Break their hearts!

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    Erinn is a high fantasy universe bridging elements, tropes and plots of various genres, real-world eras and other established fictional universes together (mainly classic Disney animations and any folk tale just as enchanting) climaxing towards a fantasia like crescendo. Erinn was created to serve as the stomping grounds for a continuation of Into the Woods, a Beauty and the Beast fandom/AU roleplay started by Ashi. Where ItW ends, the story of Erinn begins. This is where I intend to build the world and its story.

    This entire effort is thanks to Tetsuya Nomura's creative direction during the prologue of Kingdom Hearts 2, hence the potential for crossovers down the line with other Disney inspired folk tales, or anything spectacularly out of the ordinary. So, that's how I'm hoping some of the surviving characters from Into the Woods are introduced to Erinn; via a magical simulation intended to reunite Lae, Bella's Ebonmere (Nobody) with her original self and restore Bella's memories. From that point on, the story of Erinn will be comprised of other various cross-overs and elements from other fictional stories and their respective worlds. For the most part, these intertwining aspects will serve to play a part in Bella's role within Erinn instead of being random adventures. The universe takes inspiration from Mabinogi, a Korean MMORPG, its settings loosely based on Welsh mythology.


    Into the Woods will be made to seem like a means to an end; an origin story foreshadowing the events of an even grander conflict. Just to clarify, that is not the case. My inspiration for this world stems from the enjoyment I find in re-enacting a classic folk tale with a well versed and talented writer, this is merely an effort to further that experience beyond a happily ever after and become familiar with the direction it will take moving forward.





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    Thousands of years ago, in the ever desolate expanse of star dust and time, lived only Mer. Presently, it is unknown whether or not Mer is a who or a what. Mer has never been seen, only felt, and is responsible for the creation of everything in the known universe. Those who have conferred with Mer claim all life was created out of sheer boredom. Whether Mer created life in search of companionship or entertainment remains a mystery as well.

    Mer first created darkness, from which the goddess Morrighan was born, then created light, from which the goddess Neamhain was born. The two fought to please Mer, creating the sun and moon in an effort to win its affection. In spite of their efforts, Mer then created the goddess Macha, born from Mana, the essence of magic. She used the suns vitality and the moons gravity to create Erinn - now formally known as the earth - a world rich with mountains, oceans and life.

    Impressed by Macha's creation, Mer rewarded Macha by instilling life on Erinn with Mana, thus paving way for fantastical magic qualities and endless possibilities. After a thousand years passed, humans began flourishing rapidly, building magnificent cities and castles in their wake. The first man made civilization on earth was Emain Macha, a rich and prosperous city named after Macha, who was now often referred to as "The Goddess of Life" by its people. Emain Macha would serve to be the capital of Carthya, the oldest kingdom to date, upon the inauguration of their first monarch, King Geralt. Upon the creation of Erinn, Macha used her own soul gifted to her by Mer and vanished during its birth, now intertwined within the souls of all sentient life forms and interwoven inside the very land, sea and air.

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    Morrighan, in a fit of jealousy, aspired to vengeance against Macha for winning Mer's affection, transferring her soul into a corporeal form that could traverse Erinn in hopes of conquering it. Morrighan, in a plot to destroy and consume Neamhain's power over the sun, convinced her to transfer her soul to Erinn as well, where they would both be vulnerable to each others powers gifted by Mer. Upon her arrival to Erinn, Morrighan created Tir Na Nog: a dark plane of existence in Erinn that only need rely on the moon to sustain itself. Tir Na Nog is home to the Fomors: "creatures of darkness".

    She intended to win the humans favor and admiration by sending the Fomors into Erinn to wage war against mankind, so as to be their saving grace. During the war against the Fomors, which lasted a hundred years, Morrighan realized her powers were growing the more humans admired and pledged allegiance to her, the magic within them gifted by Macha feeding her powers of darkness. She granted blessings to all warriors that would combat the Fomors. Should they be wounded or defeated, she would help them seek vengeance, becoming known as "The Goddess of War and Revenge", and "The black-winged goddess that provides blessings to the people and warriors of Erinn". From that point on, the moon would grant all humans and warriors blessings of war, increasing their magical capabilities and vitality during the night.



