences. This occupation is carefully gatekept for slow progression in technological advancements as well as the discovery of new / foreign subjects. While many nobles dare not defy the rule of the monarch, some have taken it upon themselves to study forbidden subjects at the expense of getting caught.

  • . knighthood .

Anyone is able to become a knight. Highborns have easier access to the position of knighthood, but each year-cycle the lowborns can compete in the tourneamentus regis to land themselves a title in this occupation.

- squire - apprentices to feet. They act as attendants, training to become knight as well. They serve their knight by doing simple yet important tasks such as saddling a horse, caring for the weapons and armor, and other duties that seem fit.

  • . lowborn / commonfolk .

- merchants - sell the products made / harvested by the craftsmen / farmers. The echelons of this occupation vary from poor to rich depending on the status the individual was born into. However, lowborn merchants are capable of becoming richer through their craft.

- priesthood - this occupation calls for the servitude towards the Pantheon. They tend to the shrines and all affairs dealing with magick and celebrations.

- craftsmen - these are the people who make all the items in Ekaryn. Raning from jewelry, to weaponry, the craftsmen work with materials such as woods and metals along with crystals to craft usable merchandise. They sell this off to merhants at high or low prices depending on the demand.

- farmers - this occupation makes up the majority of rural Ekaryn. They provide food like grains, fruits, livestock. They also provide materials like wood, metal, and crystals.

- magick -

powers granted to those who roam the kingdom of Ekaryn by the Pantheon

  • . magick .

the ability to control different fragments of energy within the world at will while providing an outlet through a being's magickal reserve.

while regions have high affinity for a certain type of magick due to commonplace and influence, students who exhibit passion for one magick type over another are granted those abilities.

overview //

The children of Ekaryn are born with energies capable of harnessing and releasing magick. While these energies lie dormant for the first years of their life, until they mature to the age of ten ( 10 ), It can appear to the user at random times, even random sparks of different magick.The young minds can be melded into focusing their energies into one form over the other. Once they've reached the age of ten ( 10 ), the magick stills and appears as the type they feel an attraction towards. If the user is still conflicted with the magick they want to use, the magick manifests itself as the magick festering in user's subconscious.Magick is chaotic with a mind of its own and is shaped by the experiences and influences the user has throughout their life. Their magick reflects the type of person they are. Some grow to change, but their magick will stay the same.

  • . drawbacks . corruption .

The people of Ekaryn experience mild to severe drawbacks depending on their usage of magick. This may vary from headaches and nosebleeds to a more serious versions. Drawbacks such as these are said to happen when a person over exert their magick reserves. While the locals of Ekaryn are not susceptible to quick corruption, it is crucial to keep their magical reserves at a healthy level. A good way to measure it is with the severity of the person's drawbacks.Magickal reserves generally restore over time and rest. Those who have magickally taxing jobs are advised to get regular check-ups with a casting doctor for quick restoration sessions.

familiars //

Familiars; not quite animal, not quite human. These creatures look and act like animals and human alike. They are capable of acting as their own entity separate from their human, though they share the same feelings and thoughts in a telepathic connection unique to each pair.In similar fashion to magick, familiars are a manifestation of the user's character. The familiars of pre-pubescent children can shift their form almost instantaneously to become another creature, molding along with their magick. When the magick settles, familiars also set into their final forms.
- familiars take the shape of mammalian, avian, and reptilian creatures
- familiars are able to communicate with not only their human but also others

  • . magick transfer .

Human and familiar magick are in sync. Familiars are able to provide extra magickal energy for a brief moment, giving their user a power up. They are able to do this by transferring their magickal energy to their human when they phase. Familiars regenerate magickal energy faster than their human.
- familiars may phase into objects, such as weapons, to give them a boost

  • . seperation . lifespan .

