* OSARON

.  ARNES  .  Arnes is the bustling center of Osaron, home to the Royal Family Myraed and their court. As a coastal city, the massive Bay of Athos stretches out into the ocean, whilst keeping a narrow passage into the large bays to prevent incoming attacks and dangers from entering the city. Built from where the legend of the Deck of Destiny originates, much of the original city structure is long gone, replaced by towers and bustling city streets. The main architecture of Arnes is pale materials, many spires and tall towers clad with bluestone exteriors that reflect the crystal sheen of the water surrounding. Much of the city is grand, delicate buildings, however as one ventures closer to the north, the buildings become much closer together due to the limited space available, and the towers become shorter. That doesn’t leave people gawking at the sheer beauty of the skyline from every angle, as much of Arnes was constructed and preserved to remember the history of the great city.All political decisions concerning Osaron in general come from Arnes, however in the surrounding regions, there are nobles who act on behalf of the royal family to maintain order. Most contestants in the Sonar Rast come from these regions, as many believe those in Arnes have an unfair advantage. Usually, around 10 of the contestants are from Arnes, and the rest come from outside of the city. These other regions are listed below, from closest to furthest from Arnes, with their general geography classification. Within these regions are several villages and communities:
On the same side of the Bay:
Ekarae ( landlocked. Densely populated. Tropical )
Anrasil ( several rivers, temperate, coastal )
Oborh ( alpine, the start of the river that flows into the Bay of Athos. Coldest part of the continent )
On the opposite side of the Bay:
Sineas ( coastal, tropical )
Wehena ( valleys and flat land, temperate. Land locked )
Hekjun ( arid, desert land. Landlocked. Hottest part of the continent )
Arnes is also the main trade city, as it is a peninsula, and every side except the north-east corner (bordering with Ekarae) is surrounded by water. The Northern Banks house expansive docks for trade, as well as various markets that occur yearlong..  THE ROYAL FAMILY  .  Royal Crest: A golden sun
Motto: Sonar ir Essen. Essen ir Sonar. light in harmony, harmony in light
The Glass Palace: Solarium is the home of the Royal Family, a magnificent palace constructed purely from the finest crystals and materials the continent can offer. Residing on the shoreline, the Glass Palace has large glass domed ceilings to have the best views of the stars and sun
The Deck of Destiny: The Deck has been in the possession of the royal family since the beginning of Arnes’ history, and is contained in a locked box hidden. Its location is a secret passed down from ruler to ruler, and shared amongst the royal family. It is known amongst their court that the family has possession over the deck, and whenever they need the assistance from the Deck, the Royal Sorcerer, the Maresh, summons the necessary Fate. The catch is, only an individual with soul magic can release the deck, and the longer a Fate is out, the stronger they become. This also applies to more than one Fate being released, so no more than 2 ever are to prevent a loss of control. Whilst the Fates can be summoned from the deck and sealed back inside, they can’t be controlled ( there is no ‘I summon you therefore I control you’ energy, only blackmail and threats really work ). If you summon a fate that is very aggressive, you’re not in a good place, and you need to ensure that they will actually co-operate. The Maresh is expected to have such an extensive knowledge of the deck, they know exactly how to control the Fate when they come out, or not to summon them at all. The Maresh is chosen through extensive trials after the previous one resigns from their post, and only the most powerful soul magician is given the job.
The Noble Houses: There are many noble houses in Osaron, however many choose to live in Arnes as it is seen as more prestigious to live near the royal family. However, some that are less wealthy or less aligned with the House Myraed choose to live in further away regions. Much like nobility across various regions and continents, there is an expectation to improve wealth and standing, however traditions between houses may vary enormously. To be a member of the nobility is to either have been in one of the old bloodlines of Arnes that held high titles in the war effort and survived the battle, or to have been selected as a member of the Royal Court over time. As such, there was a large number of noble families, the most wealthy being of old blood lines and current members of the court, with less wealthy being from families who used to be court members.

.  THE MAGIC SYSTEM  .  The magic system of Osaron is dictated by the body, the soul, and the mind. These three aspects are not controlled to a powerful degree, and it is very rare that one has very strong abilities, in fact, only soul magicians ever have ‘strong powers.’
BODY: as the title suggests, those who’s magic abilities are classed under body can manipulate the tangible, such as the elements, the physical state of others, and anything else they can touch. This magic is very physical. To control water isn’t to cause tsunamis, but to be able to pull a cup full of water and manipulate that as one sees fit, and healing magic doesn’t bring individuals back from near death, but can sew up grazes and help fix broken bones. Those with this manipulation don’t often do much with it, as they aren’t highly practical in the world, and don’t lead to much benefit, but if it is trained and harnessed, it can be somewhat useful. Some use it to become blacksmiths if they can control fire, some become seamstresses if their powers allow them to sew without much effort, but they only control one thing.
MIND: mind magicians are the next ‘useful’ kind of magic user, and reply on the magic that exists in others to use their powers. Able to toy with the human mind to different degrees, there is a great stigma around mind magicians as untrustworthy. Their powers can come from being able to read emotions and minds, to borrowing memories for limited time. Many believe that mind magicians are all blessed by the Marquess Memory, as it doesn’t follow a pattern and is spontaneous. It isn’t uncommon for mind magicians to be overwhelmed by the world around them, and they are already quite uncommon as it is. Many mind magicians become sages for the Sonar Rast, as it is the one time every eclipse that they are celebrated for their powers.
SOUL: those who have control of the soul have the greatest degree of magic, with the widest applications. Soul magicians have remnants of magic inside of themselves, rather than able to use the magic around them like both body and mind magicians. Depending on what comes naturally to them, it branches from being able to cast spells. Soul magicians tend to be classed as sorcerers, those who use spells. This type of magic cannot be taught, and is hereditary. You will not be a soul magician unless one parent is, and it doesn’t ‘skip’ generations, either. Esmerelda Arnes was one of the greatest soul magicians to ever live, and every few years there will be a great magician, but no one has quite come close to her degree of magic. There is a legend that soul magicians used to be more powerful prior to the Fates’ capture, and there is a myth that necromancers used to exist, but this has long been extinct after the last necromancer bloodline died.

