


Starkeepers

A Starkeeper , often shortened to just " Keeper ", is a personal guard and companion to a member of the royal family.Direct members of the royal family (that is, the ruling monarch and any heirs) may have any number of Keepers .The noble the Keeper attends is often referred to as a "star".Non-royal noble lords and ladies have only one Keeper.Keepers are expected to completely fulfil the companionship needs of their sworn noble. This includes protective, platonic and romantic relationships.Keepers are chosen by the star once the star reaches adulthood (twenty years of age).A star may choose any trial or challenge to vet a Keeper, or may simply accept a Keeper into their service.A Keeper may be of any race or background, though knights are most often chosen due to their skill in arms and chivalric nature.

the vow of a keeper
Upon selection, a Starkeeper kneels before their star and swears a sacred, lifelong vow to serve them in all ways - as guard, companion, confidant and lover.This vow can only be dissolved by the Keeper’s star, death or direct decree of the Eveningstar.Breaking the vow is considered both high treason and heresy, punishable by execution.
The Chosen Six are five (the title 'the six' includes Sir Alric Fauxe, despite his untimely death) Starkeepers tasked with protecting and providing for the Dawnstar.They are utterly devoted to their charge and attend to the Dawnstar in all things.Starkeepers are not only guardians, but sexual and platonic companions to their charge.It is fully expected and understood that a Keeper is likely to have romantic feelings towards their star and there is no shame associated with this attraction.Polyandry (having multiple male partners) is normalised within Starfall and considered natural.The Six acts as a harem for the Dawnstar, and at least one Keeper typically shares the Dawnstar's bed at night.Jealousy between Keepers is frowned upon.
Canonically, the Dawnstar selects the Six in the following order:
The "Chosen Six" is a title that acknowledges Alric's role as a Keeper and honors him despite his death.
It is also (outside of in-universe reasons) because there may be others who might earn that honored title of royal Keeper...
Short answer: yes.
Long answer: public acceptance/reaction would depend on the keeper in question.
"acceptable" keepers:
(mostly due to their noble birth)
Richard would be controversial due to being common born, and Vidal would be very controversial due to being Irradiyan by birth (and a dark elf).
No.
Keepers are first and foremost guardians and companions. As the Dawnstar, you have full control over what your relationship with each Keeper entails.
Whether that's as a lover, friend or strictly as a guardian, that's up to you!

by linerik

by roku

by hyena

"Iron Endures"


The noble line of House Alcuin has ruled the fortified Northern city of Ironhall for over three centuries from their imposing seat of Shadowmount Keep.
As wardens of the northern marches bordering the hostile realm of Irradiya, the Alcuins are a martial house defined by an unwavering dedication to honor, valor, and the defense of the realm.
Built atop a snowy mountain plateau, the fortress-city of Ironhall is the northernmost bastion of Starfall.
Its towering walls of blackstone and iron are an imposing sight, bristling with artillery and soldiers ever-watchful for an attack from Irradiya.
As the holding of House Alcuin, one of the kingdom's most martially-renowned noble families, Ironhall is a city built for war.
It is home to some of Starfall's greatest knights, warriors and weaponsmiths.
The smoke from its great forges is ever-present, and the ring of hammer on steel is a constant song.
Despite its grim and foreboding atmosphere, Ironhall has a rough charm. Its people are known for their uncompromising bravery and loyalty.
Great halls with roaring hearths can be found throughout the city, where soldiers gather to feast, drink and boast of their battlefield exploits.
The city has many monuments to fallen heroes.
However, located so close to enemy territory, a sense of paranoia permeates the city.
The Alcuin lords are infamous for their harsh treatment of suspected traitors.