    Neamhain, who did not seek vengeance against Macha and was not interested in war, remained indifferent - her interests more focused on purity and virtue. She was forgotten and would not see an increase in her power. Once the war against the Fomors reached its peak, with humans on the brink of victory, Morrighan made her strike against Neamhain in an effort to consume the sun and reign eternal darkness over Erinn.

    However, unbeknownst to Morrighan, Mer had created the God
    Cichol when she created Tir Na Nog, who was born from evil, fear, lies, deceit and envy, as punishment for seeking to conquer Erinn. His intentions are to destroy every "irrational idea" and wants "everything to reset and start from scratch, fair and square." Since his birth Cichol has lead Morrighan to believe she is in control of Tir Na Nog and the Fomors, all the while being the true ruler of Erinn's dark plane. Cichol, biding his time until Morrighan was vulnerable during her battle against Neamhain, unleashed the true power of the Fomors upon her and the rest of mankind, fueled by her lust for war and revenge.

    Directly at the heart of Emain Macha, one of Erinn's most renowned and prestigious kingdoms, a giant rath opened: a portal releasing the worst of what Tir Na Nog had to offer. Warriors and innocent bystanders were rapidly slain by the hundreds. It became quickly evident that if the portal were not closed soon, Emain and the rest of Erinn was surely doomed. Morrighan, who only wished to rule over Erinn, not destroy it, was horrified.

    In one last drastically sudden change of heart, the Goddess of War commanded Neamhain to aid the humans escape from the city while she used her connection to Tir Na Nog to stop the Fomors from coming through the rath. Many were able to escape while the Goddess held off the Fomors. However, the Fomors would not cease. Even as the Goddess of War, it was too much for her to single handedly take on the entire army of Fomors. Morrighan slowly began growing weaker. As a last resort, she used her remaining strength to cast one last spell. She used her body and soul as collateral to seal the Fomors passage into Erinn, who were forever trapped inside the seal of the Goddess, stuck inside for eternity. The few remaining Fomors were slain by human warriors.


    What people didn't realize was the magic the Goddess used required a tremendous sacrifice, turning her body into stone. That was how badly she wished to save Erinn. After the war, as a commemoration of their victory, humans set up statues all across Erinn to remember and honor her sacrifice. These statues serve to protect Erinn from being invaded by the Fomors.

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    After witnessing the destruction of Mer and its creations firsthand, King Geralt, despite commemorating Morrighan for saving humanity, understood little of the Fomors and Tir Na Nog and how they were fueled by evil, hatred, lies and deceit. He also feared Morrighan for turning on the humans and striking against Neamhain. Rather than attempt to understand Mer and its Gods, Geralt made efforts to erase them from history, in hopes that the dark plane lingering somewhere within Erinn would fade from existence.

    Overtime, knowledge of Mana, Magic and the Gods was quickly eradicated from the public - with the exception of the royal bloodline, which even in that case precautions were made to keep that circle exclusive. The statues of Morrighan were soon hidden, their locations kept secret; they had locked the doors and thrown away the key. Soon it was the royal bloodline that was regarded as sacred and holy by their own decree, any mention of magic or goddesses snubbed and wrongly debunked. Soon Erinn was no more - Earth was now the false world everyone knew and blindly accepted.

    Little did the Carthyian church and royal bloodline know - the denouncement of Macha, her fellow goddesses and especially Cichol and the dark plane of Tir Na Nog only fueled the Fomors power - as well as those creatures of darkness that had infiltrated Erinn during the Fomor War and walk amongst the earth to the present day under the guise of man.