* DECK OF THE DAMNED

.  THE TRUTH   .  The Deck of the Damned was created in what used to be known as Sors City, but is now known as Arnes. Sors City was the center of Osaron, highly regarded for its magic and prosperity, the most dense city of magic users flocking to the enchanted Library of Sorea, the only location in the continent containing books on every known type of magic. The world was no different to how it operates currently, with the Royal Family Soren in charge from their home, except magic was stronger and more frequently seen. There was no such thing as 'The Fates' until one year's Sonar Festival, the celebration of the eclipse and the strengthened magic it provided every 20 years. Many people made a spectacle of the event, but that year, a soul magician, then classified as a 'witch' for her strength in spells, decided to try and increase her own power. Unsure of the risks associated, she deemed it reasonable to cast the spell on a group of people to make sure it didn't hurt her in the process during the eclipse. This magic attached itself to 36 individuals gathered in one square to celebrate the event, and all were granted extraordinary powers that exceeded the capabilities of even the strongest magicians, but also granted them with eternal youth and immortality, nothing able to kill these individuals, which is what Esmerelda was planning on to enhance her own magic once more. Unfortunately for most, their newfound powers were attached with curses, dark stains on their newfound abilities. The witch didn't just create unlucky immortals, she created gods with dark curses and worshiped powers. Many were scared of these individuals, their former family and friends now something other, and there was no reclaiming their humanity in the eyes of those around them, everyone was either terrified of the Fates, or believed them to be new gods, blessed by the eclipse itself.Unfortunately for Esmerelda, she had to now wait an additional 20 years before she could even consider recasting the spell, and in those twenty years the powerful individuals were learning to use their gifts, strengthened by time and their new understanding, and it soon became clear that the existence of these individuals was a threat to her attempt at being the strongest magic user in Osaron. Unable to destroy the 36 but also unable to replicate the spell, she spent those 20 years infusing her magic into a deck of cards, intended so that she could harness these immortals and control them by trapping them into eternal prisons. Her magic too weak to fully seal them away, she burned the Library of Sorea, releasing and controlling the magic contained within, and used this mass power to conceal them within the Deck of the Damned, the magic portraying them all with titles and a tarot like depiction, but at the cost of her own magic. It soon spread that Esmerelda had trapped the newfound gods, and soon her blessed deck was replicated by those who traveled to Sors City for the eclipse, believing that if they mimicked the appearance of the cards, they too could have a piece of the gods' power.Very quickly, the truth of who these people were, and what Esmerelda Arnes did to create them, was lost to history, as war broke out in Sors City and across Osaron for control over the most powerful individuals known to humanity, especially after the destruction of the Library of Sorea. Magic users were slaughtered in fierce combat, their numbers and power dwindling by the day, before the ancestor of the current royal family, Aimar Myraed, claimed the deck for himself, and took over the throne of Osaron, establishing his family as the royal house of the continent, and new regions were formed from the rubble of the battle. This war heavily depleted the population, and the newly instated king threatened anyone who told the truth of the the burning of the Library of Sorea and what was dubbed as the 'Old Empire' would be killed. In order to keep the peace with those knowledgeable, Myraed established the Sonar Rast, where one winner of exemplary intelligence would learn what the royals did about the Deck of the Damned. However, as those who remained during the lives of the Fates died out, so did the history and truth of the war, the only remnant of that time being the name Esmerelda Arnes, and the Deck she lost her magic to create, and the Sonar Rast became more trivial than it's initial peacekeeping origins.

.  THE MYTH   .  The myth of the deck is that Esmerelda Arnes was the discoverer of the Fates, that she stumbled across them after they had already gifted society with magic, knowledge, and insight. However, their danger and power was too great, and in order to preserve society but keep the magic of these great Fates, she restrained their magic to a deck of 36 cards in order for the world to prosper once again, so Arnes was named after her. The cards were reproduced, believed to contain the magic of the Fates through their depiction, and that even whilst trapped in the Deck of the Damned, they still governed society, and dictated what occurred in the real world. These stories of the gods not only retell the past, but are said to contain enough magic within them to predict an individual's future..  ADMIN NOTE   .  below is listed all 36 fates, their powers, their corresponding myth ( with the exception of certain fates ) and associated symbols, and what their card represents. these legends are not representative of the truth, they are not reflective of an individual's title/life/personality, but they should have an inkling of truth to them. (ie. whilst the shattered queen is not actually a royal, beauty would still be important to her.) please do not deviate from the curses either, as they are an important impact (even if not all characters have them). for further elaboration on each fate, please contact me (.intertwines)

THE SHATTERED QUEEN
identity. holding a broken mirror
upwards ⭑ beauty, self knowledge
reversed ⭑ loss of identity, vanity, no self understanding.
legend: the shattered queen was one of the most beautiful women in the continent, however soon realized that those around her sought to steal her reputation, and her vanity lead her to enchant a mirror to spy on those who wished to steal her beauty and become their ruination. however, her mirror soon fracture, and with too much of her soul inside, it was shattered itself, and she can no longer perceive herself in a reflection
powers: the ability to travel through mirrors and ‘see’ people in her mirror, however can never see her own reflection again.
── ⋅ ∙ ∘ ✷ ∘ ⋅ ⋅ ──THE MAIDEN DEATH
perfection. holding a scythe
upwards ⭑ perfection, seamless execution, retribution
reversed ⭑ confusion, death, burdened pressures
legend: the maiden death is the youngest child of death, and was expected to take his place when he chose to retire. However, after seeing her two siblings cursed, she chose to take matters into her own hands, and killed death himself to right his wrongs and fulfills his job alongside with her brother, however is forced to eternally have the whispers of death in her mind for betraying her own blood.
powers: the ability to instantaneously kill those who have committed wrongs in their lives, but is cursed to hear the voices of the dead she kills.