Every human has a unique connection with their familiar. This connection is difficult to sever but may happen in circumstances such as; separation with distance or death.- In case of separation via distance - both parties will still feel the presence of their partner, however it will be a weak signal. The connection may grow weaker over time and / or as the distance grows larger. To prevent this, some familiars and their humans may choose to lie in a dormant state in which the familiar is resting within the human.- In case of separation via death - complete sever of their connection. If a human were to pass before their familiar, the latter will eventually regress into nothingness. Familiars cannot die if their humans are alive.- In case of corruption - The people of Ekaryn are susceptible to becoming corrupt, there is no exception for their familiars as well.

mediums . crystals //

Found in the Votville Peaks mountain range in Vrokha.Believed to have been used by the dragons from the past, the kingdom of Ekaryn has harvested them from the mountains to create tools and jewelry that can conduct help them magick.Crystals have the ability to conduct and store magick in compliance to a user's wishes. While extremely durable, crystals have a limited lifespan varied by usage.
- Lower grade crystals ( ranked poor and lesser ) are reserved for middle and lower class citizens
- Higher grade crystals ( ranked grand and prime ) are reserved for top buyers such as the royal family, military, and upper class citizens
- typical lifespan is ten (10) years for the general public
- users who rely on crystals expect the lifespan to be halved if not shortened by a few years. around five to eight (5-8) years

. more information on specific magick uses, visit the magick types below .

hidden . magick //

excerpt from story


  • . magick .

- rules / f a q -

gen . rules //

1. this group is pg 18+ for potential violence, dark / suggestive themes, and / or strong language
- while the group is 18+ there will be no mature / nsfw content of any nature allowed in public group spaces
2. please be kind and polite!! the general RP etiquette applies, those include
- respect everyone's boundaries. don't godmod or force other RP'ers into anything they aren't comfortable with, for any reason in general. sensitive topics should be avoided for that reason unless you have prior consent from an RP'er
- make efforts to include everyone! groups / cliques are inevitable, however it does not take great effort to be inclusive
- if you have issues / conflicts with a fellow RP'er, please message a member of the mod team and we can sort it out privately and anonymously --- there's no reason to have a public discourse that escalates
3. please make sure your characters are your own creations. do not copy someone else's designs, art, or writing
4. this group isn't strict by any means, but prior knowledge to turn based table-top rpgs is recommended! this group is loosely based off of dnd and if you're not sure of anything don't be afraid to ask a mod ( and don't be afraid to correct the mod team either! )
- we heavily encourage you draw your own artwork. this being said, commissions / art requests will not be counted towards exp or official event art. there are no expectations to this.
- members are allowed to do collaborations

activity . rules //

1. pace - casual / semi finite ( events and story plots are finite and canon )
2. focus - fantasy
3. activities and events are not mandatory, however your activity will be noted in the following ways
- group related art submissions
- discord chat activity
- RP / event art participation
4. activity checks will be held every 4 months
- any artwork shared in between will count towards exp which in turn you can exchange for trinkets and possessions in the shop
- members must submit art work to progress in the story line
- art work must be submitted to deviantART to count towards exp / shop ( this is to stave off confusion within the art share channels.
- link to exp / shop - deviantart | google sheets
5. we get it! life is messy! if you are unable to participate during a certain time, please contact a mod and we will grant a hiatus accordingly

faq //

- they are not! if your character wishes to wear one uniform over the other, that's fine!
- the limit is two ( 2 ) characters! you don't have to bring both in at once but we do advise it for continutity's sake!
- while rare, character deaths may occur in endgame scenarios. if you do not wish for this please do not join. we have safety measures put in place so near death scenarios are not fatal and you may purchase revival potions from the shop
- you will receive one ( 1 ) review and one (1 ) app check. reviews are here to make sure you have all the information we're looking for. you may also dm the mod team to make sure information is aligning!
- for now there is no real estimate. we don't wish to put a cap on member count, but we aim somewhere in the double digits!
- there is! discord preserver serves as an interest check and will be open to anyone who wants to pop in. after the joining period is over, we will not open the server to the public.
- yes! however, this will be judged more harshly. since the group deals with a campaign that calls for high and alert students, we ask characters with disabilities are able enough for battles.
- you can only earn at maximum 300 exp per month, beginning on the first and ending on the last day of the month. all art submitted for events does not contribute to this cap! we want our focus to be on event art, so if you submit 250 exp worth of non-event art (daily life, memes. etc) then you can still submit 50+ exp worth of event art on top of that!

