Welcome to Starhaven


Starhaven is a semi-casual fantasy RP group inspired by games such as Story of Seasons, Rune Factory, and Dungeons & Dragons. It’s a place for character-driven stories, slice-of-life moments, and plot developments shaped by member choices.
Artists and writers are equally welcome.
Whether you’re here to explore, build a new life, or simply enjoy moments between characters, Starhaven offers a relaxed but evolving world to settle into.
Take your time to look around and get a feel for the island.
We hope to see you soon!

[ 18+ | Semi-Casual | Fantasy | Slice of Life | Plot | Choices ]

The World

Starhaven exists within the wider world of Mythria, a land shaped by diverse regions, cultures, and histories. From Vernalia’s river valleys to Solterra’s heat-worn coasts, Gildenfall’s working lands, and Frigoria’s frozen reaches, each region leaves its mark on the people who come from it.While Starhaven serves as a home and meeting place, the wider world continues to shape events, characters, and long-term plots on the island. Where your character comes from matters - and those roots often find their way back into the stories told here.

Starhaven

The Starhaven Project is growing, and there’s never been a better time to join.What began as a small settlement on a forgotten island has become something much larger. Strange magic, ancient ruins, and an ever-changing environment shape daily life, while the town itself continues to expand alongside its residents. Starhaven is a place of opportunity, discovery, and second chances.Whether you’ve come to study, explore, build a new life, or simply start fresh, the island has space for you. Every resident leaves their mark, and the choices made here help determine what Starhaven becomes next.So, what will your story be?

Calendar

The calendar gives an overview of the current year and season, along with typical weather patterns one can expect on Starhaven. It also tracks important holidays, celebrations and character birthdays, making it easy to keep up with what’s happening over time.


Weather Forecast
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System

Starhaven uses a set of systems to support play and keep the world moving forward. They exist to give structure to participation and to recognise the time and effort players put into their characters and stories. These systems are meant to guide progression, encourage creativity, and help the community grow together over time. Whether you engage with them lightly or dive in more deeply, they are there to support your experience.

Nature & Technology

Magic has always been part of Mythria, and just like it lives in people, it lingers in the land itself. In some places, that presence shows in small, but noticeable ways. Certain plants may grow with stronger or strange flavours and flowers sometimes bloom in unusual colours. Fatesight Flowers, known for shifting their hues in response to magical affinity, are one such example. Animals can show it too on rare occasions - fish that glow softly in dark waters, deer with flowers growing from their antlers, or horses with flaming manes. These changes aren’t common, but they’re not unheard of either. For most people, they’re simply another part of the world: strange at first glance, familiar once you live with them and a reminder that magic still lingers in Mythria.While magic is part of the world, it is not reliable enough to support everyday life on its own, so technology developed alongside it. Most places have practical systems such as piping, heated washrooms, public baths, and sturdy everyday tools. Larger towns and cities also make use of more advanced devices like heating boxes, cooling containers, lamps, and even trains, many of which are powered by contained magic rather than mechanical fuel sources. Because this kind of technology is expensive to build and maintain, it is far more common in wealthier regions, while smaller communities rely on simpler setups. Devices powered by stored magic are not limitless either; their energy eventually weakens and must be renewed by trained specialists. There is no widespread electrical infrastructure, so highly advanced communication or entertainment technology does not exist beyond rare experimental creations commissioned by the wealthy or the curious.

The Chronicles of Mythria

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The Creation of the World

1000 PD – 1 PD
Legend has it that Mythria was created by six Gods, each one of them representing one of the magical elements: wind, fire, earth, water, light and darkness. Together, they shaped mountains that rose to kiss the sky, oceans that sprawled across the land and forests that draped the earth with verdant greenery. They brought life into the world and made it thrive. In these ancient times, dragons lived among people and ancient beasts roamed the wilds. Strong magic flowed through the whole world and the harmonious cycle of the four seasons - spring, summer, autumn, and winter - nurtured all life.

The Great Darkness

1 PD – 1 AD
One day, a great darkness descended upon the lands of Mythria and the whole world was plunged into a perpetual abyss of cold and shadow. For many weeks, the people of Mythria were gripped with fear and turned to the creator Gods in desperate prayer. Four of the Gods responded to their calls: the God of Wind, the God of Fire, the God of Earth and the God of Water. They used their powers to lift the darkness, but the world had already changed. The dragons and ancient beasts had vanished as if wiped from existence, and the once-vibrant lands lay barren. Mythria was but a shell of its former glory and the Gods knew that without further intervention, the world would soon cease to exist.

The New World

1 AD – 1746 AD
In response, the four Gods decided to weave their magic anew, but without the balance provided by the God of Light and the God of Darkness, their powers reshaped the world of Mythria in unexpected ways. The lands transformed into the eternal embodiments of a single season, mirroring the essence of its divine rejuvenator. Verdant groves blossomed eternally in spring, endless summers graced golden beaches, autumn's bounty never ceased, and winter's frost became a realm of timeless beauty. The people, resilient as ever, adapted to the new world and built civilisations in harmony with the unchanging seasons. Yet, one island remained untouched by the Gods’ powers and as it was still shrouded in unyielding darkness, it quickly became a land abandoned and forgotten since it was deemed uninhabitable.

