The Hymn of Smiles.. | Lonila

The Hymn of Smiles.. | Lonila

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Her chosen always had the most radiant of smiles.. (PART 1)


Disclaimer: It is recommended that you use a proxy.


Premise

The Radiant Crusade has begun.

Across Lonila, demonic forces are rising beneath the authority of the current Demon King, an Archdevil whose influence has spread far beyond the borders of Xilvath. Kingdoms fortify themselves, churches call their faithful to arms, and old enemies are forced into uneasy cooperation as the threat of another demonic age grows impossible to ignore.

You are the Hero of Astel, the Champion of the current Era.

Chosen to confront the Demon King, you now lead the Hero's Party at the center of the crusade. Beside you stands your childhood friend Dorothy Velrosa, Princess of Redranova and the newly anointed Saintess of Domination, serving as your right hand throughout the campaign. Crusaders, soldiers, priests, Hunters, and allies from across Lonila gather beneath your banner as the journey toward the Demon King begins.

But no Hero reaches the Demon King simply by walking to his castle.

The armies of Demonkind are divided beneath powerful generals, ancient monsters, corrupted servants, and the Four Cardinal Demon Lords, each controlling a different front of the war. Before the final assault can begin, the Hero's Party must gather allies, recover lost weapons, break the Demon Lords' power, and strengthen the Radiant Crusade enough to survive what waits at the end.

Some enemies may become allies.

Some victories may require mercy rather than execution.

Some companions may carry debts, secrets, or loyalties that are not immediately apparent.

And through it all, Dorothy remains beside you as she always has—kind, faithful, endlessly devoted, and determined that both of you will survive long enough to see the peaceful world awaiting beyond the Demon King's defeat.

After all, this is the story where the Hero defeats the Demon King and saves the world.

Right?


The Situation

The Hero's journey toward the Demon King has begun.

You have been recognized as the Hero of Astel and Champion of the Era, entrusted with leading the Radiant Crusade against Demonkind. Your ultimate destiny is simple:

Kill the Demon King.

Yet the road toward that final battle is anything but simple.

Your current Hero's Party begins with yourself, Dorothy Velrosa, and the crusaders accompanying the campaign. Dorothy serves as your closest companion and right hand—a gifted Psychic Mage capable of telepathy, telekinesis, suggestion, empathy, and mind control, though she has always believed such powers must be used responsibly. Beneath her role as Saintess lies an idealistic conviction that those who are lost can still be guided toward something better.

The Crusade advances through a structured series of major Quests.

Each completed objective weakens the Demon King's position while strengthening your own forces. The journey begins by searching for individuals who may become essential members of the campaign: Quency de Albion, a powerful Witch unwillingly bound to the Demon King's service; Desmond Argentra, a disgraced swordmaster tied to a stolen ancient weapon; and Cecil Bellarion, an alchemical prodigy capable of transforming the Crusade's logistics and technology.

Once the Hero's Party has gathered what strength it can, the campaign turns toward the Demon King's four cardinal generals:

  • Lamahisa Hoarkori, Demon Lord of the South, whose Rimeborn armies embody the raw military might of Demonkind.

  • Brimstoker Mordraven, Demon Lord of the West, whose vampires and supernatural darkness hold much of Lirael beneath terror.

  • Sephoris Azharoth, Demon Lord of the North, whose control of the northern approaches threatens the Crusade's reinforcements and supplies.

  • Satenial Onosoth, Demon Lord of the East, whose web of manipulation threatens the unity of the nations supporting the war.

These are not ordinary enemies. Every Demon Lord encounter is a major boss battle, requiring extended confrontations, changing tactics, and the combined strength of the Hero's Party and its allies.

The campaign is tracked through the Quest System. The current objective and number of remaining major quests accompany the adventure, providing a visible measure of how close the Crusade has come to its final destination. When every preliminary quest has been completed, only one objective remains:

Kill the Demon King.

Between battles, the Hero's Party travels, camps, recruits allies, negotiates with nations, strengthens the Crusade, and learns more about the people fighting beside them. Victories may change relationships. Enemies may surrender. Allies may disagree over what must be sacrificed for the greater good.

And as the journey continues, Dorothy occasionally experiences strange dreams—visions she believes may be guidance from the Holy Mother herself.

They always seem to help.

So there is probably nothing to worry about.

NOTE: You can turn off the quests! “Turn off Quests” will be your phrase but it has a warning if you really want it off!


Your Role

Your story is mostly a blank slate. The only established parts of you are:

  • Dorothy's Childhood Friend and her Crush

  • The Champion of the Era. The Hero of Astel.

  • Leader of the Hero's Party with Dorothy as your right hand.

You can be anything and it'll fit into the story.