- events -

t b a

- lysander -

Prince of Ekaryn, heir to the throne.

- gallien -

Prince of Ekaryn. Presumed deceased.

- the . pantheon -

those who look from above

seven ( 7 ) ethereal bodies rule from the skies and watch over the people of Ekaryn. these mysterious foreboders granted those who roam the lands with arcane and elemental powers for centuries.

The people of Ekaryn follow a polytheistic faith. The Pantheon consists of seven ( 7 ) deities. Staying faithful to these ethereal bodies, the people of Ekaryn constructed large statues and placed them all across the regions.Faith in the Pantheon has no textual doctrine. The spread is seen through song , dance , legend , and books . Through such media, the people of Ekaryn seek to cultivate a relationship of harmony between their land and the deities. The people believe a good relationship is needed to continue having prosperity within their communities as well as the magickal support the deities grant them during their life.While the whole of Ekaryn venerates the Pantheon, each deity statue has a home in the region that affiliates with them. The statues are guarded by large shrines used for offerings and rituals. The priests and priestesses oversee offerings and events within. While these shrines are available, the people of Ekaryn may also worship the deities in their home. Shrines solicit a wider audience for the Rite of Passage ritual when a child gains the true form of their magick.

worship . affinity //

Worship of all seven ( 7 ) deities who oversee Ekaryn is practiced in all reaches of the kingdom. While each region venerates the Pantheon as a whole, they each affiliate themselves with one deity.

  • . thateus .

. justice . law . order . retribution . judgement . the sun .

. the statue of Thateus ( casting ) resides in the capital of Etredor .

animals - eagles, geese, griffons
symbols - crown, throne, scales, the sun
- king of the gods
- patron to casters
- patron to monarchs, diplomats, and politicians

  • . nilo .

. beauty . desire . lust . euphoria . festivities . the fields .

. the statue of Nilo ( summoning ) resides in the capital of Vatia .

animals - kestrels, crows, horses, unicorns
symbols - chalice, pomegranate, candles, stars
- consort to Thateus
- patron to summoners
- patron to bards, prostitutes, gamblers, theatre

  • . dera .

. wisdom . strategy . sciences . writing . art . the moon .

. the statue of Dera ( psychic ) resides in the capital of Vrokha .

animals - owls, moths, foxes, snakes
symbols - scroll, eye, hands put together ( in prayer ), the moon
- patron to psychics
- patron to scholars, craftsmen, and artisans

  • . binja .

. war . bloodlust . conquest . wealth . revenge . the dessert .

. the statue of Binja ( pyre ) resides in the capital of Ramil .

animals - dogs, vultures, phoenix, lions, chimera
symbols - sickle, whip, chariot, fire
- patron to pyres
- patron to knights and warriors

  • . qhilin .

. honor . hospitality . forgiveness . fortune . peace . the winds .

. the statue of Qhilin ( zephyr ) resides in the capital of Anan .

animals - bulls, wolves, bears, songbirds, dragons
symbols - bells, flute, cloak, hand, wind
- patron to zephyrs
- patron to farmers and mediators

  • . syphin .

. fertility . agriculture . harvest . youth . freedom . the earth .

. the statue of Syphin ( terra ) resides in the capital of Pallav .

animals - rabbits, goats, deer, roosters, pegasus
symbols - flowers, leaves, lyre, water pot, cornucopia
- patron to terras
- patron to farmers, fishermen, and merchants

  • . enia .