── ⋅ ∙ ∘ ✷ ∘ ⋅ ⋅ ──MADAME JUSTICE
truth. holding a shattered scale
upwards ⭑ prevailing truth, justice, integrity
reversed ⭑ dishonesty, extreme punishment
legend: madame justice was the conveyor of truth, until a sorcerer attempted to persuade her to lie, and spelled her to distort the truth. Instead of succeeding, the feeble magic only shattered her mind, and now she deals in extreme justice - only good or evil, and punishes accordingly.
powers: truth compulsion & divine judgment ( the ability to see whether someone is considered ‘good’ or ‘evil’ ).
── ⋅ ∙ ∘ ✷ ∘ ⋅ ⋅ ──THE LADY PRISONER
naivety. trapped in a cage
upwards ⭑ innocence, purity, young love
reversed ⭑ naivety, foolish trust
legend: the lady, a powerful sorcerer, was enamored by a renowned thief, who stole her heart, as well as a famed book from the library. Desperate to protect him and his reputation, she admitted to the crime, and in doing so was confined to an enchanted cage that only those who believed her innocence could open, and her love left her stranded. .
powers: the ability to see one’s true intentions, a blessing after being unable to see the intentions of her supposed love, and emits an aura of innocence.
── ⋅ ∙ ∘ ✷ ∘ ⋅ ⋅ ──THE VEILED DAME
naivety. trapped in a cage
upwards ⭑ privacy, confidentiality
reversed ⭑ deception, manipulation
legend: the veiled dame is said to have been born with one of the most recognizable faces in the land, and in an attempt to conceal her facade, started weaving illusions around a veil. However, her defining traits were so strong not even her illusions could hide it, and so she chose to live forever with the safety of a veil to continue her deception.
powers: illusion manipulation as long as she wears her veil. if anyone sees her true face, they are immune to her illusions.
── ⋅ ∙ ∘ ✷ ∘ ⋅ ⋅ ──THE SIREN
addiction. a woman with a fishtail
upwards ⭑ allure, attraction
reversed ⭑ addiction, toxic desire
legend: the siren is said to have once been a young dame enchanted by the oceans and the thrill of a life on the seas. After seeking too far, that addiction to adrenaline causing her to fall into the ocean, legs tangled until they weaved together, and she was doomed to pull others to the same tempting fate.
powers: the ability to shift between a human form and a siren physiology.
── ⋅ ∙ ∘ ✷ ∘ ⋅ ⋅ ──THE UNWED BRIDE
ill-fated marriage. holding a wilted bouquet
upwards ⭑ risk in a relationship, suggested caution, striking a dangerous deal
reversed ⭑ marriage doomed to fail, unhappiness in love, wilting attraction
legend: the unwed bride was raised for marriage, told that she would make a fine wife to a noble of high standing. however, on the day of her wedding, her groom was struck down by a horrible illness and died, and this tragedy repeated for years on end, until the bride was deemed cursed, and exiled. bargaining with death, she bartered her own happiness in love for the ability to remove others of their romantic joys.
powers: the ability to bestow cursed vows onto any romantic couple, that will doom the couple in various ways depending on what she speaks. however, is doomed to only be in ill-fated relationships.
── ⋅ ∙ ∘ ✷ ∘ ⋅ ⋅ ──THE SHACKLED DAUGHTER
penance. locked into chains
upwards ⭑ weight of mistakes, breaking free of self imposed limitations
reversed ⭑ grave mistakes, burdened by the past
legend: the daughter was born to one of the brightest individuals of the continent, her father dedicating his life to helping others. however, in his noble deeds, he forgot about his daughter, and in an act of revenge, she struck him down in anger. enraged, life deemed prison too light a sentence, and cursed the daughter to live an eternal life in chains, to walk and live in the grave mistake she made.
powers: the ability to manifest and control chains of metaphysical origin, however is bound by layered chains (dainty ones like neck and shoulder chains, nothing big and clunky).
── ⋅ ∙ ∘ ✷ ∘ ⋅ ⋅ ──THE KING OF HEARTS
obsession. holding a human heart
upwards ⭑ passion, desire, loyalty
reversed ⭑ unchecked obsession, thirst for power and adoration, unhealthy fixation
legend: the secondborn prince who was thrust into the regent title, there was a lack of loyalty to the king, who grew obsessed with the public's view and the pursuit of power over his people. he started indulging in darker spells by carving hearts from his loyal and instilling it in others, however this unchecked thirst led to the magic backfiring, leaving him to forever watch his people's disdain, and having to forcefully instill loyalty in their hearts, as he lost all chance for genuine allegiance.
powers: the ability to induce an obsession over him in others and forcing undying loyalty
── ⋅ ∙ ∘ ✷ ∘ ⋅ ⋅ ──THE MUSE
artistic creativity. holding a paintbrush
upwards ⭑ artistic passion, creative instinct
reversed ⭑ inability to achieve perfection, creative blockage
legend: the muse was a struggling artist, their murals always falling short of their aim for realism. life saw how much passion they held for their craft, and chose to give the muse the gift of bringing their art to life, and to preserve those images they hoped to keep.
powers: the ability to bring the characters in their art to life, however can also trap living people in art as well
── ⋅ ∙ ∘ ✷ ∘ ⋅ ⋅ ──THE CURSED POET
poetic creativity. holding a quill
upwards ⭑ channeled inspiration, holding great influence
reversed ⭑ abuse of influence, constant anxiety
legend: the poet was once one of life's favorites, much like the muse and bard. blessed to be able to influence poetry and prose into the minds of others, life enjoyed watching as people were able to enjoy poems in their mind. however, the poet began abusing this strength, and so life had no choice but to curse him to forever be burdened with the fears of others, as punishment for exploiting their minds.
powers: can influence the thoughts of others through prose and implant thoughts in their head, but as a consequence of their writing is haunted by the fears and anxieties of those who they meddle with as long as the implanted thoughts exist.
── ⋅ ∙ ∘ ✷ ∘ ⋅ ⋅ ──THE RAVEN
fear. depiction of a raven
upwards ⭑ courage in hard times, enduring bravery
reversed ⭑ great paranoia, fear of the future
legend: none. if you would like to have a legend, please contact me.
powers: the ability to both transform into a raven, but also to manipulate the fears of others.