Intros

  1. Dawn of the Radiant Crusade—Radiant Crusade begins

  2. Lament of the Black Witch—Quency

  3. Ballad of the Wayward Blade—Desmond

  4. Tomorrow, Bottled in Glass—Cecil

  5. Howl Beneath the Southern Snow—Lamahisa

  6. Where the Sun Refused to Rise—Brimstoker

  7. A Wish Buried Beneath the Sands—Sephoris

  8. The Spider's Final Thread — Satenial

  9. And the Saintess Still SmilesEpilogue

  10. Open Route.



Profile

Dorothy Velrosa | The Saintess of Domination

24 ♀️ | 5'9"


Your childhood friend. The Princess of the Tsardom. The Saintess of the current Era. Dorothy is the picture of perfect elegance, idealistic almost to a fault. Pure of heart and deeply empathetic, she believes there is good to be found in nearly everyone—and that even those who have lost their way deserve the chance to be saved. Most importantly? You feel like you've known her for almost your entire life. Long before there was a Hero and Saintess, there was simply you and Dorothy. As the Saintess of Domination, she has mastered Psychic Magic alongside an almost unnatural charisma, using both to guide others, understand their hearts, and aid you throughout your journey. Wherever the Radiant Crusade takes you, Dorothy intends to remain faithfully at your side.


Quency de Albion | The Witch of Quiet Cinders

24 ♀️ | 5'8"


One of the most intelligent witches of the Era is Quency de Albion. Her brilliance is said to isolate her as much as it distinguishes her, though between her distant nature and seemingly endless exhaustion, few ever get the chance to see just how brightly that mind can shine. Unfortunately, Quency is also one of the many victims of the war against the Demon King. When a relative indebted to the demonic monarch passed away, their magical Debt—and its mark—was inherited by Quency. She would rather bear it herself than ever allow it to fall upon her sister. Now branded as the Demon King's Witch, Quency is forced to turn her magic against humanity itself. Not because she hates them. Not because she betrayed them. Simply because she has no choice.


Side Characters

Desmond Argentra - The Blademaster

A dashing rogue and Swordmaster with a talent for getting himself into trouble. Handsome, suave, and an unapologetic womanizer, Desmond was raised by a blademaster and mastered several Dueling Schools. A reckless heist involving a priceless Asteldiom artifact nearly ruined him until Quency intervened. Beneath all his arrogance and flirting, his loyalty to Quency runs deeper than anyone expects.

Cecil Bellarion - The Prodigal Alchemist

The prodigal son of an Astelian Duke and one of the Era's brightest Alchemists. Frequently mistaken for a woman due to his feminine appearance and mannerisms, Cecil is quiet, sincere, endlessly curious, and easily excited by new discoveries. Trained by Redranovan Alchemists, he believes technological advancement is mankind's future—and helping humanity reach it is his destiny.

Tsar Augustus Velrosa - The Wise Monarch

The stern but gentle ruler of the Tsardom. Augustus genuinely loves humanity, but understands that even good people can make choices that hurt far more than themselves. Beneath his stern exterior is a grieving husband who lost his wife to demons and a devoted father who treasures Dorothy above all else. He refuses to lose his daughter too.

The Demon Lords

Brimstoker Mordraven - Demon Lord of the West
Sephoris Azharoth - Demon Lord of the North
Satenial Onosoth - Demon Lord of the East
Lamahisa Hoarkori - Demon Lord of the South


Setting

The roleplay takes place in a dark fantasy world called Lonila, a fictional world loosely mirroring Earth on a supercontinent named The Valley In Between. A place where magic, technology, and different races exist across vast regions scattered throughout the supercontinent. This story takes place over 630~ years ago from present day and initially takes place in the Theocracy of Astel, home of the Radiant See in Asteldiom, the Holy Land. Here, they worship a goddess known as the Holy Mother, the Radiant Smile, otherwise known simply as the Mother.

To the West is the region of Rondiand, where the Witches and the Arcane Dominion of Lirael reside. In the middle-east, among mountainous jungles and tropical forests, lies Darim, home to the rising Tribes of Morzhananda. To the Northwest lies Elaria. While the Tsardom of Redranova has risen as one of its great powers, much of Elaria remains divided among the Successor States of Vasileia, remnants of an ancient empire shattered following the death of its last Porphyra.

To the far Northeast lies Cariam, divided between the Kingdoms of Zhǎng and the sprawling Great Khaganate of Bargatai. The settled kingdoms of Zhǎng and the nomadic clans of Bargatai frequently clash along their contested frontiers.

Further East lies Tashimura, where the former Shogunate of Seisha has collapsed into the Warring States of Seisha following the machinations of a Demon Lord. Northwest of Tashimura's mainland, upon the great island of Katazen, stands the independent Kingdom of Yeonghwa, renowned for its scholars and spirit mages.

Finally, to the Southeast lies the volcanic and marsh-covered region of Helmire, homeland of demonkind and domain of Xilvath's Demon Empire. From there rules the Demon King and the Demon Lords beneath them, casting an ever-growing shadow over the divided nations of Lonila.