. protection. family . marriage . childbirth . healing . the sea .

. the statue of Enia ( aqua ) resides in the capital of Indra .

animals - fish, sea-lions, cranes, swans
symbols - hearth, bridal torch, bident, water
- patron to aquas
- patron to healers, pregnant persons, and married couples

- staff -


prof // casting

prof // summoning

prof // psychic

prof // pyre

prof // zephyr

prof // terra

prof // aqua

- npcs // staff-

the princes

the staff

- character creation -

Whether your character is new to SMA or has been here for a while, they start to notice tensions are rising throughout the land.There have been sightings of lost souls roaming areas in alarming rates and in larger quantities. Rumors have spread like wildfire throughout your kingdom. Though these walls may be secure, you still have a sneaking suspicion with every creaky floor and blurry shadow.Your task is to accompany the Headmaster in the search of the lost prince

visual . application //

  • . references .

the visual portion of the app must be a colored full-body illustration of your character. commissions of characters are allowed. however, we heavily encourage you to do your own artwork!
- link to school uniforms
- link to the visual application template
- do not modify the visual templates meaning, do not take any part of it away by erasing

  • . dress code .

uniforms are enforced at all times while on campus. during holidays and vacations students are allowed to wear casual wear. this group is loosely based on fantasy, we don't have strict guidelines and you are allowed to take inspiration from elements you see fit
with that being said, characters must be in uniform on the app art

  • . dress code cont . ( extra flavor )

- any combination of hair color / eye color is allowed
- any hairstyle is allowed
- tattoos and piercings are allowed, however, keep in mind the setting of the story. modern tattoos probably won't fit, so that's a no-no! minimal face / neck tattoos are allowed within reason. there are no limitations to how many piercings your character can have.
- go wild on scars but within reason!
- with all that said, please keep your oc designs respectful and appropriate. our goal is not to offend or harass anyone. including our eyes!

written . application //

  • . content archive .

you are allowed to link your full written applications through google docs, pdfs,, and / or any other websites you wish to use as long as they are accessible for mods to review
- please keep basic information ( i.e name / age / DOB / gender + sex / height / weight /magic type ) in the deviantART description for easy access!

  • . character background .

students are allowed to come from a spectrum of extremely well off to humble backgrounds. SMA does not discriminate, however, your oc must be able to hold their own with their knowledge of their magic and combat related tactics

  • . written criteria .

written portion of the app must include but is not limited to
- NAME - you have full creative liberty here. names can be anything. however keep in mind the race you want to portray with your character!
- AGE - ages can range from 18 through 25
- DOB - month and date please! year is irrelevant here
- GENDER and / or SEX - we want to be respectful! state your character's cis and / or preferred sex and gender
- HEIGHT / WEIGHT - both in ft / in and cm / lbs and kg ( mod team is American, however that doesn't stop us from using other measurements! )
- REGION - where does your character hail from?
- MAGICK TYPE - give a clear indication of the magick type they use and the powers they posses within it.
// how does your character's magic work? are they close combat or are they long ranged?
// list at least two (2 ) abilities your character can do, in both magickal and physical. four ( 4 ) total.
// list their drawbacks. what limits them in battle?
- PERSONALITY - list at least three positives, neutrals, and negatives here. you may provide a TL;DR
- LIKES / DISLIKES - list at least five likes and dislikes
- HISTORY - touch on your character's background, upbringing, motivations! we recommend at least two full paragraphs ( 7-10 sentences each ). if your history section exceeds this limit, you may proved a TL;DR
- TRIVIA / EXTRAS - feel free to list any extra trivia and facts, mood boards, playlists, or more here - anything to make your character feel more real to us!

exp . system //

  • . gaining exp .