── ⋅ ∙ ∘ ✷ ∘ ⋅ ⋅ ──THE SUN
positivity.
upwards ⭑ positivity, success, and vitality
reversed ⭑ temporary setbacks or delays in achieving goals
legend: none. if you would like to have a legend, please contact me.
powers: the ability to manipulate light.
── ⋅ ∙ ∘ ✷ ∘ ⋅ ⋅ ──THE MOON
negativity
upwards ⭑ intuition, the subconscious mind, and the mysteries that lie beyond ordinary perception
reversed ⭑ confusion, illusion, or a struggle to trust one's instincts.
legend: The moon was born in a community where everyone lived with radiance and brightness, leaving them to live off of whatever slithers of light they could grab. One night, they couldn’t continue, and tried to poison themselves. Instead, the concoction left them able to manipulate those shadows they lived in. Under the illusion that more of the toxin would be beneficial, they drank even more against their own instinct, however the potent liquid soon caused them to float up to the skies, and they were forced to reside in the moon, forever stuck in the shadows they so desperately tried to escape..
powers: the ability to manipulate darkness.
── ⋅ ∙ ∘ ✷ ∘ ⋅ ⋅ ──THE STAR
creation.
upwards ⭑ hope, formation, spiritual awareness
reversed ⭑ doubt, disillusionment, a loss of hope
legend: none. if you would like to have a legend, please contact me.
powers: the ability to create objects with manifested 'stardust', and glows whenever the powers are used.
── ⋅ ∙ ∘ ✷ ∘ ⋅ ⋅ ──THE ECLIPSE
destruction.
upwards ⭑ great power, magic, celebration
reversed ⭑ ruination, an end of times
legend: The eclipse was a prodigy of magic, a great sorcerer who first discovered the magic of the eclipse. Their findings were revolutionary, however slowly their need to keep seeking power led to their arms fracturing, the sheer magic they basked under slowly destroying them. In an attempt to save themselves and those around them, they sacrificed themself to the eclipse, ending their mortal life, but leading for celebration to the integrity of the eclipse. .
powers: the ability to destroy objects with a dark eclipse light, and has jagged tattoo marks that glow when the powers are used.
── ⋅ ∙ ∘ ✷ ∘ ⋅ ⋅ ──SENESCHAL SPITE
jealousy. holding twin daggers
upwards ⭑ personal contentment, resolving interpersonal conflict
reversed ⭑ envy, jealousy, wicked desire
legend: the seneschal was in charge of the royal household, the leader of the servants, but living what was ultimately a dull life, wishing to have what those around them did. hearing of the master of magic's duel with death, they wanted that same success, and chose to challenge life instead. life pitied someone so unhappy with themselves that they could now change parts of themself and trade with others, hopeful that the seneschal would learn to appreciate what they had, but the gift was twisted to fuel their envy and desire to surpass everyone around them.
powers: the ability to 'trade' certain aspects with mortals, such as appearances, skills, and mannerisms. if they take something, they must give something up in return.
── ⋅ ∙ ∘ ✷ ∘ ⋅ ⋅ ──THE PRIESTESS
knowledge. holding twin daggers
upwards ⭑ pursuit of knowledge, academic success
reversed ⭑ burden of knowledge
legend: the priestess was the guardian of the library of sorea, and her job was to protect the magic within. one day, she learned she could not truly be a true protector if she did not understand the text, so she enchanted herself with such an expert knowledge, she could never forget anything again. however, as she realised she had a perfect memory, she noticed everyone around her grew louder, and that she could hear their thoughts, and had to live forever burdened by knowing things she wished to forget.
powers: the ability to remember everything, and to read minds, but can't ever forget a single detail.
── ⋅ ∙ ∘ ✷ ∘ ⋅ ⋅ ──THE POISONER
false promises. holding a vile
upwards ⭑ exposed deception, period of clarity, integrity in words
reversed ⭑ false promises, deceit, toxic influence
legend: the poisoner was once the most prestigious herbalist, renowned across the continent for their apothecary and natural gift of alchemy that seemed to have a solution to every problem. as the world slowly shifted, and new ailments and issues arose, the herbalist couldn't keep up, and started lying about the contents of their potions. soon, although once idolized, the herbalist became known as a poisoner, for leaving a trail of ruination and agony in their wake.
powers: the ability to give their potions any effect they choose, however is compelled to lie about the true nature of the mixture.
── ⋅ ∙ ∘ ✷ ∘ ⋅ ⋅ ──

MASTER LUCK
fortune. holding a wheel
upwards ⭑ luck, good fortune
reversed ⭑ gambled risk
legend: master luck was once a skilled sorcerer, who believed that he was skilled enough to challenge death himself in a duel of magic and wit. By sheer luck, the master defeated death fairly, and as a reward, death bestowed on him the power of luck, something the entity believed was possessed in the sorcerer naturally, and with no consequence due to the fair nature of their duel.
powers: the ability to manipulate luck
── ⋅ ∙ ∘ ✷ ∘ ⋅ ⋅ ──THE UNDEAD PRINCE
death. holding a skull and crown
upwards ⭑ second chances, preempted danger
reversed ⭑ death, tragedy, great loss
legend: the undead prince is the eldest son of death, and in doing watched several innocent people die tragic deaths. To give them another chance, he chose to bring them back from the dead, however in doing so, his own father cursed him to be unable to touch another human again without killing them, and it would be irreversible to do so
powers: the ability to kill individuals with a touch, however can revive the dead who have been killed wrongfully.
── ⋅ ∙ ∘ ✷ ∘ ⋅ ⋅ ──THE MURDERED SON
dangerous luck. covered in blood
upwards ⭑ luck with a cost, double sided promises
reversed ⭑ ill fortune, parental betrayal
legend: the murdered son is the middle child of death, however was not blessed with the same future as both of his siblings were, and as such was a tool for death himself to practice reaping, but also to further his own protections, and cursed his son to give those around him bad luck should he try to end his life, however death would be luckier for killing his own child.
powers: the ability to bestow good luck on those who fatally wound him, however can bestow bad luck should he inflict the pain himself.