"In Shadow, Truth"


House Arcandam rules Duskhollow, an eerie vale perpetually cloaked in a chilling mist.
Tragedy haunts the Arcandams, who are believed cursed, with most members dying from unnatural, unusual causes. Their family has dwindled to two members: Lord Lucien Arcandam, a young and arguably unfit ruler, and his uncle, Samael Arcandam, who disappeared mysteriously during a diplomatic mission.
Local legends claim that an ancient ancestor sealed their grim fate by disturbing the barrow of Polaris' Heir, a sacred burial site hidden deep within Duskhollow's shadowed forests.
Many whisper that Duskhollow is a realm where dark magic lingers. Fae creatures are often seen in the shadows of the vast, ancient trees.
Duskhollow is a foreboding forest of towering ebony trees stretching across the northern vales.
Its perpetual mist conceals both beauty and danger. Among its inhabitants are elusive silver-furred foxes, luminous luna moths, and flocks of onyx-feathered ravens rumored to be spies for the Null, the betrayer. Venturing too deep risks encounters with ancient ruins now home only to mournful shades.
At its edge lies Hollowstone Keep, ancestral seat of House Arcandam. A hulking fortress of dark granite with narrow towers and gargoyle-lined battlements, it exudes an air of sorrow.
Every year, during the Festival of Shadows, Hollowstone's halls are lit only by moonlight as the people honor those lost to Duskhollow's embrace.
It is said that those who wander too far into the forest during this time may glimpse ghostly figures or hear whispers not meant for mortal ears.

"From the Ashes"
Head of House
Heir

House Greene rules Balefire Reach, but not without controversy.
Roughly thirty years ago, the Reach's previous rulers, House Balefire, were branded as traitors for the actions of Eoin Balefire, who attempted to assassinate the Eveningstar and seize the throne.
Though House Greene was granted dominion over the Reach for their role in thwarting the plot, their enemies still whisper that the Greenes were complicit in Eoin's treason as a means to usurp their rivals.
The Greenes have held on to power in part by reforming the selection of new dragonriders.
In the past, only noble-born sons could join the Duskborne Shields, the royal brotherhood of dragon knights.
But under the Greenes, any child who shows an affinity for dragon kinship may be chosen, regardless of bloodline, sex or reputation. This affinity is tested in the Night of Choosing, held each solstice. In a torch-lit cavern, children stand before a clutch of dragon eggs, hoping one will hatch for them. The lucky few become novice dragonriders, training in the keeps and aeries carved into the volcanic cliffs.
Balefire Reach is a storm-lashed headland situated in the shadow of Mount Pyralis, an active volcano that looms over the surrounding ash-rich forests.
The humid, tropical climate created by the volcano's heat is ideal for cultivating the region's famed spices and citrus fruits.
But Balefire Reach is most renowned as the nesting grounds of Starfall's dragons and the training grounds of the Duskborne Shields, the kingdom's elite order of dragonriders.
Mount Pyralis is key to the dragons' presence in the Reach. Tunnels and caves warmed by the volcano's heat riddle the headland, forming perfect nesting chambers.
The dragons themselves are drawn to the volcano, sometimes disappearing inside for weeks at a time for reasons unknown. Some speculate they feed upon the energy of the molten earth itself.
The Blackfire Beacon, a colossal lighthouse of gleaming obsidian, stands eternal vigil over this domain.
Every year, during the festival of Dragonsnight, the Beacon's flames burn green to honor the fallen riders and their noble steeds. It is said that the Beacon's light can be seen even in Irradiya, a warning and a challenge to those who would threaten the Reach.

"Honor Above All"
Head of House


House Pascal rules Steelhold, the northern mountain stronghold of Eternia.
Known across the realm for their strict adherence to honor and chivalry, House Pascal has earned its reputation as Starfall's finest knights.
Steelhold is a formidable city-fortress nestled in the foothills of the Dawnspire Mountains, an eternal sentinel standing watch over Eternia's northern marches.
At its heart looms The Last Citadel, an ancient keep of nigh-impregnable stone that has never fallen to siege or assault. Its tallest tower, Spear of Dawn, is said to be the first place in Eternia touched by morning light.
The Knights of the Argent Sword, scions of House Pascal trained in war from youth, are widely regarded as the kingdom’s most skilled warriors.
The Avenue of Valor, Steelhold’s main thoroughfare, is lined with statues of its greatest heroes. It leads to the Hall of Swords, where knights gather to feast and recount tales of valor.
Legend holds that Galahad Pascal, a forebear of House Pascal, single-handedly held The Last Citadel against an Irradiyan horde. His blood seeped into its stones upon his death, imbuing them with his indomitable spirit.