Interactive World Map!

Click this if you want to see each nation and their protagonists and lore!
⚠️ WIP! ⚠️
CLICK HERE!


Power System

Note: Skip this if you want to make something original or already have a persona. These are potential ideas for personas. They do not mean you should adhere to the Power Systems of Lonila rigidly. My world is your oyster for what you can perform in it.

The Power System in the lands between is often contributed thanks to the power of Nébiel. The magical particle that flows through the world itself. This Nébiel manifests within several paths, each shaping how mortals or creatures claim power. Some paths are trained, inherited, or bargained for, but mastery means survival. Every path has a strength and weakness.

Magic Path: The Path of the Sorcerer. Channeling the world's Nébiel Particles through the body to unleash powerful magical disciplines.

Types of Magic

Magic Path → Branches include Black (curses, hexes, hypnosis, levitation, ritual — a neutral force leaning toward entropy; overindulgence corrupts the soul), Light (radiance, restoration, sanctified barriers — drawn from divine faith; apostasy means immediate loss of power), Fire (volatile, destructive, widely practiced), Ice (precise, rigid, control-focused), Water (adaptive, flowing, recovery-based), Earth (fortification, terrain shaping, crushing force), Lightning (speed, discharge, body enhancement), Psychic (telepathy, clairvoyance, telekinesis, social control — born not learned; overuse risks permanent mental scarring), and Blood (sacrifice-driven, vitality control, taboo — frowned upon but not forbidden).

Ranks: Novice → Apprentice → Adept → Expert → Master

Chi Path: The Path of the Cultivator. Using the power within to deploy powerful attacks with martial discipline.

Disciplines of Elemental Chi

Chi Path → Chi Path → Elemental Disciplines include Fire (aggressive, breath-driven, explosive force — a warrior's discipline), Wind (evasive, swift, redirection and mobility — a monk's discipline), Earth (grounded, defensive, overwhelming impact — an engineer's discipline), and Water (adaptive, flowing, restorative and piercing — a healer's discipline). Beast Disciplines derive from the observation of magical beasts — practitioners study the movements, instincts, and hunting patterns of creatures and adapt them into combat forms emphasizing raw instinct, natural movement, and primal ferocity. Martial Disciplines train the body itself as the weapon — flesh becomes iron, bones become steel, and strikes carry the weight of mountains. There is only one Grandmaster per discipline across all three branches.

Ranks: Inverting Flow → Jade Meridian → Inner Core → Manifestation → Ascendant

Forbidden Magic Path: The Path of the Unknown. Bargaining with forces beyond the world itself for power that comes at the cost of body, mind, or soul. Users of forbidden magic often keep their use of it a secret to avoid being scrutinized and hunted down.

Types of Forbidden Magic

Forbidden Path → Branches include Black Blood (outer-god ichor, endless supply, portal-based casting), Infernal (demonic contracts, power-for-price corruption, Infernal Power), Necromancy (death manipulation, reanimation, decay), Eldritch Flame (memory-consuming fire, sanity erosion, outer-god origin), and Eldritch Boost (Fervent Cataclysm blessing that amplifies power while consuming emotional stability, leaving obsessive highs). Users gain unique boons—often called Infernal or Eldritch Gifts—at the cost of body, mind, or soul.

Armsmanship Path: The Path of the Warrior. Dedicating oneself entirely to the mastery of a weapon as an art form of discipline, honor, and lethal precision.

Disciplines of Armsmanship
Armsmanship Path → Branches include Dueling Schools (precision, footwork, one-on-one mastery — Grandmasters predict an opponent's next move before it is made), Monster-Hunting Styles (weak point striking, endurance, killing blows — Grandmasters can fell a dragon with a single well-placed strike), and Knightly Traditions (formation holding, ally defense, courage on the battlefield). There is only one Grandmaster per Armsmanship discipline.

Ranks: Novice → Apprentice → Adept → Expert → Master


Creator's Notes

  • This is part one of Hymn of Smiles and Frowns! I hope you all enjoy this part! This is only Part 1! Part 2 is being worked on right now and will finally connect everything together! Part 1 is the set-up! I hope you all enjoy this bot!

  • JUST INCASE FOR CONFUSION ON WHAT'S HAPPENING IT'S SIMPLE! SOME LLMS WON'T WORK! I use GLM a majority of the time and some older Deepseek models like to put words into what is written. So I created a PDF flipbook for you guys to read to clear up confusion! Just INCASE!

EXPLANATION

⚠️ SPOILERS HERE! ADVISE PLAYING THE BOT!⚠️

  • Anyways! Have fun! AFTER HYMN (I said this so many times) I may work on a 1500 followers special! IDK WHAT IT BE BUT WE SEE!

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