The Meteor Crash

1746 AD – 1748 AD
Many centuries passed until a huge meteor crashed into the long forgotten island of darkness. The unforeseen event caught the interest of many researchers and a small expedition party soon travelled to the once-abandoned land in order to study the meteor crash site. To their astonishment, they found the land alive with the cycle of the four seasons, a phenomenon unseen since the age before the Great Darkness. The land, once dead, had started to thrive with new life.

The Starhaven Project

1748 AD – Present
After this discovery, several expedition parties were sent to the continent to gather more information. However, it quickly became clear that a more permanent settlement was needed in order to proceed. Continuous travels were impractical and cost too much funding. After many discussions and planning between the nations, a project was brought into life in order to populate the once-forgotten land. A small settlement named Starhaven was built and people to move to the island were recruited.

Tensions in the Land of Eternal Summer

1752 AD – 1753 AD
In the Land of Eternal Summer, a troubling event has left people deeply unsettled. For the first time ever, the Day of Renewal failed to occur. Normally a time of celebration and divine blessing, the day came and went without any sign from their God. Whispers of fear and doubt spread rapidly. Had their God abandoned them? Had he lost his power? Or had the people themselves failed...had they not prayed or worshipped enough? No one truly knows the answers, but tension is gripping the land, and tempers are running high. Perhaps it is this growing unease that has caused relations with Vernalia to sour. Heated debates between the two regions have become more frequent, and cooperation between them have begun to fray. To make matters worse, it has now been confirmed that Gildenfall’s Day of Renewal failed as well, leaving both nations shaken and uncertain.

War of Shattered Faith

1753 AD – 1754 AD
After the Day of Renewal failed in both Solterra and Gildenfall, tensions between the two regions steadily worsened. At first, it was just unease and speculation, followed by harsh words and public arguments. Disagreements turned into border disputes, and before long, the first skirmishes broke out. Now, the two nations are fully at war. Neither side is willing to take the blame, and both accuse the other of offending the Gods and throwing the world out of balance. Vernalia has tried to stay out of the conflict, but it finds itself in an increasingly awkward position between the two. While it hasn’t taken a side, pressure is building from all directions. Frigoria, far removed and more isolated, remains uninvolved. Its distance and disinterest have kept it from being drawn into the conflict.
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The Chronicles of Starhaven

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Start of the Starhaven Project

1751 AD - 1752 AD
The Starhaven project advanced steadily, and soon the first wave of residents was ready to move onto the island. Though the land was still barren and undeveloped, the settlers brought energy, determination, and a vision for a brighter future. Together, they worked tirelessly to transform Starhaven into a place they could truly call home. It wasn’t always easy. Progress was slow at first as the early days were filled with challenges and setbacks. However, through cooperation and perseverance, the residents managed to overcome every obstacle.Meanwhile, the leading research team, who had spearheaded the initial expeditions, found themselves overwhelmed with administrative tasks as they coordinated the settlement’s growth. Their focus on paperwork left little time for the actual research that had brought them to Starhaven in the first place. This did not go unnoticed by the four nations - Vernalia, Solterra, Gildenfall, and Frigoria - who had all invested heavily in the project. Concerned about the lack of scientific progress, they decided it was time to step in and take matters into their own hands.

Miriel Willowmist's Mayoralty

1752 AD - 1753 AD
To relieve the leading researchers of their administrative burden and allow them to return to their work, representatives from Vernalia, Solterra, Gildenfall, and Frigoria were sent to Starhaven. Their mission was simple: to oversee the settlement and nominate one of their own as the first mayor of Starhaven. After a public election, Miriel Willowmist, an elf from Vernalia, was elected as the first mayor.Under mayor Miriel’s leadership, the focus of Starhaven shifted back to research in all fields, including the mysterious meteor crystal at the crash site. For the first time, the crystal was cut into for study, and what followed was both fascinating and strange. A fine dust released during the cutting process caused small crystals to grow on those who had been exposed to it, temporarily enhancing their magical abilities. Though the effects only lasted a few weeks, the phenomenon became the foundation for further study, and excitement buzzed through the research community.After a public vote, it was decided that further research on the crystal was necessary. The decision to cut it down entirely was risky, and ultimately led to disaster. A surge of unstable magical energy burst from the crystal’s core, injuring many and scattering fragments across the island. But the choice wasn’t without its rewards. The explosion unlocked new insights into magic, and several breakthroughs followed in its wake. With the central crystal destroyed and its remnants under active study, focus began to shift toward exploring the rest of the island. Starhaven’s efforts turned outward, expanding its borders in the hopes of discovering new phenomena that might help understand the mysteries of the island.