"Wisdom over Strength"
Head of HouseHouse Crescas, rulers of Highwind Keep, are a proud and enigmatic lineage whose dual heritage intertwines human resilience and elven grace.
The Crescas bloodline originates from an alliance between an elven princess and a human knight. Their fae ancestry lends them blue-gray hair and uncanny grace, though some haughty nobles deride this as "tainted blood." Despite such rumors, House Crescas has remained steadfastly loyal to the Starfall crown.
Strategically vital as a bulwark against the fiery mountains of the north, Highwind Keep thrives amidst mystery.
Perched atop storm-lashed cliffs on Eternia’s western shores, Highwind Keep endures the wrath of sea and sky as a symbol of unyielding defiance. The keep’s architecture reflects this unique ancestry: graceful elven arches blend seamlessly with stout human-built ramparts. Intricate carvings of intertwined motifs speak to House Crescas' storied past.
Within its walls lies the fabled Great Library, renowned as a treasure trove of ancient knowledge. Towering shelves overflow with tomes penned in flowing elven script and weighty human codices. Whispers persist that its innermost vault holds forbidden texts of dark magic.

"Art is Eternal"
Head of House



House Faleiro rules over Shimmerglass, a vibrant port city often hailed as the cultural heart of Eternia.
Known for their flamboyant, creative, and eccentric nature, the Faleiros are celebrated aesthetes who have embraced art as a cornerstone of their identity.
Once disgraced nobles, the Faleiros founded Shimmerglass as a refuge for outcasts, granting pardons to any who would settle there. Today, their legacy lives on in the city's exceptionally diverse citizenry—humans, elves, dwarves, and many others live and create side by side.
Shimmerglass, situated on the far coast of Eastern Eternia, is famed for its arts scene. Its cobblestone streets teem with life—bards, mummers' troupes, and artisans fill its neighborhoods. At its heart lies the Crafter's Commons: a bustling plaza where makers collaborate and seek noble patrons.
Each district boasts unique cultural specialties. The Fashion District overflows with clothiers' shops, while elven artisans craft exquisite porcelain in the Ceramic Quarter. In the vibrant Painters' Plaza, al fresco portrait studios buzz with activity. The Shimmerglass College trains troubadours whose songs echo through Eternia.
The city’s architecture reflects its rich history—elaborate facades adorned with mosaics dazzle visitors at every turn.
Prosperity flows through Shimmerglass's harbor as ships laden with spices, fabrics, and rare art arrive daily. Yet beneath its glittering surface lies an undercurrent of rebellion—a remnant of its origins as a haven for freethinkers and radicals.

"Sow and Reap"
Head of House
House Mead rules over Goldenfield, a verdant patchwork of farms and vineyards in Southwest Eternia.
Renowned for its fertile lands, House Mead is famed across the kingdom for producing fine wines, golden wheat, and honeyed mead.
Known for being industrious yet shrewd, House Mead enjoys a reputation for both generosity and sharp trade negotiations. However, their wealth has bred whispers of inequity among Goldenfield's common folk.
Yet beneath this veneer of prosperity lies unrest. A revolutionary movement known as The Honeyed Tongue secretly agitates for equitable wealth distribution, casting shadows over Goldenfield's golden plains.
For now, however, Goldenfield remains a shimmering jewel—a land where honey flows freely, laughter rings through taverns, and life's sweetness is savored by all who dwell there.
The golden plains surrounding Goldenfield shimmer under the sun like an endless sea of wheat. The region's countless apiaries fill the air with the sweet scent of honey, while its vineyards produce some of Eternia's most coveted wines.
Nestled amidst sun-drenched fields lies The Honeyheart, the Mead family's ancestral manor. Surrounded by lush gardens and orchards buzzing with bees, it exemplifies their opulent tastes and patronage of the arts.
At the heart of Goldenfield is The Lycaeum, a prestigious university that serves as a beacon of knowledge across Eternia. Housing grand libraries and laboratories, it has produced some of the brightest minds in the realm.
The lifeblood of the city is its thriving marketplace, where merchants trade in Goldenfield's famed goods. Taverns like The Buzzing Bee overflow with revelry each evening, particularly during the celebrated Midsummer Honey Fair, which unites all classes to honor the land's bounty.
Though idyllic on its surface, this prosperity often serves as a gilded mask for deeper inequalities within its borders.