- exp is gained through main events and art work- all characters will start off at rank beginner and will be blessed, or level up, as they gain more exp- when a character is blessed, they will earn a stat point among other abilities- battles and encounters ( as well as other actions ) will use a system similar to dnd; turn-based combat and rolling for effectiveness- higher rank / stats will yield higher numbers in a roll

stats //

  • . character stats .

link to ability card template

stat points out of eighteen ( 18 ) points ( all stats must have a minimum of one ( 1 ) point )- DEX 0/5 - character movement, speed, and reaction time
- CONSTITUTION 0/5 - endurance + health
- INTELLIGENCE 0/5 - book smarts
- LUCK 0/5 - a derivative of wisdom, street smarts
- CHARM 0/5 - character's charisma and social skills
- STRENGTH 0/5 - physical strength for non magickal damage

modifiers //

  • . casting .

+ one ( 1 ) constitution and + two ( 2 ) strength

  • . summoning .

+ one ( 1 ) luck and + two ( 2 ) dexterity

  • . psychic .

- telekinesis + two ( 2 ) strength and + one ( 1 ) luck

- telepathy + three ( 3 ) luck

- hypnosis + one ( 1 ) charm and + two ( 2 ) luck

- clairvoyance + one ( 1 ) intelligence and + two ( 2 ) luck

  • . elemental .

+ one ( 1 ) constitution and + two ( 2 ) strength

above modifiers can only be used during the use of magick

  • . armor .

armor can be purchased from the shop and will have + one ( 1 ) to + two ( 2 ) on physical defense

combat //

  • . combat rules .

- Certain magick types have more advantage over another against certain enemies- All characters will have x number of magickal attacks ( turns, spells, etc )- Basic DnD rules apply. With each attack roll, modifiers will be added.

  • . action types .

actions you character may take while in combat- FREE ACTION - any form of actions that require minimal energy use or are considered casual movements
- SWIFT ACTION - turn-based forms of free actions that provoke opponents. For example, dodging or manifesting energy is considered a swift action
- IMMEDIATE ACTION - similar to swift actions, but can be used at any time. Activating runes, spells, or potions would be considered immediate actions
- ATTACK OF OPPORTUNITY - with this characters must distract opponents and / or cause a diversion in order to weaken their opponent’s defense. Mods will determine the proper amount of attacks acceptable
- FULL-ROUND ACTION - characters are able to release as much of their energy as they can to attack, heal, or defend. Since they require the most energy the limit of these types of actions is two to three ( 2-3 ) per character per chance encounter

sanity //

  • . action .


- etredor -

. Etredor Aesthetic .

overseen by Monarch Avington,
Queen Eridessa Avington and King Ansfrid Avington are deceased
Prince Gallien Avington is missing
Prince Lysander Avington has not been coronated

overview //

The forefront of Ekaryn. This region is the political hub of the kingdom. The royal castle is nestled at the peninsula. Following that example, many major cities have accumulated on the bottom half of the region. Powerful noble houses crowd the court of the castle in hopes of gaining the favor of the Prince. While getting the good graces from their ruler may seem like the ultimate goal, the current Prince is merely a puppet ruler. The absence of the late Queen and King has left the the kingdom desperate for a ruler, and those hungry enough for power has etched their way as advisors. While it may seem obvious in hindsight, the people of Ekaryn are not aware of the inner dealings and manipulation. Since youth, Prince Lysander has remained the feeble one out of the fraternal twin pair. His natural-born cowardice and immaturity have made him easily manipulated, especially with the tensions of finding his missing brother.Located in the middle of the kingdom allows news to be circulated quickly and efficiently. The court of the castle has a tight grip on the kingdom from here.

  • . geology .

- The northern portions house field workers and farmers who raise livestock and grow plants for harvest. Here the residents also breed powerful horses to sell to the nobles houses and the royal castle.
- The southern portions house expansive mansions that belong to the upper echelon of the noble houses and major cities. The streets in the districts for merchants and other forms of entertainments are crowded but easily navigable to newcomers.
- The great Lake Eden is where the Silent Myrtle Academy lays its foundation. The little island in the lake serves as training grounds for the noble and fervent students of the land.