── ⋅ ∙ ∘ ✷ ∘ ⋅ ⋅ ──THE SIRE ROSE
lust. holding a rose
upwards ⭑ lust, physical love
reversed ⭑ superficial attraction, mistaken marriage
legend: It is said Sire Rose was once a normal rose in a garden, whom a witch pulled to create an ideal husband. However, the potent emotions distorted the spell, and instead of a docile partner, created a man objectified by desire, tangling her heart in vines and thorns, and his irresistible desire drove her to a point of madness and death.
powers: the ability to be irresistible to humans within his presence, creating a consuming desire that clouds judgment, instigates infatuation and a need to be around him. the longer they spend with him, vine like tattoos form on their body.
── ⋅ ∙ ∘ ✷ ∘ ⋅ ⋅ ──THE GILDED SQUIRE
ambition. holding a sword
upwards ⭑ realized ambition, strong instincts, belief in a mentor
reversed ⭑ power obsession, pretentiousness, aggression
legend: A young squire of humble beginnings, he followed his knight, the scarred knight, to learn and gain knighthood himself. However, along the journey, stumbled across a sword that promised him glory, and he soon became the most decorated knight of the continent, his ambitions rewarded, however soon lost his way deluded by the promise of power
powers: weapons conjugation, and enhanced fighting ability, however also promising future ambitions to whoever is knighted by his sword
── ⋅ ∙ ∘ ✷ ∘ ⋅ ⋅ ──THE MASKED GROOM
unrequited love. wearing a mask of tears
upwards ⭑ breaking barriers, rekindled love, emotional release
reversed ⭑ unrequited love, illusions in love, hidden feelings
legend: The masked groom was in an arranged marriage, never seeing his bride until they were at the wedding. He fell in love with his wife, however she continued to resent him, and he was never on the receiving end of the love he felt so passionately, so he concealed his face until someone loved him back.
powers: the masked groom cries potent tears able to remove all love from someone’s heart if it touches their skin. However, his kiss reverses the effect.
── ⋅ ∙ ∘ ✷ ∘ ⋅ ⋅ ──THE VISCOUNT OF VICISSITUDE
tragedy. holding a finished hour glass
upwards ⭑ personal growth, acceptance of misfortune, enduring strength
reversed ⭑ prolonged suffering, imminent tragedy
legend: Living a life stricken with tragedy and poverty, every moment of his life was shrouded in misfortune and suffering, to the point he wished his life would conclude. In his moment of misery, Life saw the enduring suffering of humanity, and blessed him with an immortality and the future control of the world around, an heir to the title of life.
powers: tragedy inducement.
── ⋅ ∙ ∘ ✷ ∘ ⋅ ⋅ ──THE COUNT OF COMEDY
comedy. holding a beginning hour glass
upwards ⭑ lightheartedness, joy, the spirit of merriment
reversed ⭑ excessive frivolity, inappropriate humor, emotional avoidance
legend: Born into wealth and contentment, there was no moment of the Count’s life where he was miserable, and was praised for the ability to bring smiles to anyone’s face. In a moment of pure glee, the Count thanked life, a humility forgotten against his rank, and was rewarded with immortality and an inhuman ability to bestow his same enjoyment onto others, an heir to the title of life.
powers: comedy inducement.
── ⋅ ∙ ∘ ✷ ∘ ⋅ ⋅ ──MARQUESS MEMORY
memory. surrounded by rats
upwards ⭑ remembrance, introspection, treasured memory
reversed ⭑ desperation, detrimental nostalgia, forgotten events
legend: the marquess memory is said to be the beginning of all mind magicians, after learning to protect his life by removing individuals of their memories of his wrongdoings to preserve his own reputation, leaving no trace but the presence of a rat, an animal known for its memory, until slowly it became too much to handle, and he chose to gift his powers to a new breed of magicians.
powers: memory manipulation.
── ⋅ ∙ ∘ ✷ ∘ ⋅ ⋅ ──THE TWIN FLAMES
love. two lovers engulfed in flame
upwards ⭑ deep profound love, shared passion, unity
reversed ⭑ disharmony, shattered love, separation
legend: The twin flames were lovers unable to be together, destined to spend forever apart, and never to truly love each other in the world. When given an ultimatum - to die together or live apart, both chose to throw themselves into a fire, and their passion burned that much hotter, the fires didn’t burn their skin, and instead blessed them with an eternal love for one another.
powers: both have the ability to set things alight so long as they love each other, as well as being able to induce their same unwavering love in others.
── ⋅ ∙ ∘ ✷ ∘ ⋅ ⋅ ──THE BLIND BARD
musical creativity. blindfolded, holding a lute
upwards ⭑ musical connection, creative instinct, artistic expression
reversed ⭑ creative blockage, inability to perceive reality
legend: The Blind Bard was a traveling musician unable to see, however became so gifted in the musical art, learned to manipulate the sounds around him. Realizing the bard couldn’t see, Life took pity on them and gifted them with the ability to see their music in radiant color.
powers: the ability to see sounds as vibrant colors and see everything by echolocation, but is unable to see.
── ⋅ ∙ ∘ ✷ ∘ ⋅ ⋅ ──THE SCARRED KNIGHT
regret. a scarred helmet
upwards ⭑ reflection, taking responsibility for past actions
reversed ⭑ regret, paranoia, betrayal
legend: The Knight was the most celebrated across all of the continent, celebrated for their integrity and ability to make rational judgment. However, in a moment of weakness, paranoia struck the Knight down, and they listened to the rumors of the corruption within the royal family, and chose to betray the crown. After the plan failed, the knight was heavily scarred as punishment, forced to endure a physical reminder and left to forever regret their choices.
powers: the ability to induce deep regret in humans, and leaving a scar on their body as a reminder of their guilt.
── ⋅ ∙ ∘ ✷ ∘ ⋅ ⋅ ──JESTER MAD
insanity. holding a puppet
upwards ⭑ unparalleled contentment, humor and enjoyment
reversed ⭑ happiness doomed not to last, madness
legend: The Jester struggled for years with their craft, and tried to perform before Life to retain a semblance of a reputation. Pitying the failing joker, Life gifted them a puppet to laugh at their jokes whenever the jester willed it, strings attached. After too much attention to this puppet, the Jester went mad, and using the power trapped inside that gift from life, learned to control people to laugh at their jokes.
powers: the ability to animate objects and to control people who they tie a string onto like puppets so long as the string is around their wrist.