"Enduring as the Sands"
Head of House
Heir Once a minor house, the Wells' fortunes were revived a century ago when the previous lord secured a contract to supply Starfall's armies with water and provisions during the War of Burning Sands. Their role as logistical masters of the desert routes soon made them indispensable to the crown.
Though not known for martial skill, House Wells has maintained power through cunning economic maneuvering and a network of informants across the desert cities and caravans. Rumors persist of their involvement in smuggling rings and unsavory business partnerships.
In the arid, sun-scorched lands of Eastern Eternia lies Sunhold, a city-oasis built around a massive sandstone mesa. The city proper is carved directly into the rock of the mesa itself, a warren of dwellings, storehouses, and passages that spiral up through the stone. Crowning the summit is the Sunspire, the ornate keep of House Wells.
At the base of the mesa, fed by an underground aquifer, is the Oasis - a lush garden of date palms, flowering cacti, and reflecting pools. This slice of paradise in the harsh desert is the lifeblood of the city, providing both water and shade.
House Wells has grown prosperous through their control of the eastern trade routes, especially the lucrative spice trade. Sunhold is a major hub for caravans, its markets always bustling with merchants and exotic goods from lands beyond Eternia.
The city is known for its skilled weavers, who craft vibrant tapestries and rugs prized throughout the kingdom.
However, life in Sunhold is not without its dangers. The surrounding desert is home to marauding bandits and strange, monstrous creatures said to burrow up from beneath the sands. House Wells is constantly working to maintain the safety of the trade routes.

"In Death, Peace"
Head of HouseHouse Erlewine rules Mistfall, a town famed for its ethereal beauty and macabre traditions.
House Erlewine, somber and pious, reveres death as sacred and inevitable. Their rulers are known for a tradition of hereditary blindness — those born sighted blind themselves upon ascending to power, emulating the ancient Deathdreamers.
These oracles were said to commune with the deceased through dreams, carrying their messages to the living. Though centuries have passed since their time, this legacy intertwines with every facet of Mistfall’s identity.
Perpetually veiled in silver mists, Mistfall lies nestled in a vast river delta, its labyrinthine streets shrouded in fog that seems to have a mind of its own.
Renowned for the mastery of silk weaving, Mistfall’s artisans produce garments prized throughout Eternia for their delicate strength and luster. This craft thrives due to the region's cool, misty climate — ideal for cultivating silkworms.
At the heart of Mistfall rises Whisperwind Cathedral, its domes and spires piercing through the swirling haze. Dedicated to Haunt, god of death and dreams, the cathedral serves as both a place of worship and a hub for elaborate funerary rites that celebrate life rather than mourn its end.

"The Tide Obeys"
Head of HouseHouse Gaffarel rules over Stormhaven, a turbulent port town on Eternia's storm-lashed western coast.
The house descends from Varos Gaffarel, an infamous pirate king who, according to legend, won lordship in a game of chance against the then-king of Starfall. In return for his title, Varos vowed to protect Eternia's coasts from his former brethren.
However, whispers persist that Varos' descendants maintain ties to the criminal underworld, walking a thin line between loyalty and piracy.
Beneath the shadow of Gaffarel Keep, a hardscrabble town sprawls with steep roofs and crooked alleys. Here, two laws reign supreme: the Gaffarels' governance and the pirate's code. Taverns such as The Hanged Man and The Widow's Lament teem with smugglers and sellswords, while duels and shady dealings are common occurrences.
At the heart of this chaotic town lies the infamous Drowned Market, where exotic wares and stolen goods are bartered under dim lantern light.
Despite its notoriety, Stormhaven stands as a bulwark against threats from beyond Eternia’s south and western seas. The Starfall crown relies on House Gaffarel to maintain order - though some claim this autonomy grants them too much power.
The people of Stormhaven are as hard as the storm-beaten rock their town is carved into: dour, suspicious, and fiercely loyal to their own.