New Roots, Old Tensions

1753 AD - present
When it came time to vote for mayor again, Miriel Willowmist was re-elected for a second term. Her calm leadership had earnt the trust of many, and with Caladryn now officially appointed as her advisor, the island’s magical research efforts felt more focused than ever. Neria, who had also run for the advisor role, lost by a narrow margin. Rather than dwell on the outcome, she redirected her energy into supporting the town’s church, becoming the driving force behind its growth into a place of spiritual importance.Although research into magic remained a major focus, efforts began to shift elsewhere. With the explosion at the meteor site behind them and the resulting crystal shards now providing a stable and steady source of study, researchers had what they needed to continue their work. Recent tests confirmed what many had suspected: the magic within the crystal is largely aligned with light magic, though strange, raw magical energy seems to pulse through it as well. It could help explain why the meteor’s arrival dispelled the island’s long-standing darkness, and perhaps also why the first attempt to cut into the crystal had unleashed such a blinding wave of light.With the immediate danger past, resources were reallocated to expand the town’s reach. More of the island was mapped and cleared, new jobs emerged, and Starhaven steadily grew in both size and reputation. More tourists had begun to arrive, curious to see the place where all four seasons lived side by side.Meanwhile, the growing conflict between Solterra and Gildenfall began to cast a shadow over Starhaven’s representatives. Although they did their best to remain professional, cracks were beginning to show. Tensions flared behind closed doors, and pressure began to mount on Miriel to publicly state where she and Starhaven stand. So far, she has remained silent, mirroring Vernalia’s own stance, but many believe it is only a matter of time before the island will be forced to pick a side.
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World Map

Mythria was once a unified world where the seasons changed naturally, one after another. Since the Great Darkness, that balance has been lost, and the continent is now divided into four nations, each bound permanently to a single season. The only exception is Starhaven, an island where the full cycle of seasons returned after a meteor crash, making it a rare glimpse of what the world once was.


Vernalia, The Land of Eternal Spring

★ Capital: Bloomridge
★ Population: mostly elves, hybrids, humans
★ Terrain: meadows, forests, river valleys, mountain ranges
★ Notable Exports: rare flowers, medicinal herbs, perfumes and oils, honey and beeswax, dyes, fine teas

Vernalia is a region of river valleys, broad meadows, and forested stretches that grow denser the farther one moves from its main settlements. Clear waterways shape much of the land, guiding travel routes, farmland, and town development, and most communities are situated where forest, field, and fresh water naturally come together. Roads commonly follow riverbanks, with bridges, mills, and crossings marking long-established points of movement and trade. Cultivated land is widespread, existing alongside woodlands, meadows, and riverbanks that remain largely undisturbed.


The landscape shows signs of long-term habitation and gradual change. Fields, paths, and infrastructure appear layered, with older routes and boundaries still in use beside newer ones. Forests thin and thicken naturally without large-scale clearing, and settlements tend to remain close to their original foundations. Vernalia feels closely connected, with its rivers, paths, and settlements shaped over time through steady use and gradual change.

Bloomridge is Vernalia’s administrative, academic, and commercial centre, built where several major rivers converge. The city spreads across gentle hills and terraced streets, with residential areas, markets, workshops, and cultivated gardens interwoven throughout rather than separated into strict districts. Paths, bridges, and waterways form the main routes of movement, allowing goods, people, and information to pass easily between different parts of the city.


The capital is widely recognised as Mythria’s foremost centre for medicine, botanical study, and the research of plant, animal, and arcane disciplines. Several colleges and institutes operate within the city, many of them closely tied to surrounding farmland, forests, and river systems. Bloomridge also hosts Vernalia’s regional council, where representatives from across the land gather to coordinate matters of administration, trade, and shared infrastructure. The city remains consistently active, with most activity tied to coordination, research, trade and administration.

Vernalian society is organised around long-term community ties and shared responsibility. Many families remain rooted in the same towns or regions for generations, and local affiliation often carries as much weight as regional identity. Trust develops slowly and is closely tied to consistency, reliability, and visible involvement in community life. People are expected to take part in maintaining shared systems, whether through labour, knowledge, or coordination, and reputation is shaped by sustained contribution rather than singular achievements.


Social standing in Vernalia is not determined by rigid class divisions, but by familiarity, dependability, and the ability to work within existing structures. Leadership tends to emerge through experience and recognition, often taking the form of councils, stewards, or long-established families responsible for managing resources and resolving local matters. Disagreements usually centre on access, upkeep, and responsibility instead of ideology, and decisions are often reached through extended discussion. Vernalian society places little emphasis on status displays; respect is earnt through care for the land, the systems built around it, and the people who rely on them.

Deepcomb Vale
A valley famous for giant beehives woven into natural rock alcoves. The bees that live here are unusually large, many growing to the size of a person’s palm, and their colouring can vary strikingly depending on the flowers they feed from. The communities of Deepcomb Vale support and maintain the hives with great care, treating the bees as essential partners in Vernalia’s agriculture and not as resources to be used freely. Taking honey without permission is not illegal by law, but it is regarded as a serious breach of trust; only approved families and guilds are allowed to harvest small, carefully regulated amounts, and most people understand that the health of the bees matters far more than immediate gain.