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    In the name of blood sacrifice, any Fomor that consumed 500 of Macha's souls would be granted humanity - an apodictic law of Mana.















 
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  • Full Name
    Mari (pronounced MAR-e)
    Age | Birth-date
    22 | March 26th
    Sex/Pronouns
    Female, she/her
    Ethnicity
    White
    Nationality
    Carthyan
    Languages
    Ulic, Faeic, Brobdingnagian, Elvish, Tirn, Uchen, Seojin




  • Height
    5'7"
    Weight
    118
    Eye color
    Stone grey
    Hair color
    Dark blond
    Distinguishing Features
    Short curly hair and bangs. A crescent moon shaped platinum hairpin attached to her headband.
    General Description
    ▸Mari sports a thin, supple figure that remains evident despite being often seen in fluffy garments that fit her tightly. The silk tends to sag and hang on her limbs but is worn so tightly, only concealing the size of her chest and waist and just slightly at that. She favors darker shades of clothing, such as indigo and emerald green.






  • Mari is the quintessential egg head. Undeniably a teachers pet and the top of her class; a star student. In many ways she represents the secrets of Erinn, often referred to as "The old world" in the most contemporary sense imaginable, as they are comprised of the many extraordinary and talented apprentices that serve as her peers. Mari carries herself in two distinct styles of behavior, as a teacher or a student; as a giver or as a taker. When absorbing an environment or subject material she is unfamiliar with, Mari remains thoroughly reserved and attentive whilst cycling through and taking note of various theories and key aspects, especially under the instruction and supervision of elders and predecessors. How quiet and shy Mari is can be gauged by how knowledgeable she is of the subject in discussion. She does remain solemnly modest at all times and will be the first to admit if she was wrong, which is why she prefers to let the truth speak for itself. She is not the type to hold the same revere she has for science and nature over herself or her accomplishments, no matter how grand others might make them seem. Mari remains humble in her belief that the most value a person has to offer is in their ability to preserve life, knowledge and truth so that it may be passed along to future generations who will be better suited to make greater strides in the pursuit of understanding the universe.

    Mari disdains being referred to as a "Witch" "Sorceress" or as "Magical" although she's only been addressed as such less than a handful of times throughout her life, mostly as a teenager, but each time the name calling stuck to her, always lingering in the back of her mind. Mari considers herself to be and as in many ways a scientist and a scholar and only prefers being addressed as "Professor" by her students or her surname as is proper etiquette. She is only shy in the most academic of senses, when her capabilities as an intellectual might be in question. In any other regards she can be as assertive and confrontational as necessary, so long as she has the right. If Mari prides herself on anything, it would be her efforts to maintain a virtuous lifestyle.

    Being the top mage of her generation doesn't come without heavy burdens and the insecurities that accompany them. Maintaining secrecy whilst passing on and preserving centuries of knowledge and life is a thankless effort, one that Mari stands to lose the most from since her reputation as an acclaimed Mage in the pursuit of the preservation of truth is worth more to her than all the gold in the world. She is constantly striving to accomplish the most with the life and opportunities gifted to her by Macha and Mer and has more often than not set herself up for disappointment, always feeling as if she could have done better in hindsight. A true perfectionist and workaholic, Mari would sooner drop dead from exhaustion if it meant the world would be moving one inch closer to a better future than give up her passion for science and magic.
















  • Arms/Armaments

    Other Possessions

    Miscellaneous Character Information


 
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This is not finished so I'll be really pissed if any cat ladies are snooping around here. >:(




  • Full Name
    ▸Jaron Matthias Artolius III
    Age | Birth-date
    ▸29 (20 pre-vampirism) | October 24th
    Gender
    ▸Male
    Nationality
    ▸Carthyan
    Languages
    ▸Ulic, (contemporary language of Uladh, basically English) Tirn