"In Faith, Unity"
Head of House
House Hand rules Moonmont, a sacred mountain city carved into Mount Ascension, the tallest peak in the south-eastern Sunscorched Lands.
The Hands are storied to descend from Sel's first high priest, and their rule is marked by devotion and loyalty to both gods and crown. However, rumors persist of secret corruption beneath their pious facade.
The Lord's Vigil, an elite order of knight-monks, serves as Moonmont's protectors. These warrior-priests bear a solar cross upon their armor and carry out divine justice.
Moonmont's countless temples, shrines, and monasteries attract worshippers of the Eight from across the kingdom. The summit holds the sacred Cathedra Solaris, where the eternal flame of the sun goddess Sel burns unceasingly.
In contrast, far below lies the Cathedra Nocturne, a cavernous fane where rites to Polaris, god of the night, are performed in solemn silence.
The road up to Moonmont is lined with bustling markets and inns to serve the endless influx of pilgrims seeking enlightenment or absolution.
This labyrinthine citadel is both a holy refuge for Eternia’s faithful and a bastion of power for House Hand—its gleaming spires visible for miles across the sunscorched horizon.

"Feast on Strife"
Head of House


House Rodden rules Crowsroost, a fortress perched atop a towering cliff on the storm-lashed southern coast.
Known for their dour demeanor and clad in black, the Roddens are unparalleled seafarers. Their mastery of Starfall's tempestuous seas is legendary.
Every able-bodied Rodden must earn a "sea-name" by serving aboard one of the house’s ships for at least a year. Even Lady Morrigan herself—known as "Morrigan Blackgull"—once earned her name through daring raids.
Relationships with other houses are varied. They maintain a bitter rivalry with House Gaffarel, clashes between their fleets often boiling over into bloodshed.
The heart of their seat is The Aviary, Crowsroost’s tallest tower, where hundreds of crows roost. More than mere birds, these crows serve as spies and omens. Some say they can even foretell death.
Beneath Crowsroost lies The Brinehold—a labyrinth of wave-flooded dungeons accessible only during low tide.
Prisoners here dread the rising tides that slowly submerge the lowest cells.

"Purity Through Adversity"



Head of HouseHouse Athari rules Crystalhame, a resplendent ice citadel situated in Eternia's Frozen West, where the landscape is a stark expanse of glaciers and tundra.
Within its heart lies the Lunar Hall, where the Athari nobles lounge on thrones carved from massive blocks of ice. Known for their silver hair, unearthly beauty and tolerance to cold, they rule with a detached grace said to echo the eternal stillness of the ice.
Rumors abound that House Athari wields ice magic, their longevity stemming from secrets hidden deep within Crystalhame's core. Beneath the citadel lies the Athenaeum, a grand library with knowledge etched onto sheets of ice. Even deeper are the family Crypts, where ancestors rest in frozen sarcophagi - some say their eternal youth is tied to an icy vault within.
Crystalhame rises like a diamond from the frozen earth, its crystalline spires catching the arctic light and casting kaleidoscopic reflections across the snow. The citadel appears almost organic, as though grown rather than built, with twisting chambers carved into glacial walls.
The common folk live at Crystalhame’s base in crystalline homes scattered across the tundra. They sustain themselves by fishing in gelid waters and hunting pale creatures adapted to this unforgiving land. Yet their fealty is borne of necessity; House Athari’s rule is cold and unyielding, as unchanging as the glaciers they inhabit.