── ⋅ ∙ ∘ ✷ ∘ ⋅ ⋅ ──THE BLOODIED HEALER
self sacrifice. surrounded by snakes
upwards ⭑ empathy, great kindness
reversed ⭑ self ruin, self sacrifice
legend: The healer was known as the most skilled physician in the continent, their healing capabilities unheard of in others. However, like any magician, struggled to come to terms with the fact they could not heal everything, and still had limits. When a sick child came, bitten by ravenous snakes, the healer begged life to spare the child, and the healer would take their place in death. Life didn't like the ultimatum, instead saying the child could be healed if the healer took the pain. And so began the healer's constant suffering in order to remove the world of pain.
powers: the ability to heal anything (other than bringing back the existing dead), but will suffer the pain of the injury as long as it is being healed.
── ⋅ ∙ ∘ ✷ ∘ ⋅ ⋅ ──THE WATCHING EYE
insight. a large central eye
upwards ⭑ heightened insight, wisdom, and a deep understanding of the world
reversed ⭑ temporary lack of clarity or confusion, clouded intuition
legend: the watching eye was once the strategist of the royal family, tasked with gaining knowledge of every individual, but soon learned it was too hard to keep up with. indulging in some forbidden spells, the strategist gifted themselves with all knowing sight, however this sight didn't give any room for surprise or shock in the lives of anyone else, except their own. tired of feeling like their own life was a mystery, the eye chose to live a life of solitude, only showing the past and future to those who found them watching from afar.
powers: the ability of absolute sight, and to show individuals glimpses of their past and future life with a touch (see superpower wiki for absolute sight).
── ⋅ ∙ ∘ ✷ ∘ ⋅ ⋅ ──THE BROKEN CROWN
legacy. a broken crown
upwards ⭑ courage in hard times, enduring bravery
reversed ⭑ great paranoia, fear of the future
legend: The Broken Crown was once a blacksmith, tasked with creating the finest crowns for the next ruler, and had a natural ability to predict their life as monarch, and used that to influence the design. when one king deemed that his fate was not acceptable, he tried to make the blacksmith an offering for death. entertained, death instead kept the blacksmith alive, but twisted their stone cold clarity to confusion for all who would wear one of their broken crowns.
powers: the ability to see past and future events of bloodlines in excruciating clarity, but only able to convey what has been seen in waxy damaged prophecy with inaccuracies. .
── ⋅ ∙ ∘ ✷ ∘ ⋅ ⋅ ──THE SLEEPWALKER
dreams. an individual sleeping
upwards ⭑ exploration of dreams, intuition, and the subconscious.
reversed ⭑ a struggle with confusion, illusions, or a disconnection from one's inner self
legend: the sleepwalker is said to be a manifestation of the most powerful dreams, trapped in human skin and brought out to experience the mortal world. they still meddled in the dreams of others, however due to their connection with the dream world, struggled to remain solely in the mortal realm, leaving their form weak, and open for many to capture should they wish to control the embodiment of their dreams.
powers: the ability to wander into people's dreams and alter them, but the more the power is used, the more they zone out and their mind crosses to the dream world, and their form is left limp in the real world.
── ⋅ ∙ ∘ ✷ ∘ ⋅ ⋅ ──

* SONAR RAST

.   # SUMMARY   .

The Solar Race is an event held in Arnes every twenty years, and it is considered a high privilege to be selected. Applications across Osaron are filled out, but only the top 78 contenders are chosen to compete in the race, wherein they must complete and solve a series of riddles and puzzles in order to finish the race and be crowned. This title lasts 20 years, and the winner lives a life of lavish luxury in Arnes on the Southern Banks alongside nobility and the royal family. The event takes place the week of the solar eclipse, from the beginning of the week until the eclipse occurs, which marks the conclusion of the race. The race is placed on the solar eclipse as legend has it that is was on that event that the Fates were first created and imprisoned in the deck of cards. The Sonar Rast is designed to honor the Fates, and as such many of the puzzles and riddles are directly associated with the deck of the damned.This year, after the release of the 36 fates from their deck, an event that no one expected to occur, 6 days prior, the rules have changed; whoever wins the sonar rast gains ownership of the deck of the damned, and by extension control over the fates. As such, the fates aren’t too pleased with this development, and now are trying to complete the race for themselves to gain their true freedom.There are many festivities associated alongside the race, that uses up majority of the great city. On the first night, there is a grand ball, where those invited must wear something attributed to the fate they resonate with the most. Many travel to Arnes to witness the event, or to be apart of the festivities - many markets open to celebrate and to add to the confusion of the event, with delicacies from across Osaron feasted on within the bay-side kingdom, and other events for those not of nobility to attend. However, for the nobles, they watch an enchanted score sheet to anxiously await the year’s winner, and is filled with lavish parties and celebrations. Arnes is always most busy in this period.── ⋅ ∙ ∘ ✷ ∘ ⋅ ⋅ ──.  THE BALL  .   The Ball is an exclusive event, held in the ballroom of the Glass Palace, and is the most meticulously planned event. The invite list consists only of those of the upper circles, and the selected contestants of the Sonar Rast. The dress code is the same every year, to adorn oneself with associations to their favorite fate. Common attire relates to the more positive cards or those of minimal effort, it is seen as a statement to dress as one of the darker cards or one with exceptional dedication to their attire. Additionally, all of the Sages are in attendance, and it is the only chance contestants receive to view them and see who is participating in the Rast and who has knowledge of the event.── ⋅ ∙ ∘ ✷ ∘ ⋅ ⋅ ──.  THE SAGES  .   All sages have a high degree of magical ability, however they fall into three categories. One is the truth tellers, they will speak the truth and give wisdom and guidance. Their word is always accurate, however they only answer exactly what they are asked. The other is the liars, they respond with deception and false information, and also answer exactly what they are asked. The third are the merchants, they ask for something in exchange for their answers, however theirs are more in depth and helpful. Common exchanges aren’t usually money, but something more personal such as a memory, an emotion, or a physical attribute, depending on that sage’s magical specialty (however sometimes it is just money). All of these bargains are returned by the end of the Sonar Rast, these aren’t permanent, as they still intend on keeping the peace amongst people, and all bargained goods are returned at the conclusion of the event. Sages are NPCS.