  • Height
    ▸5'11
    Weight
    ▸165
    Eye color
    ▸Baby blue
    Hair
    ▸Undercut, short; Dark brown, black
    Distinguishing features
    ▸None
    General Description
    ▸A lifetime of vigorous military training, relentless isometric and eurhythmic exercises, and frequent spells of horseback riding has maintained Jaron's slim yet athletic physique typically expected of a Carthyan prince. As heirs to ancient and volatile magic wonders, there is little room in the Carthyan regime for gluttony, laziness and indifference towards ones health. Quite the contrary in Carthya, where royalty is often a reputable source of refined elegance and sophisticated design, as evident by Jaron's physical appearance alone; his muscular physique and sharp features a pinnacle of wealth and innovation, his cold pale face once regarded as bearing attributes of marble and statue upon a time.

    "He really was like a statue; his features were handsomely carved, yet he lacked the warmth of a living thing."

    "Briefly, at the back of her mind, she wondered if his face wasn't etched in stone. No, marble. His features were well-defined and cold, but somehow lacked the hardness that came with stone. Besides, the color of marble best resembled his complexion."

    Simply put and at his best, Jaron appears to be no more than a handsomely dark haired young man blooming with vigor in his prime. However, such an outlook would be a superficial one; despite any pleasantries that appear on the surface, at his worst the prince has been likened to a dark and dreary storm cloud, or a ghastly monster all the same, especially under the effects of the mysterious curse that plagues Inverness and the surrounding wood. Prior to consumption of human blood, there was no more a time Jaron ever seemed less than human; sickly pale skin, puffy dark circles beneath blood red irises and a general air of lethargy all marks of his poor mental health, prolonged periods of stress and less than favorable sleeping habits, on top of coping with the vampiric curse.







  • A double edged sword, Carthya's prince lingers in the fuzzy, opaque grey area between black and white, good and evil, law and chaos, so on and so forth. An unpredictable pendulum ready to swing in either direction at the slightest impetus, be that a spell of benevolence or deliberate provocation. Paradoxical in many ways, Jaron often contradicts his own identity as an estimable prince with erratic and absurd behavior. Often he'll expect his heritage and status to be held in high regard, yet will act out in spite of that legacy; he'll preach honesty as a virtue, yet blur the line between truths and falsehoods to impose a facade. In any case, good or bad, Jaron bears every waking moment with an intensity that would break lesser men.

    Everything he can feel, he will at its most extreme, constantly. Be that as it may, he's more often than not filled to the brim with a grim and bitter outlook on life, for good reason he might add. Despite such indefinite resentment, beneath the turmoil lies a slimmer of the vibrant and earnest boy he used to be, a boy he clings to silently and desperately in spite of all the mayhem having transpired around him. Those who've witnessed such vibrancy are few and far between, as a result of Jaron's reclusive tendencies and failure to trust people. Having been raised and abused among the madness of a kings court all his life, he holds little faith in anyone besides himself, and thusly can be especially reluctant if not downright opposed to divulging any personal or sensitive details about himself.

    The silver lining is that his vehement nature could be equally pleasant and euphoric as it is often heart-rending and loathsome; a pendulum that sways between extreme polarities. For every redeeming quality Jaron possesses, a dark contrast could be juxtaposed. He's essentially and often conflicted over how to feel and act, his emotions well beyond his control as he struggles to balance black and white, good and evil, law and chaos, so on and so forth.













 
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A Dark Fantasy, Action-Adventure Interest Check



"Where am I...?"

Darkness surrounds you. The only sound is that of eternal silence. You feel your legs autonomously place one foot in front of the other, taking step after step without interruption. Your arms sway gently from side to side, yet you are not in control. Not a bone in your body bends to your will as your being continues forward into nothingness.

"Who am I...?"

Desperately you search your memories hoping to recollect the bizarre scenario which brought your being to such a desolate place, but draw blanks at every corner. Where you are from, where you live, your friends and family, your protectors and caregivers, even your own name. Absolutely nothing comes to mind.

"How long have I been here...?"

