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asylum_stories's Journal

Created on 2007-06-16 20:51:39 (#13177210), last updated 2007-07-14

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Basic Info
Name:Fairytale World for Asylumi Triage Role-Play
Website:fairy tales
Membership:Open
Posting Access:All Members
About
Name: Eswar Einmal

Code: Theta End Lies Happy

Brief Summary: Fairytale World.

Motto: Dann Lebensie Nocheute (“Live On Into Today”)

Anthem: N/A. Would probably be made of a riddle.

Currency: Curiously, the common currency across all of the countries is the Euro; no one quite understands why. Regardless, you can buy an apple for a Euro, though it is much easier to get one simply by being prettier than your stepmother.

History: According to legend, God woke up one morning, made everything, and decided he liked it. Most likely, pure coincidence and geological cataclysms and all that jazz made the continent. Regardless, as the bands of Eswar Einmal became less migratory and more stationary, they developed a feudal sort of structure, set up castles, and started ruling.

Government: Monarchy, feudal system. Because it’s very early on, each ruler of a feudal territory is considered a king of his own land, meaning there are many small kings ruled over by one superking. The local king decides everything for his people, collects taxes, and then pays tribute taxes to his superking. But that’s just the humans. The non-human individuals of the realm all follow their own unique forms of ruling, from the Seelie and Unseelie Courts to the representative democracy of the Germanic dwarves to the anarchy abundant in the woods. While in open land, or beneath it, there may be some sort of order, there is no order in the woods, nor, indeed, in the seas, where survival of the fittest is the name of the game.

Geography: A seamless woven tapestry of all the fairytales of history, Eswar Einmal is a continent which is basically Europe, hence limiting the fairytales to those of European origin. It is made mainly of forests, and wide open plains with farmlands. Here the castles sit, not endowed with baroque luxury, but fortresses designed for war. Many a castle has been overrun by vines, for misuse, and many were torn down by the new rulers and built on top of, leading to merely ghostly remainders of the old realm – ghostly remainders that which may not quite disappear. Along the coastline of the nation, just off the side, there are beating, relentless oceans which house some of the most wild of spirits, and the ruins of many a proud city. Forests are generally old, dark, with huge trees and wild thickets, and only one path that may or may not be your only chance. The Chaos Gate is located in the town of Gruoch, set in about the middle of the continent. Any other place must be ridden to by horse or sailed to by boat (and there are always feet), but of course, if a character has any other magical objects from within the world or without it, they may use that to transport themselves.

Culture: Just as fairytales can twist between comical to disturbing, so too can the culture of Eswar Einmal. It is common to lock people in either the highest tower or the lowest dungeon, but only if they’re important. Most of the locals try to be kind to strangers, lest these strangers turn out to be powerful sorcerers or helpful fairies in disguise. However, in a world of enchantment, there is much suspicion, and very little is what it seems. Woman are trained in docility, men for bold bravery, and wit and cunning are often more prized and more useful than sheer strength. It is oftentimes more difficult for the rich to succeed than the poor, but yet still many of the poor remain starving and broken on the streets, and royalty tends to get favoured. Because of the local nature of the areas, people speaking foreign languages are not trusted. People are very cautious when dealing with oceans, or the woods, where nature remains untamed and magic reigns supreme.

Demographics: (For important people of any of the groups, simply look into fairytales and take those which you wish, twisting them into a darker or more comical character, as you see fit. Then add their profile to the demographic section. These characters will, preferably, not be any of the transformations chosen.

eg. Snow White: very pretty girl; abused by father and stepmother; ‘taken advantage of’ by dwarves living alone with them; married prince and took her revenge on the dwarves. AND/OR. Snow White: very pretty girl, has a certain fondness for short men; allergic to apples. Or some combination of the two)

Humans: A pretty normal bunch, living in fear of magic and nature, but those who learn to get along with the two great unknowns often do quite well in life.

Dwarves: Generally very short, but excellent smiths, Dwarves are not quite fans of light, but they do like to take winter homes up in cabins in the woods, as a sort of vacation at times. Dwarves are more prone to democracy than many other races, and generally prefer to keep to themselves, though they do have a fine trade with kings of various countries. They are also rather tribal, though stationary, and each group has their own particular mining and smithing ground.