.  THE RACE  .   "The Race" is not your typical sprint; it's a complex series of challenges, puzzles, riddles, and dangers. This extraordinary competition involves a blend of dangers, intrigue, love, and magic. The Royal Family gathers the most skilled magicians from all over Osaron to participate in a deceptive race where trust is scarce. In the race, participants are constantly on edge, as some have met untimely ends or lost their minds due to the demanding mental trials.
The race begins with everyone receiving the same initial clue. From there, competitors must navigate a journey filled with riddles and puzzles, often seeking assistance from sages who harbor their own secrets and deceptions. This year, the grand prize is control over the coveted Deck of the Damned, and the race has gained even more attention and excitement due to rumors of the Fates making a comeback.
What makes the race truly unique is that its content changes each year. While past participants share stories and legends, the nature of the clues and challenges remains unpredictable. Preparing for the "sonar rast" is impossible; instead, participants focus on understanding the layout of Arnes after gaining acceptance and studying the enigmatic Deck of the Damned.
── ⋅ ∙ ∘ ✷ ∘ ⋅ ⋅ ──.  CONTESTANTS  .   The Contestants: The contestants must fill out an application to be submitted exactly one year before the commencement of the race. All must be over the legal age of 18, as it is too dangerous for those who unknowingly enter without understanding the consequences of the race. Usually, hundreds if not thousands enter, usually those with ambitions for a better future. Since it is so rare, it’s never seen as a danger to enter, however once you receive a golden card of acceptance, you cannot pull out - an application is binding.For the race, contestants are given a map of the city, a charmed pendant to track their location, and a standard sized satchel for whatever they wish to carry with them, including a standard issue notebook and writing materials. They can bring with them whatever they can hold on their person, and palace stylists dress them for the first ball, so they do not need to bring those items. Additionally, at the beginning of the ball, they are given a midnight black tarot card with gold writing with hints about the five clues, and a detailed first clue that is revealed at the ball.On their map is the area of the race, that takes part from the Glass Palace to the Northern Banks, as the Southern Banks is filled with noble celebration. Marked on there are ‘taverns’, locations that are neutral to the game but host the 72 participants to sleep, eat and drink without payment to sustain them for the race. However, some participants only have minimal sleep, as in the past clues have been unique to either just the day or just the night, so people tend to sleep whenever they have just solved a clue, and doubt they’ll get another for a few hours. Meals aren’t glamorous by any means, but they can be taken to go and eaten on the move, and flasks are handed out at these taverns as well, but can be sourced from places such as markets and vendors who wish to partake in the sonar rast without being a contestant.── ⋅ ∙ ∘ ✷ ∘ ⋅ ⋅ ──.  THE LOGISTICS  .   for admins. the race will work in the format of a 'choose your own adventure', in that if you choose to have a contestant oc ( which I highly recommend as that drives the plot ), there will be options of where they could take clues/puzzles, and you as the admin will pick one before the answer is given. you cannot change once you choose a path, or it ruins the spontaneous nature of the rp! a description of what that choice is will be posted in the general rp topic, and I will have npcs for sages/necessary characters who will speak to your character (with short responses, so please keep that in mind. I'm not writing essays for npcs).

* ADDITIONAL LORE

.  WHAT IS THIS?  .  This is a bunch of lore that I made for Osaron, Arnes, and the Sonar Rast that has absolutely nothing to do with the plot, but for those of you who like to go the extra mile, this is where you can find ridiculous, trivial things about fashion, food, festivals, and more. You are in no way obligated to read all of this, but if you do have questions the answer is likely here..  RELIGION  .  Religion in Osaron is purely dictated by the Deck of the Damned, as the Fates are considered to be a pantheon of gods. To suggest any other religion outside of the deck is odd and doesn’t occur - whilst some people choose not to believe in the fates, there is no additional faith. Across the continent, but particularly in Arnes, are various temples built to honor and hone the magic of respective fates, each clad in offerings and adornments reflective of the fate it is built for. Many people wish to respective fates in certain moments, such as master luck if they want good fortune, or sire rose if they wish for lustful success.
Prior to the creation of the Fates, the only deemed ‘gods’ were life and death, as magic was much more common, so no one considered that the magic could have come from a higher source, however as life and death were so often tangled with amongst a society including necromancers, it was decided there had to be something more dictating that sphere, hence the notions of life and death. However, anything further did not exist, and if it did, it is now lost to history.
.  EDUCATION   .  The House Myraed provides compulsory education across Osaron between ages 7 to 14. These seven years teach those all over basic literacy and numeracy skills, as well as the continent’s law, history, geography, and general necessities to survive in society. For those of wealth, private tuition is very common, either in a high class school or individual education. After the age of 14, it is expected for individuals to select their future paths, whether it be further study into academia at the Silun Guilds, training at various Myraed Outposts, joining a Temple, or studying under an apprenticeship for a labor based career. This is the exception in many cases for those of noble birth, as their inherent wealth removes the need for any career.
The Silun Guilds are a place of academia, where individuals pursue further study after the basic education provided in the school system. Producing the most versatile magicians and academics, the Guilds are scattered across Osaron, different Guilds specializing in different studies - haeleth guilds for healing, arcanis guilds for magic, mystan for general academia, and aeonis for history. Aeonis historians are the most trusted regarding the deck of the damned, and much of what is known about them comes from these trusted sources.
Myraed Outposts are training locations for the Sonar Guard, the royal guard of the House Myraed. The selection process is grueling, and only the best of the best are accepted. They train in the most extreme conditions to be the strongest warriors, and many move their lives to Arnes to be close to the crown unless they’re deployed elsewhere. This training takes until the individual is 20, where they will be deployed to various stations across Osaron and moved around.