"The Hunt is All"
House Fauxe rules Trophyhill, their seat within the primeval forest of Western Starfall. The family has long been shrouded in dark lore due to their contentious relationship with fae creatures.
Generations ago, a Fauxe hunting party unwittingly killed a sacred white stag beloved by Verdan, the nature god.
In his wrath, Verdan placed a hex upon their bloodline: a ceaseless hunger for dangerous prey. The more they hunt, the more beastlike they become.
This curse has driven many a Fauxe to ruin, pursuing ever more elusive quarry in their desperate attempts to sate their unnatural urges.
The people of Trophyhill have adapted to this savage legacy. Their economy revolves around the hunt:
The walled town itself, adorned with monstrous trophies from past hunts, feels both like a fortress and a museum to their bloody craft.
Trophyhill Keep, ancestral seat of House Fauxe, is infamous for its macabre halls filled with taxidermied beasts — and the whispered curses that linger within.
The dense forests surrounding Trophyhill are home to both natural predators and strange fae beings.
Though ostensibly loyal vassals of Starfall’s crown, there is an unease about those who dwell here. Few outside Trophyhill trust the Fauxes — or dare test their skill in lethal games of pursuit.
It is said that during The Bloodmoon Hunt Festival, lord and commoner alike compete to claim the most glorious kill under Verdan’s wachful gaze.

"Knowledge is Power"
Head of House
Heir House Ridwan has long been whispered about in the halls of power - an ancient bloodline steeped in occult tradition and arcane secrets. For generations, the Ridwans have produced some of Starfall's most brilliant scholars and mages, their mastery rivaled only by their ambition.
But this knowledge comes at a price. Rumors abound of the unsavory rituals and pacts that have fueled the family's rise, of shadowed halls lined with tomes of forbidden lore.
Despite their pledged loyalty to the crown, there are whispers that House Ridwan's true allegiance lies with powers far older and more sinister than mere kings and queens.
From their somber keep overlooking the sea, the Ridwans watch and wait, their motives as inscrutable as the midnight tides. In the city's darkened corners, it's said that no secret is safe from the eyes of Ridwan spies and that those who cross the family have a habit of vanishing into the night, never to be seen again.
Clinging to the mist-shrouded cliffs of Western Eternia, the somber city of Ravenswatch looms over the crashing waves of the Starless Sea. A city of dark stone and weathered wood, it seems to blend into the bleak, gray landscape. Twisted, salt-sprayed trees cling to the cliff faces, and the cries of sea birds echo constantly through the air.
House Ridwan rules this melancholy domain, their keep a grim, hulking structure at the city's highest point. The Ridwans are known for their fascination with death and the occult, and whispered rumors accuse them of practicing dark magics in their keep's hidden chambers.
Despite its ominous atmosphere, Ravenswatch is a city of great learning. It is home to the Ravenscript Academy, Eternia's most prestigious center for the study of magic, alchemy, and esoteric arts. Scholars and students from across the kingdom flock to its vast libraries to study under renowned masters.
The city's location makes it an important port, with ships braving treacherous waters to bring goods and travelers. The docks are always busy, but there's an underlying sense of unease with grim watch-towers overseeing all activities.
SKYCREST the capital city
Skycrest is the resplendent capital city of the Kingdom of Starfall, nestled in a valley and surrounded by rivers.A sprawling marvel of white stone, it is known for its many waterfalls that cascade down from the city heights, flowing through a network of canals before emptying into the Moon river.

Skycrest is split into multiple districts, such as the Garden District where the nobility reside in their lavish manors, and the Waterway District with its many docks, warehouses and merchant quarters.

As the kingdom's capital, Skycrest is its center of governance, religion, trade and culture. It is a diverse but stratified city, with a strict social hierarchy. The city is also home to multiple temples, including the grand Cathedral of Polaris.

At the highest point of the city sits the Starlight Keep, an immense castle complex that serves as the seat of the royal family.Constructed from glimmering marble, its tall spires and domed roofs rise high above the surrounding districts, visible from nearly any point in the city. The castle is said to be a gift from the gods themselves.

Beneath the city lies the Tunnels, a twisting labyrinth of ancient passages rumored to be the former lair of an immense dragon. Now, it serves as the city's seedy underbelly, home to all manner of rogues and illicit trades.





