Grove of Quiet Hours
The Grove of Quiet Hours is a protected woodland reserved for reflection, quiet conversation, and time away from everyday life. People often come here before important decisions, to mark personal milestones, or simply to step away from their usual responsibilities, and it is widely understood that raised voices and arguments do not belong in this space. Over time, families and communities have attached their own meanings to the grove, and it is not uncommon for people to bury small mementoes beneath trees or along the paths as a way of marking change, honouring someone important, or leaving a part of the past at rest.


Rainhollow
Rainhollow is a river settlement known for its “rainwalks” - long canopy tunnels shaped from living trees that shelter paths during the frequent, finely timed showers that pass through the region. Rain is part of the local life rather than treated as an inconvenience; many traditions, festivals, and evening gatherings are timed around it, with people walking the covered paths, sharing food beneath lantern light, and listening to music while the canopy quietly echoes with rain drops. Travellers often come specifically for this atmosphere, and Rainhollow has become well known among couples, many of whom visit for the simple tradition of walking the rainwalks together during rainfall.

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Solterra, The Land of Eternal Summer

★ Capital: Sunspire
★ Population: mostly hybrids, humans, half-elves
★ Terrain: deserts and dunes, rocky plateaus, tropical coasts, jungles
★ Notable Exports: tropical fruit, spices, rare timber, glassware, pottery, ceramics, coastal trade goods

Solterra is a region defined by heat and strong geographical contrasts, stretching from vast deserts and dune fields to rocky plateaus, dense jungles, and long tropical coastlines. Water plays a decisive role in shaping settlement, with towns and cities forming around oases, rivers, coastal inlets, and established ports. Inland travel depends on mapped routes and known passages, while coastal regions support frequent movement by sea. Vegetation and habitation shift sharply across the land, creating clear boundaries between arid expanses, fertile lowlands, and humid forest regions.


The landscape demands careful navigation and planning. Open desert offers little shelter, while plateaus and jungles shape movement through elevation, shade, and natural barriers. Settlements tend to cluster around dependable resources, and routes between them follow paths that have proven reliable over time. Across Solterra, distance, heat, and access to water define how places connect, giving the region a sense of openness combined with clear limits imposed by the environment.

Sunspire is Solterra’s political and economic centre, built around a fortified palace district that dominates the city’s layout. The palace complex houses the royal family, central administration, and primary council chambers, and much of Solterra’s governance and high-level decision-making takes place within its walls. From this core, the city spreads outward in clearly defined districts, with official quarters, trade hubs, residential areas, and port facilities arranged in deliberate layers.


The city’s construction reflects its climate and function. Pale stone buildings, shaded streets, inner courtyards, and controlled access points help manage heat and movement, while major roads connect the palace district to caravan routes and coastal trade lines. Activity in Sunspire remains constant, driven by administration, commerce, and transport, with the city serving as the main point where inland routes, maritime trade, and regional authority converge.

Solterran society is structured around clear hierarchies and visible divisions of status. Social standing is closely tied to occupation, wealth, and proximity to power, and these distinctions are reflected in daily life as well as in the layout of towns and cities. Certain districts, institutions, and spaces are restricted by status or official permission, and access to administrative or royal areas is tightly controlled. Movement between social layers is possible, but it tends to be gradual and dependent on long-term service, success in trade, or formal appointment.


Leadership and authority are highly visible, with power flowing from the royal family through noble houses, appointed officials, and regional administrators. Responsibility and competence are expected of those in authority, but obedience and awareness of one’s place remain central social expectations. Public life is active and expressive, especially in trade districts and coastal centres, yet social boundaries are well understood and rarely crossed without consequence. In Solterra, reputation is shaped by confidence, capability, and recognised position, and knowing where one belongs is considered an essential part of navigating both society and opportunity.

The Crimson Fields
The Crimson Fields are stretches of red-tinted desert where the sand contains mineral traces that deepen in colour at sunrise and sunset, giving the landscape its distinctive glow. The region is known for its lizards with translucent, heat-reflective scales that catch the light and refract it into faint shimmering patterns when they move. They are skittish but commonly seen in the early morning and late evening, and locals regard them as a reassuring sign that the desert is still survivable, even at its harshest.


Azure Coast
The Azure Coast has a huge marketline that stretches along Solterra’s busiest trade route, forming a near-continuous chain of ports, harbours, and market districts that are always bustling with life. It is the only region not administered through the usual hierarchy beneath the crown, instead operating independently under a coastal council recognised by the monarchy for generations. The wealth and constant movement make it incredibly lucrative, and while the coast is officially well-regulated, it is widely whispered that some ships dock here without using their real names, and that not every transaction carried out along the Marketline is entirely lawful.


Highwood
Highwood is a jungle settlement built on elevated platforms and connected walkways that rise above the dense ground growth, allowing residents to move safely and efficiently between homes, watch posts, and communal areas. The height provides better airflow, protection from wildlife and flooding, and clear views of weather and river conditions, making it an important reference point for the surrounding region. While raised structures exist elsewhere in Solterra, none match the scale or organisation found here, and the settlement’s network of bridges and viewing platforms has quietly become a destination in its own right, attracting travellers who want to experience the jungle from above rather than within it.