Has it been days? Years? Decades? Are loved ones weeping in your absence, or have you no one to call a friend? Has your boss hired a replacement, or do you simply wander the streets without responsibility?

"Where am I going...?"

Your gaze is pulled towards the far end of the darkness that surrounds you, landing upon a warm, welcoming and gentle blue light in the distance. Suddenly you feel your muscles tense, your eyes rigidly place themselves on the light at the end of the darkness. Every bone in your body yearns to embrace its presence.


Unable to resist, you go towards the light.


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Your expression is blank and lifeless. The sound of your footsteps can be heard below, but there is no conceivable ground beneath.

A warm light greets you ahead in the distant dark. A weathered old lantern swings gently from side to side from where it hangs off the low bough of a lonesome twisted tree sprouting from infinite darkness beneath. Your gaze remains fixed on the lanterns striking radiance. You find comfort staring directly at the light, yet can't seem to understand why.

Eventually you find yourself before the lonesome tree. Planting your feet, you tilt your head back to gaze upon the weathered lantern dangling from its branch; the wood twisted peculiarly, contorting down and out, its tip spiraling towards the ground like a fisherman's pole dangling above the water. Conveniently, the lantern hung just low enough for you to snatch hold of its handle.

However, upon reaching out, your hand proceeds not for the handle, but the lantern itself.

As your hand inches towards the glass panes, the light therein shines frantically, reacting to your presence. Your hand is mere inches from the lantern. The moment your fingertips graze its exterior, the light shines an excruciating white, rendering you blind.

You are thrown into a state of disorientation, dazed and confused. Familiar faces and voices float to the surface of your thoughts, boggling your head as the names they belong to escape. Images flood your mind relentlessly; rickety school playgrounds, local grocery stores and cozy living dens mystify your senses. One triggers the other in a fit of synesthesia; raindrops smell like plastic toys, taste like birthday cake, you hear the pitter-patter of rain and see your favorite color. Any attempt to recollect the faintest details of the past is futile as you struggle to discern memories from a dream.

Surely, you must be dreaming. The lanterns light begins to fade. Your eyelids relax, slowly begin to open.



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You wake up lying on the ground, your back pressed against vibrant grass as a subtle bluish tinge coats the surface of foreign woods. The air is cool and calm on your cheek; it smells sweet like rotting leaves and copper. A fleeting warmth envelops your nerves. A gentle blue hue courses along your skin, stemming from the lantern dangling off a nearby trees bough. You wonder how the modest lamp above might kindle such a radiant flame bright enough to encompass the surrounding wood, dispelling a pitch black moonless night. You wonder if its really the same lantern that rendered you blind moments ago; inducing fleeting visions of an otherworldly nature.

Or was that days ago? Weeks? All of it almost felt like a dream. Fireflies surround you, as your eyes follow their trail you turn your head to see dozens of strangers lying on the ground, their backs pressed against vibrant grass as well. Gradually they rise on their feet as confusion begins to settle in. Everyone makes an attempt to converse, trying to discern the otherworldly forests vibrant nature. Slowly but surely the flock of folks begin to realize nobody can recall a single thing about themselves, let alone each other. A dozen strangers bearing one thing in common; waking up surrounded by the subtle bluish tinge of an otherworldly forest.

Therein lies an extent to the foreign woods vibrant blue hue. Everyone stood just beneath the brilliant lantern, encompassed by its wide ring of light. Beyond the lanterns ring endured a pitch black. A perfect pair of eyes could hardly if at all make out the trees stretching beyond the surrounding wood. One could only assume what else lingered beyond the lanterns ring as fireflies continued whizzing back and forth. A few ventured into the darkness, then more of them wandered in, finally fireflies flickered across the outskirts of a lanterns ever blue hue the crowd of strangers huddled beneath; a herd of sheep without their shepherd.


The lightning bugs settled inside the dark pall, reminiscent of the gentle blue light surrounded by infinite darkness you saw moments before waking on your back.