Joining a Temple is considered an honorable career of good health, fortune and security. Working in one of the Temples of the Damned is a life honoring the Fates, spending every day speaking as voices of the fates, and they are known as valendas. Valendas help those in need, provide shelter and assistance to those who seek it (usually specific to the fate they honor) and safe keep the history and knowledge about their respective fate. More information on temples below. The training is minimal, but it is a life pledge to a set of rules depending on what fate it honors, and many of the valendas embody certain aspects of their fate in their attire, attitude and values.
Apprenticeships are self explanatory, and are the common way into any other career.
.  TEMPLES   .  Temples are scattered across all of Osaron, able to be massive structures in more major cities, but also can be small set-ups in little villages just for those inside. The grandest are, for obvious reasons, in Arnes, however some individual fates have special temples in various cities which have deeper meaning amongst those who follow that fate closely (for instance, the murdered son has a temple in Hekjun that, due to the high levels of iron in the water, has a slow running tap of water that flows naturally red, and many valendas make the trek every year to drink the blood of the murdered son for good luck)
All the different temples vary in their decor, traditions, attire, and rules; each valenda for each fate are vastly different from each other to accommodate for the specifications associated with who their honor. There is no set guideline for what makes one general valenda - whilst some should have certain life events that drive them to their place in a temple, others are encouraged to partake in certain activities in an act of faith. A common feature in temples are various statues and monuments designed to be praises of fates, however some do not have such grand elements (such as the temples to the veiled dame). If you have a fate character, you have wiggle room to determine what their temples are like. However if you want to make anything ‘lore’ for your fate, please run it by me. There are certain guidelines I’d like followed in general for most fates, but it’s very flexible.

.  FOOD CULTURE   .  The food culture in Arnes is very centric around the ocean, given its famed Bay of Athos. Seafood, salts and natural spices are very common, however due to the popularity of Arnes as a port city, exotic and imported produce is also considered luxurious, especially in the Southern Banks, and is incorporated into various meals. There are many unique traditions and experiences surrounding foods in Arnes that stemmed in the middle of its history, and now are considered unique to the capitol city.
Athos Tea Ceremonies: Athos Tea Ceremonies are considered to be reserved for the nobility of society, those who can afford to import various spices, flowers and herbs from across the continent. Typically hosted in the various tall towers of the Southern Banks, tea ceremonies feature various rare teas and pastries, and are considered by nobility to be honoring the fates through their procured items ( such as gold leaves on certain desserts, blood red tea, and fragments of sugar to look like glass ). Flowing garments are typically worn for tea ceremonies as seating is on weaved pillows on the floor, and the seating formation is akin to a kite, with the most high ranking individual at the tip.
The Siren Festival of the Bay: the Siren Festival is a celebration of the bay and the strong seafood culture, with fishing competitions and the finest display of seafood from across the continent. There are competitions for chefs to create a reputation for themselves outside of the bustle of the market scene, and many royal chefs have been chosen from the Siren Festival.
The Northern Banks: with the most trading ports, and a bustling food scene, food in the north tends to be more renowned as a must eat when people travel to Arnes, as stories of the food travel after the Sonar Rast, some former contestants traveling purely for the food. With night markets a regular, foods tend to be packed with flavor, easy to eat, and so delicious there are accusations all cooks have a form of magic that makes it taste so good. It is hearty, comfort food, and also uses a lot of seafood from their docks. The most renowned dishes include the following:
Fisherman’s Pie: layers of meat, vegetables, and spices cooked with rice into a paella, then stuffed into a crusty pastry
Gridcakes: thin pancakes that contain various fillings and come in both sweet and savory forms that are cut into grid like pieces. Spiced dippings are commonly served alongside the gridcakes, the most common savory gridcake having crab filling, and the sweet having sugary nuts.
Ale Seafood Stew: common in harder times, this dish is a mix of whatever seafood is caught for the day, a stock made of ale, and vegetables.
Quets: Quets are small deep fried parcels of meat, seafood or cheese that are drizzled with a hot sauce. As they are so bite sized and easy to eat, Quet vendors make a small fortune during the Sonar Rast from contestants needing a quick meal.
The most renowned beverages include the following:
Navara: Navara is a common drink, especially amongst seafarers and those who work the docks. Supposedly used to relieve sea sickness, Navara is a blend of common herbs and flowers mixed with ale ingredients, creating a sweeter version of the standard ale. It is considered an alcoholic beverage.
Farnak: Farnak, affectionately known as ‘morning bitters’, is most similar to coffee. A strong mix of powders and boiled water creates this potent drink, designed to wake tradespeople for a long day of work early in the morning. Farnak is not consumed or used in the Southern Banks, and many of the powders are so infused with the salt of Arnes that it can’t be produced elsewhere to the same degree. It is served on its own, with sweet milks, or with dessert dressings, depending on personal preference. People from Arnes tend not to like the equivalent of Farnak in other regions, and once someone tries Farnak, it is hard to change to anything else.
The Southern Banks: due to the riches of the Southern Banks, many ingredients can be imported, and more finer cooking methods can be used. Not as renowned but just as satisfying, the food in the Southern Banks is delicate and exotic. The most renowned dishes include the following:
Crystal Pastries: coated in a fine, edible crystal layer of sugar with delicate pastry weaving various pastes and sauces together
Citrus Soup: made from a core vegetable which varies by season, rare spices, herbs, and citrus, this soup is extremely fragrant and a common starter dish at many banquets. As the cost to grind the vegetable into a soup is so high, it can only be afforded by the wealthy.
The most renowned beverages include the following:
Cerulqua: Exclusive to the Southern Banks, Cerulqua is made using grapes from various southern vineyards, and spelled by highly trained soul magicians to contain magic that improves the taste of food, however gives it a blue color by extension. Similar to wine, various hues of Cerulqua are paired with various foods, and it is a necessity at any formal event. However, it does have an alcoholic content, so many important strategists and decision makers prefer the non-alcoholic equivalent, cerulae
Cerulae: A similar version of Cerulqua, except replacing grapes with cow’s milk, and still containing the magic of Cerulqua that turns the liquid blue. The beverage was created by a chief strategist who could not enjoy the benefits of the alcoholic drink in order to keep a clear head, so a new alternative was created.