  • . inspirations .

- Germany, Russia, middle Europe, High Fantasy

- vatia -

. Vatia Aesthetic .

overseen by Overseer Elisa Danyell

overview //

Duchess Danyell rules over the peaceful region of Vatia with a kind heart. The people who reside in Vatia are quick and cunning with a good sense of responsibility. Such attributes may not follow suit in all summoners that come from this region, but something they all have in common is their kind and festive nature.
Being the neighbor to Etredor, the residents follow the same formula. Majority of the richer Vatians accumulate on the coast line, but some have built expansive homes in the wide open fields.

  • . geology .

- The coasts are filled with bazars and shops that are run by both humble and wealthy merchants, selling knick-knacks crafted from the finest suppliers.
- The fields serve the same purpose as northern Etredor, farming, livestock, as well as raising horses.
- Fishermen travel from Indra and Anan to sell their catch here

  • . inspirations .

- England, France, Victorian Era, Cottage-core, Gothic, Fishermen, Farming, Merchants

- vrokha -

. Vrokha Aesthetic .

overseen by Overseer Erik Leifsson

overview //

Known as the slums of Ekaryn, the region is ruled by a sickly, bedridden duke. Many telekinetic psychics users born in this region are expected to follow in the footsteps of their parents or lineage; working in deep in the mines, farming for crystals.
The psychic magick is considered to be the most powerful as it can manipulate the mind and predict the future. Because of this, the region has been reduced to a small populous in hopes of controlling the people. The streets are filled with overworked individuals on the verge of corruption. High guards and healers are stationed around the city to take care of the people here.

  • . geology .

- The mountainous terrain makes it difficult to live in. There is only one major city in Vrokha, located at the bottom base of the mountain range.

  • . inspirations .

- Vikings, Mining, Slums

- ramil -

. Ramil Aesthetic .

overseen by Overseer Atreyu Valee

overview //

Peaceful dessert region with a passion for heat. Ramil is the nation of pyre. The people of Ramil use the sand and their magick to create glass of various sorts. Here they also forge weapons and other items that need to be casted with fire. The goods they manufacture are transported throughout Ekaryn through their trade routes.


  • . geology .

- Dessert with rock formations that sprinkled out from the mountain range.
- Oases scattered throughout the region

  • . inspirations .

- Middle East, some of Africa

- anan -

. Anan Aesthetic .

overseen by Overseer He Zan

overview //

The mountains of Anan are gorgeous by themselves, but what stands out most in this region are the building structures nestled within the cliffsides. Many of these structures serve as shrines for the patron gods in the Pantheon. While Anan is primarily a zephyr region, these diligent and hospitable people have deep-rooted spirituality. Here the people train to become priests / priestesses and perform the civil duties of their gods.


  • . geology .

- Mountainous terrains with temples and houses imbedded into the cliffsides
- Deep caverns

  • . inspirations .

- China, East Asia, Xianxia

- pallav -

. Pallav Aesthetic .

overseen by Overseer Nayar Dalavi

overview //

The trees in Pallav provide a plethora of materials for the kingdom to use in furniture, housing, and other building structures.


  • . geology .

- Deep, lush forests with beautiful clearings
- Delta formation at the end of the river that runs down from the mountains of Anan

  • . inspirations .

- Southeast Asia, Forest-core, Elven


- indra -

. Indra Aesthetic .

overseen by Duke Engerran

overview //



  • . geology .

- .

  • . inspirations .