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Gildenfall, The Land of Eternal Autumn

★ Capital: Goldengrove
★ Population: mostly humans, elves, witches
★ Terrain: hills, forests, valleys, river plains, vineyards
★ Notable Exports: grains and seasonal crops, vegetables, preserved foods, wooden crafts, wines and ciders, textiles

Gildenfall is a region of rolling hills, cultivated fields, forested slopes, and wide river plains, all held in warm autumn tones throughout the year. Farmland stretches across much of the countryside, broken by orchards, vineyards, woodland borders, and small villages spaced at regular intervals. Rivers and well-used trade roads link rural settlements to larger towns, while old stone bridges, mills, storehouses, and field boundaries mark places that have supported harvests and transport for generations.


The land shows clear signs of long and continuous use. Fields are carefully divided and maintained, forests are managed rather than cleared, and paths often follow routes laid down long ago. Settlements tend to grow outward from established centres instead of spreading unpredictably, and most infrastructure is built to endure cycles of planting, harvesting, and storage. Gildenfall’s landscape feels shaped by repetition and labour, with every part of the land carrying evidence of work done and work still expected to come.

Goldengrove is recognised as Gildenfall’s capital, though it does not function as a seat of central authority. The city developed at the meeting point of several major trade roads and river routes, making it a natural centre for storage, processing, and redistribution of goods produced across the region. Warehouses, granaries, mills, craft halls, and market yards dominate much of the city’s layout, with residential streets and inns growing around these working spaces.


Rather than housing regional governance, Goldengrove operates as a practical hub where harvests, materials, and finished goods pass through before being traded onward. Markets run continuously, carts move in steady flows, and labour is visible throughout the city at all hours. The city’s importance comes from function and reliability, not political power, and most people understand Goldengrove as the place where Gildenfall’s collective work gathers, changes hands, and moves back out into the wider world.

Gildenfall’s society is shaped by work, contribution, and a strong connection to place. Most people grow up learning practical skills tied directly to farming, forestry, craft, transport, or food production, often passed down through families or close-knit communities. Social standing is closely linked to effort and reliability, and respect is built through visible contribution over time rather than through status, wealth, or formal authority.


There is no rigid class system in Gildenfall, but reputation carries significant weight. Communities tend to remember who can be depended on during demanding times and who steps in when labour is needed. Leadership is informal and local, often falling to elders, experienced workers, or long-established families who organise resources and settle disputes through recognition instead of titles. Trust is earnt through action, and while outsiders are not excluded, acceptance depends on willingness to work alongside others and take part in shared responsibilities.

The Amberfields
The Amberfields are a wide stretch of open land and woodland clearings known for trees that produce unusually thick, golden resin. In certain areas the resin hardens across bark and stone in smooth, glasslike sheets or gathers in slow-moving pools, preserving leaves, seeds, and insects alike. The badgers that live here have noticeably larger, stronger claws with a distinct amber tint. Nearby communities tend to treat the Amberfields as working land with responsibility attached - something used carefully, tended when needed, and left alone when it should be.


Hearthcommon
Hearthcommon is a wide communal ground tended collectively by nearby towns and villages, where sections of land are planted, maintained, and harvested for shared use. The crops grown here aren’t claimed by any single community; they exist as a resource people can turn to when they need extra support, whether during lean periods, poor yields, or personal hardship. Anyone may take what they require without question, and it’s widely understood that those who benefit will return to help when they can, either with labour, seed, or supplies.


Oakburrow
At first glance, Oakburrow hardly looks like a town at all. The landscape seems like a line of softly rising hills dotted with doorframes, stone archways, chimneys, and garden markers rather than visible houses. Most of the settlement is built into the hills themselves, with homes, inns, and workshops partly sunken into the earth, leaving only entrances and small windows above ground. The centre of Oakburrow is marked by a great old oak that forms the town’s main gathering and play space. Families often visit because the town is easy to navigate, the sheltered hill-homes feel safe for children to explore, and nearby fields, paths, and small community fairs offer plenty to do without needing to travel far.

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Frigoria, The Land of Eternal Winter

★ Capital: Winterhold
★ Population: mostly humans, hybrids, dragonkin
★ Terrain: mountains, arctic tundra, ice plains, frozen lakes, glaciers
★ Notable Exports: minerals and ores, metalwork, stonecraft, furs and hides, wool, smoked fish and meat

Frigoria is a land of mountains, frozen plains, and vast stretches of ice shaped by persistent cold and strong winds. Long mountain ranges break into arctic tundra, glaciers, frozen lakes, and hard-packed snowfields where visibility can stretch for great distances. Much of the landscape is exposed, with little natural cover, and weather patterns can shift quickly. Settlements are scattered and tend to form in valleys, coastal inlets, or along ridgelines where the land offers some protection from wind and snow.


Movement across Frigoria depends on established routes and knowledge passed down through experience. Frozen rivers and lakes serve as crossings, while mountain passes and coastal paths link distant communities. Settlements remain compact and tightly grouped, rarely spreading far beyond sheltered ground. The land shows clear limits on where long-term habitation is possible, and travel between regions is shaped by terrain, weather, and the narrow windows when conditions allow safe passage.