Fairies: Are either of the Courts (Seelie or Unseelie) or are wandering, isolated tricksters who follow their own code. Seelie fairies revel in daylight, associate with mainly light, and are generally thought ‘good.’ Unseelie revel in nighttime, associate mainly in darkness, and are generally ‘bad.’ Both courts kidnap young men and women to have them dance all night long, but very few people who see the world of the fairy actually want to go back. Seelie fairies were once Unseelie, unable to stand daylight, but they made a deal with the devil and promised to sacrifice someone once every seven years, that they might play in daylight and no longer need to feast off the presence of humans. Unseelie fairies require humans nearby in order to live. Wandering fairies, having given up the protection of a group, are help by neither restriction.

Selkies: Bound to the ocean, and wearing sealskins in the day, at night they look like humans and put aside their sealskins. Without the skins, they can’t survive in the ocean, and are generally bound to those who have the skins. As such, they are severely mistrustful of humans, and generally stick to coastal waters far away from humans. If they feel provoked, they have been known to cause shipwrecks.

Others: Goblins, ghouls, ghosts and sorcerers abound, especially in the woods. Wolves, too, are a common danger and often considered a great threat, though perhaps they are just misunderstood. There is no end to the creatures that can pop up from the forests and seas. Merpeople and lochpeople are also common, and there are sightings of strange, huge ocean-dwelling animals in by Scotland.

Lorelei, coincidentally, lives in Germany, luring people in with her beautiful voice. Many other lovers, who drowned because of lost or faithless lovers, also haunt the seas, causing many shipwrecks and more drowning accidents.

Special notes: Upon entering the woods or the ocean/sea, characters shall be given a fairytale part. For example, should Callan step into the woods, he might find himself with cat ears, a tail, and boots. Likewise, Nicolai may step into the woods and find himself in the form of a woman with pale white skin, raven black hair, and lips as red as the apples she is allergic to. This form is given by the author, must be assumed whenever entering any forests or oceans and will be discarded upon leaving them. Once chosen, no other form may be selected. How you interpret this old fairytale character is completely up to you. You may wish to make special note of how you are interpreting this character, and you may post it in the [info]asylum_stories with the title "Character Transformation: (insert character name and transformation here)." You do not need to link to the post on the log, but I would advise you to tag the post with 'character transformation.' Please put the selected transformation in the table below by simply replacing the '--' beneath their name with whatever character you desire to have them turn into.




Megnut's Characters Sage's Characters Scribbles's Characters
Character Transformation Character Transformation Character Transformation
Aleron -- Shay Blue Beard (without a beard) Shahjahan Horseman of the Suffolk Wonder
Calisto -- Canta -- Callan Puss In Boots
Nalo -- Nicolai Cheshire Cat Nuwa Belle-Etoile
Seneca -- Ezra -- Arzu Godfather Death
Val -- Heyoka -- Kohu The Girl With No Hands
Alucya -- Swallow -- Camilla The Snow Queen
Dom -- Lachlan -- Wyatt Tam Lin
Spiro -- Hakuro -- Kiral The Huntsman of Little Red-Cap
Jonas -- Azari -- Iseul Sigurd of Gullfaxi and Gunnfoder
Seya -- Indrani -- Meredith Dahut of Ys



Useful Links: (No pictures, guys sorry!)

Index of the Tales of the Brothers Grimm
Index of Baltic Folklore About Wizards
Index of Basque Legends
Index of Scottish Folktales
The Mabinogian (Welsh Folktales)
Index of Welsh and Manx Folktales
Index of Welsh Fairytales
Index of Irish Fairytales
Index of Irish Fairytales
Index of Russian Folktales
Index of Romanian Fairytales
Index of Czech Folktales
Grimm's Household Tales
Index of Roma Folklore
Index of Scandinavian Folklore
Index of Spainish Romances
Index of West Highland Fairytales
The Tale of the Youth Who Went To Learn Fear
Index of English Fairytales
Index of English Fairytales
Index of English Fairytales
Stories From and Fairytales Of the (potentially bisexual or homosexual) Hans Andersen.
Tale of the Buried Moon
The Tale of Little Red-Cap
The Wonder of Suffolk
The Tale of Puss in Boots
The Tale of the Beauty and the Beast
The Tale of Hansel and Gretel
The Tale of the Princess and the Pea
The Tale of The Girl Without Hands
The Tale of Godfather Death
The Tale of Princess Belle-Etoile
The Tale of The Snow Queen
The Tale of Tam Lin
The Tale of Thomas the Rhymer
The Tale of Ys
The Tale of the Horse Gullfaxi and the Sword Gunnfoder
The Tale of the Daughter of King Under-Waves
The Tale of Constanza/Constanzo
The Tale of the Girl and the Dead Man
Index of Fairytales (Note: Not All European, and therefore, not all count)





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