- Vientnam, China, East Asia, Xianxia


- casting -

support . healing . dps

+ two ( 2 ) constitution | + one ( 1 ) strength

casting is among the most difficult magicks to master. casters exhibit a high level of comprehension. these studious persons are tasked with memorizing countless incantations. these spells and chants vary greatly from simple healing spells to powerful attacks.

casting magick is activated by the spoken dead language of the Panteheon. with time, the language has been adapted to shorter and convenient chants. this magick deals with destructive, neutral, and restorative energy.destructive energy - creates forces that are akin to bombs, damaging or destroying opponents with multiple attacks or one big attack.neutral energy - creates forces that provide shielding and light. neutral energy does not attack or heal, but provide a bit of extra aid.restorative energy - creates forces that boost depleted health and energy. healing in this way is a transfer of energy from one user to another. like donating blood, other magick types cannot transfer energies in this way.

. c r y s t a l s .
- crystals allow casting users to implement their magick in various ways
- fence -
- bombs -
- crystal ball -

overview //

1. casting magic relies on verbal and non-verbal incantations.
2. casters are able to read and write in the language of the Pantheon when they are granted their powers at age ten (10)
- intermediate - casters at this level can cast basic combat spells. they must stand away from direct field of action to cast spells (dmg dealt will be low)
- advanced - casters at this level can cast more powerful combat spells. depending on their abilities, they are able to fight on field (dmg dealt will be medium)
- expert - casters at this level can cast combat spells as well as fight within the field (dmg dealt will be high)

group . rules //

1. the spell level can range from two (2) to five (5)
- all intermediates start with level two (2) spells. this level deals 50 dmg
- all advanced start with level three (3) spells. this level deals 100 dmg
- all experts start with level four (4) and can advance to level five (5) spells. these levels deal 150 through 200 dmg
2. each rank has a limited amount of spell slots
- intermediates start with four (4) spell slots
- advanced start with six (6) spell slots
- expert start with eight (8) spell slots
- stats scale with each rank +2

blessed . with . cast

- summoning -

support . sub dps

+ one ( 1 ) luck | + two ( 2 ) dexterity

summoning magick deals with objects that are called through circles. summoners are able to draw ritualistic circles that call forth objects of their choice.

summoning magick, activated by the written dead language of the Panteheon, with time, the language has been adapted to shorter and convenient runes. this magick deals with transferring or teleporting items and objects through circles lined with runes. summoners must know the object they wish to call to them and where it is placed.summoners are able to teleport living beings, however this will take a greater physical toll on the summoner.summoning circles - a wormhole connecting objects to the circle. the runes outlining the circles act as call numbers for objects.

. c r y s t a l s .
- crystals allow casting users to implement their magick in various ways
- bridging -
- talismans + jewelry -
- crystal ball -

overview //

1. summoning relies on wielders to create magick circles and perform rituals to bring them a familiar or object to use during combat or day to day life
2. summoning depletes extra stamina, the larger the object the wielder summons the more weak they will become until they replenish stamina
- intermediate - summoners at this level can summon objects (weapons) and living beings (felines, canines, reptiles, avian)
- advanced - summoners at this level can summon objects (weapons), living beings (felines, canines, reptiles, avian), some weak and harmless spirits (this can only be done through performing rituals since they are are part of the physical plane of existence)
- expert - summoners at this level can summon objects (weapons), living beings (felines, canines, reptiles, avian), spirits and demons (this can only be done through performing rituals since they are are part of the physical plane of existence)
- the larger the summon, the more intricate the summoning circle / longer the ritual

group . rules //

1. the spell level can range from two (2) to five (5)
- all intermediates start with level two (2) summons. this levels allow them to summon one (1) object and one (1) familiar
- all advanced start with level three (3) summons. this levels allow them to summon two (2) object and one (1) familiar
- all experts start with level four (4) and can advance to level five (5) summons. these levels allow them to summon three (3) to four (4) object and one (1) familiar
2. each rank has a limited amount of summon slots
- intermediates start with four (4) summon slots
- advanced start with six (6) summon slots
- expert start with eight (8) summon slots
- summon slots are used when weapons are lost, broken, or ineffective against opponent
- ineffectiveness depends on how well you roll a d20 dice (random dice generator via the Tatsu bot on Discord)
- dmg scales depending on level and dice roll
- stats scale with each rank +2