Winterhold serves as Frigoria’s capital and primary point of coordination, built within a naturally sheltered basin between high ridges. The city’s location offers protection from the worst winds and provides access to several key travel routes that connect distant settlements. Construction is dense and deliberate, with thick stone walls, reinforced roofs, enclosed streets, and covered walkways designed to retain heat and withstand prolonged storms. Storage halls, forges, preserved-food markets, and transport yards make up much of the city’s core.


Rather than functioning as a centre of constant governance, Winterhold acts as a meeting ground where clan leaders and trade organisers gather when coordination is required. Its role is practical and situational, focused on logistics, supply management, and shared concerns that affect multiple regions. Activity within the city fluctuates with weather and travel conditions, but Winterhold remains an essential anchor point, offering stability, resources, and shelter in a land where few places can do so reliably.

Frigorian society is organised around long-standing clans, each responsible for its own territory, resources, and internal leadership. Clans function as both social units and political bodies, shaping daily life through shared labour, mutual protection, and collective responsibility. Leadership within a clan is based on experience and proven judgement; while lineage carries weight, authority depends on capability and trust earnt over time. Decisions affecting a single clan are handled internally, according to established customs and agreements.


Once a year, clan leaders gather to discuss trade, territorial matters, and concerns that affect multiple regions. Outside of this gathering, each clan governs itself independently, maintaining its own practices and obligations. These meetings focus on coordination and necessity rather than prolonged debate, with emphasis placed on practical outcomes and shared stability. Loyalty within clans runs deep, and trust is built through endurance and reliability. Outsiders are treated fairly, but acceptance requires patience and demonstrated commitment, as Frigorians place their faith in those they have stood alongside before.

Frostpine Reach
Frostpine Reach is a stretch of deep, densely packed woodland where dark pines rise high. Wind barely touches the forest floor, and sound carries strangely between trunks. Frostpine Reach is respected and quietly feared, not only for its difficult terrain but for the massive icebears that roam its depths - with jagged icicles forming along their backs, fiercely territorial and known for their relentless aggression. People hunt and gather here carefully, following known paths and long-standing boundaries, fully aware that this forest is not a place to push one’s luck.


Glassridge Lake
Glassridge Lake is a vast body of water locked beneath permanent ice, its surface shaped by pressure, shifting wind, and slow movement beneath the frozen crust. Over time, these forces form long, layered ridges that shine like glass and carry low, resonant tones when struck hard with a hammer or similar weight. The place has also become known as the Path of Names: families and travellers carve marks, symbols, or names into the more stable ridges in memory of those who have passed or were lost. The ice still shifts and breaks piece by piece over the years, but that is part of its meaning - nothing here is truly permanent, yet the act of carving remains a way to say that someone mattered.


Moonfrost Cove
Moonfrost Cove sits along a relatively mild stretch of Frigoria’s coast, where sea winds soften the cold enough for long walks and outdoor gatherings to be possible without constant strain. The town is built around a massive coastal ice wall formed over centuries of pressure and sea spray, its surface laced with pale minerals and faint bioluminescent growths that make it glow softly in shifting blue and silver light at night. Lantern-lined walkways, evening gatherings, music, and small markets often centre around the illuminated ice. It has become especially popular with visitors who want to experience Frigoria’s winter atmosphere without facing its most severe conditions.

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Starhaven, The Land of Eternal Darkness

★ Capital: Starhaven
★ Population: humans, elves, hybrids, half-elves, witches, dragonkin
★ Terrain: rocky coastlines and beaches, mixed forests, lake regions, river plains, uneven highlands, mountain ranges, meteor crater zone
★ Notable Exports: N/A

Starhaven is an island where much is still waiting to be discovered. Rocky shores and long stretches of beach lead into forests, plains, lakes, and rising highlands, with much of the inland still left unexplored. Only parts of the island have been properly charted. People understand a portion of the land now, but there are still wide stretches that no one has reached yet.


Where the island was once buried in constant darkness, it now follows the natural cycle of the seasons, shifting from warmth to cold and back again in a way the rest of Mythria no longer does. The title “Land of Eternal Darkness” doesn’t quite seem to fit Starhaven anymore - however, there is still a smaller island to the north that remains locked in perpetual night, often referred to as the Eternal Starfield. It is the last untouched shadow of the world during the Great Darkness.

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The People

Mythria is home to many different lineages, each with its own history, culture, and place in the world. The sections below outline the traits most commonly associated with each of them. These descriptions reflect what is typical within a lineage, but your character does not have to follow them - individual variation always exists.When individuals from different lineages have a child together, there is a 60% chance that the child will be born into the mother’s lineage and a 40% chance of inheriting the father’s lineage. The only exception to this rule appears when elves are involved: if one parent is elven, there is a 20% chance the child will be born as a half-elf.