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  • Character Name: Daniel Morin
    Name Meaning: "God is my judge,"
    Nickname: Danny, Dan, D
    Title/Alias: Keeper
    Gender: Male
    Species/Race: Witch
    Age: 21

    DOB: August 1, 2000
    Zodiac sign: Leo
    Bloodtype: AB-

    Occupation: Keeper, part-time college student
    Family: Harry (Father) Angeline (Mother) Blair (Cat)
    Gemstone: Peridot









  • Height: 5'11
    Hair: Wavy, medium; Strawberry blonde
    Eyes: Blue

    Distinguishing marks: Helix, tragus, industrial and orbital piercings on each ear; Mahogany red diamond shaped earring hanging from a ring off the left ear; cross-earring on a short, thin chain hanging from a helix piercing off the right ear. Assortment of silver rings worn meticulously on different fingers and silver necklaces worn round the neck. Painted nails.
    General Appearance: Muscular, athletic form; Lean, large wing span; Sharp and stylish. A meticulous artist and black metal enthusiast, Danny has an affinity for black nail polish, silver jewelry and dark palettes that betray his soft blue eyes and strawberry blonde hair. He takes pride in dressing accordingly, evident by the crisp name-brand clothes always staying true to the dark theme of his wardrobe.









  • Allies: Family; Ezra; Blair
    Enemies: None
    Current Goal/Purpose: Become a full-time college student

    Aspirations: Abandon legacy as a Keeper, graduate from college, traveling, lead a 'normal' life
    Hobbies: Drawing; Reading books, browsing the internet; Listening to music, playing guitar, video games, watching movies; Meditation; Alchemy
    Likes: Animals; Black coffee; cinnamon vanilla tea, cheesesteaks, red wine, rum; avant-garde art; Gothic architecture, fashion and culture; Black metal, post-metal, alternative rock, blues, classical, grunge and lo-fi hip hop; Skateboards, bicycles, motorcycles
    Dislikes: Keeper heritage; "abandoning my dreams," or "being tied down by somebody else."
    Talents: Alchemy; Bushcraft; foraging, tracking, hunting, fishing, track and field; Chess; Drawing; Music; guitar, piano and drums

    Inabilities: Driving without music; Beating around the bush, taking advantage of someone for personal gain
    Fears: Dying as a Keeper
    General personality: Brazen; well grounded; devoted; ambitious; methodical; subservient; conflicted

    Inner Personality: A free thinker at heart, Daniel's tender spirit burns with a vigorous passion. Despite maintaining a strict adherence to his family legacy, he's a dreamer who yearns to live by his own rules and do as he see's fit. In turn, there is a lack of harmony betwixt his hereditary instincts to protect his family legacy as Keeper's and his boyish desires to travel and live spontaneously without ties to any body or system. Often times, this disharmony will leave him anxious and frustrated, causing him to doubt whether he's on the right path. He's not shy about it either, and will be quick to fly on a tangent to justify himself. He's straightforward, blunt and otherwise won't hesitate to make his intentions clear as both a guardian of the blessed Unveiled and a free spirit without ties. In that sense he might be brave, albeit his readiness can often be juxtaposed by foolhardiness.

    Daniel's stubbornness stems from his undying nature to commit himself to a cause, boldly or shamelessly otherwise. He's loyal and confident, driven by faith and a duty to stand at the ready in the face of adversity. Even at times when his unwavering drive might be put into question, there could never be a day Daniel would put himself first if it came down to his loyalty to his family. He's reliable, trustworthy and simply wants to carve his own path in life rather than follow the footsteps of his ancestors, regardless of their sacred lineage or perceived significance. In that sense he can be quite dismissive of others if their beliefs oppose his own, with the exception of his family and allies. Regardless of ideologies, rooted in proper fidelity to his families legacy or otherwise, Daniel stands his ground as an unwavering blade at his patrons disposal and a spirit that burns relentlessly to be the master of its own fate.































 
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