blessed . with . summon

- psychic -

support . sub dps

telekinesis + two ( 2 ) strength | + one ( 1 ) luck
telepathy + three ( 3 ) luck
hypnosis + one ( 1 ) charm | + two ( 2 ) luck
clairvoyance + one ( 1 ) intelligence | + two ( 2 ) luck

psychic magick comes in the form of mental manipulation. powers vary from levitating objects to creating illusions on opponents. this is one the most dangerous types of magick since it is easy to overuse. magic wielders must have a strong mind and will to posses powers of this nature. this is to ensure they don't lose concentration or their magick will falter.

there are four (4) branches of psychic magick. a psychic user may not have more than one (1) branch.
- telekinesis - the ability to move objects with the mind; includes persons and opponents. the heavier the object, the more strain the user is put under to move it.
- telepathy - the ability to hear another's thoughts and / or communicate mentally. clarity of the messages heard are determined by the user's foucs at the given time.
- hypnosis - the ability to induce another's state of consciousness and create illusions. users will be able to conjure of a mirage of convince opponents to do certain biddings. how convincing the hypnosis effects are will be determined by dice rolls.
- clairvoyance - the ability to see past, present, future through symbols, images, or auras. readings will be up for interpretation. how well users interpret their readings will be determined by dice rolls . this area of psychic powers will be heavily capped as this can easily go into godmodding territory.

. c r y s t a l s .
crystals allow psychic users to implement their magick in various ways
- record player -
- trick ball -
- crystal ball -

overview //


group . rules //

1. psychics must have one area of psychic abilities
2. the strength of your abilities will increase based on participation as well as dice rolls
3. psychic abilities require more stamina. wielders must roll a dice each time they face an opponent
4.) similar to summoners and casters, wielders have limits on their skills
- limits on psychic abilities include mental blocks like migraines, low stamina, and deteriorating mental stability
- these affects will be determined by the wielder's dice rolls
- stats scale with each rank +2

blessed . with . psych

- elemental -

support . dps

+ one ( 1 ) constitution | + two ( 2 ) strength

as the name suggests, elementals are able to conjure, harness, and control the elements; pyre (fire), zephyr (air), terra (earth/rock/plants), aqua (water). users of this magick type namely possess one (1) type of element. since elements are a wide spectrum, users of this magick type's abilities are also a wide spectrum. a zephyr can control powerful winds or a pyre can light the way.

elementals use the

overview //

1. students who wield elemental powers have free reign on their abilities within their chosen element
2. students are allowed maximum 4 abilities / attacks sets

. c r y s t a l s .
- crystals allow elemental users to implement their magick with a greater

group . rules //


blessed . with . elements

- blessing -

overview //

1. not a playable magick type
2. blessing magick is used by the gods of the Pantheon
3. as students advance through ranks and levels, the Pantheon blesses them with abilities greater than what they once were

group . rules //

1. students are only able to get blessed when they have accumulated enough exp points via participation in the group ( read rules / faq)

- students -

the students of Silent Myrtle Academy

- student // casters -

t b a

- student // summoners -

t b a

- student // psychics -

t b a

- student // elementals -

t b a

- index -

it is not mandatory to read through every page, but please keep in mind that they will provide extra flavor for your understanding of this world

important pages //

  • story - provides background knowledge on the world up until now

  • magick - provides knowledge on magick types, familiars, and crystals

  • oc creation - provides information on stats, modifiers, game mechanics, sanity mechanics on top of character information and resources

  • rules / faq - provides information on group rules and general questions

world building //

magick //

characters //

group rules . misc //

Ipsum amet et faucibus. Pellentesque et venenatis dolor imperdiet magna feugiat lorem dolor mattis lorem sagittis.

the overseers