The Gods

The Gods of Mythria are said to originate from a distant realm known as the Sea of Stars, the birthplace of their magic and the source from which they shaped the world. Creating Mythria greatly weakened them, but it was the Great Darkness that truly pushed their powers to the brink. When the world was plunged into endless night, Caelestis, Ashen, Erdar and Maristelle poured their remaining strength into lifting the darkness and reshaping the lands, ensuring life could continue. As a result of expending so much power, they fell into a deep slumber, from which each one now awakens only once a year on their Day of Renewal to bless the world with renewed magic, strengthening the lands so they are not lost to darkness again. Lumina and Shadaron, however, never returned after the Great Darkness. Their disappearance remains one of the greatest mysteries in Mythria’s history, with the most widely accepted theory suggesting a conflict between them that ended in Shadaron banishing or possibly destroying Lumina, though no one truly knows for certain.Although the Gods’ existence isn’t disputed, how people choose to honour them varies. Worship is not enforced or strictly expected; most people simply pay respect during holy days or at important moments in their lives. Some prefer to honour all of the Gods, while others devote themselves primarily to one or two. Caelestis, Ashen, Erdar, and Maristelle are the most commonly worshipped, as their blessings are directly tied to the lands people live in and rely on. People still honour Lumina, though her worship is no longer as common or broadly practiced as that of the other Gods, often held by those who feel a personal or cultural connection to her memory. Shadaron is still worshipped as well, though those who do so tend to keep their faith more private. Because of the stories surrounding Lumina’s fate, many view open worship of him with caution. It's not condemned, but approached with unease, as people are never entirely sure what it means to devote oneself to a God whose last known act is still debated.Even for those who don’t actively worship, there is a common belief about what lies beyond life. Many say that when someone dies, their soul returns to the Sea of Stars and becomes a star watching over the world. Others speak of the Black Tides, a place said to claim souls burdened by cruelty, regret or darkness of heart. Some believe the Gods guide each soul to where it belongs, while others say every spirit simply drifts toward whatever reflects it best. And so the night sky, bright or starless, is often seen as a reflection of the worlds believed to wait beyond life.


Magic

Magic lies at the heart of Mythria. Though the Great Darkness weakened it and changed how people interact with it, it remains present in every living being and in the land around them. Today, magic is something that must be guided rather than freely wielded, supported by research and crafted tools. How it is used, who can access it, and how strongly it shapes daily life varies greatly from place to place, but it is still one of the defining forces of the world.


Flora & Fauna

Starhaven is famous for life that exists nowhere else in Mythria. Strange plants and entirely new species of wildlife thrive here, forming an ecosystem unlike any other. As the island continues to be explored, more discoveries may still be waiting to surface. For ease of organisation, all unique plant life found on the island - including fungi - is grouped under the flora section below, while all animal life is listed under fauna.


Map of Starhaven

Starhaven is still a place of discovery. The maps that exist today only cover part of the island, and while some key areas are known and regularly travelled, much of the land beyond them remains unexplored or only loosely documented. The following section details the locations currently charted and recognised as part of everyday life on Starhaven. As the settlement grows and people venture further, new parts of the island will continue to be uncovered, and familiar places may change as understanding deepens over time.


Residents

Starhaven is shaped by the people living in it. Here you can see who calls the island home and where they live. The statistics update automatically.


Name
Job

Shop

GP can be used to purchase items from the Town Shop. Some items will only become available to obtain once you reach a certain Rank Level. The shop will expand as the town develops, with new items gradually being added alongside future updates.


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Events

Events are a regular part of the group and help move the story of Starhaven and Mythria forward. Each season (Spring, Summer, Autumn, Winter) will feature one Seasonal Event, which usually runs for the duration of the season to give everyone plenty of time to partake. Some Seasonal Events may be divided into two stages, with new prompts or content being added later in the current season. Depending on the event, new lore may be introduced, locations may unlock or change, and parts of the world may develop further. Members can sometimes influence the direction of the story through their participation or community voting. Some prompts will also feature mini-games, which are played using the server bots. Furthermore, events may include time skips if the narrative calls for it. These will always be announced in advance and are expected to span only a few years at most.While the story continues to move forward, the past remains open to explore. Older events can be completed at any time and still earn EXP and additional rewards, except for rewards of Exclusive Prompts. Each event will come with different prompt types that offer various ways to partake. These are explained in the sections below.



Story Prompts
Story prompts focus on Mythria as a whole and actively contribute to the overarching narrative of the setting. These prompts can reveal new lore, push the main plot forward, respond to major events, or allow characters to experience defining moments in the group’s ongoing story.


Town Prompts
Town prompts revolve specifically around Starhaven and daily life within it. They do not directly advance the setting’s larger narrative, but they help shape what Starhaven becomes over time. These prompts may cover community activities, town expansion, infrastructure improvements, celebrations, seasonal holidays, and social events.


Member Prompts
Member prompts are created and hosted by group members themselves. They are usually light-hearted, personal, or themed around fun ideas, special occasions, or character-driven experiences. Whether it’s celebrating your pet’s birthday, hosting a festival, organising a garden showcase, or inviting others to join in something meaningful to your character, member prompts give players the chance to bring their own ideas to life and involve the community in them.


Exclusive Prompts
Exclusive prompts are directly tied to a current seasonal event. These prompts often come with special rewards or opportunities that can only be earnt while the event is active. Once the event ends, the additional rewards associated with these prompts can no longer be obtained, though regular GP and EXP can still be earnt if the prompt is completed afterwards.

Combat Prompts
Combat prompts make use of the stats chosen during character creation. Battles are handled using simple bot commands within the server, so the system remains accessible even if you’ve never used dice mechanics before. Everything is guided step-by-step, keeping combat easy to follow while still leaving plenty of room for storytelling.


Rank Levels

As you earn EXP, your Rank Level will rise. Higher Rank Levels unlock access to additional shop items and special rewards. Every time you reach a new Rank Level, you’ll gain a Rank Reward. These can be claimed in the #registration channel on Discord. As Starhaven continues to grow, new Rank Levels and rewards will be added over time.


Rank LevelEXPRank Reward
10Small House
2500Small (Magical) Pet
31.000Visitor Pass
42.000Resident Pass
53.000Market Stall Permit
64.000Prism Shard
75.500Medium House
87.000TBA
98.500TBA
1010.000TBA

Special Bonds

There are special bonds available for players who want to explore deeper character development. They are entirely optional and not required to enjoy the group, but they offer additional storytelling opportunities for those who want to engage with them.


Member Registry

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Activity Checks

Activity checks help keep the group healthy and active while still respecting real life. They are held twice a year (roughly every six months). To pass, members simply need to show that they've participated in a Seasonal Event over the past six months. If life gets busy, you can request a hiatus to be exempt from a check, though this can’t be used twice in a row. The goal is to ensure the group stays lively without being overly strict or stressful.

GP & EXP

GP and EXP can be earnt through art and writing. While GP can be earnt at any time, EXP is only awarded for event-related art or writing. Submissions for both GP and EXP must be logged using the submission form provided below.GP can be used in the town shop to purchase items, while EXP determines your rank. Some shop items are only available once a certain rank is reached. Ranks are tracked per member, not per character.

Joining

This section contains everything you need to join Starhaven. You’ll find information on character creation and application requirements. Applications can only be submitted during group openings unless someone already in the group invites you using a Letter of Recommendation, which allows joining at any time. Applications must be submitted in the Discord server.


Group Status:
Closed


Rules

This group is strictly 18+. By joining, you confirm that you are at least 18 years old. Do not lie about your age or try to bypass this rule. It helps keep the space respectful, safe and enjoyable for all members. There is no upper age limit – whether you’re 18 or 80, you’re welcome here as long as you respect the rules.

Conflict and misunderstandings are inevitable in groups. Please remember that people rarely intend to upset others. If someone’s behaviour bothers you, give them a chance to adjust and talk to them openly when you can. Clear, kind and timely communication prevents escalation. Passive-aggressive comments only make things worse. If needed, you can always reach out to the mod for support in resolving issues.

No topics are outright forbidden, but sensitive subjects should be approached thoughtfully and respectfully. It’s okay to vent, but please avoid creating a persistently negative atmosphere that drags others down. This is an LGBTQIA+ friendly group. Hate speech, harassment, discrimination, or targeted cruelty of any kind will not be tolerated.

You are not required to interact with everyone, but shadow blocking creates confusion and disrupts the group. It also prevents the mod from moderating properly. If you feel you need to block someone, please inform the mod first. Blocking should be a last resort, not the first step in resolving conflict.

This is an 18+ group. A joke here and there is fine, but please remember that not everyone is comfortable with explicit content at all times. Keep explicit discussion in designated NSFW channels. NSFW artwork or conversation should never be posted outside those areas.

Each channel exists so conversations stay organised and easy to follow. This helps keep the server tidy and makes it easier for everyone to find what they need. Feel free to check the channel topic if you’re unsure where something belongs. Mistakes happen and that’s totally fine, just try not to make a habit of posting things where they don’t fit.

Character conflict is not real-life conflict. If characters disagree, fight, or don’t get along, that does not mean the players feel the same way.

RP is collaborative storytelling. Avoid making your character invincible, always right, or forcing actions on others without consent. Losing, struggling, and compromising are part of roleplay. If a scene may involve heavy themes (violence, trauma, abuse, extreme angst, NSFW), check in with your RP partner(s) first. No one should feel pressured into content they aren’t comfortable with.

Let people enjoy their niches. Don’t shame others for their preferred playstyle (slow RP, slice-of-life, angst, soft content, etc.).

Do not submit AI-generated work as your own, especially not for in-group currency or applications. Tracing other artists’ work is also not allowed. Using bases is fine as long as the creator is properly credited when needed. That being said, AI is growing rapidly and it can be genuinely difficult to tell whether something is AI-generated or not. Honest mistakes happen. If concerns arise, they will be handled respectfully.

Do not DM the mod about group matters. If you have questions, issues, or need support, please use the appropriate places such as #questions, #registration, or a ticket. This keeps communication organised and ensures nothing gets lost.

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NPCs

The residents aren't the only people on the island, NPCs are part of everyday life in Starhaven. From the researchers leading the project to familiar faces seen around town, named NPCs help define the community. Alongside them, unnamed NPCs fill natural roles so the island never feels empty, supporting the island when they’re needed before fading back into the background.