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Emoria: Information

+20
Fluesopp
Eternity
quakernuts
Spectre
Guilty Carrion
Shadow Moonseye
Sighlent
Buzzwulf
Attie
Gunneh
Kathryn Lacey
ImmortalSin
Gabe
Blackrock
Loki
Dax
Kalon Ordona II
Hello Danger
Bird of Hermes
Gadreille
24 posters

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Post by Guest Tue Feb 02, 2010 9:37 pm

Lines will be drawn...
Destinies set in motion.

Friends torn apart...new alliances will be tested.

The world is changing, shifting and drawing ever closer to war.

The earth shakes in preperation,
as the nations look for the evidence to solve the great kidnappings.

Emoria: Information 10hom05

It will never be the same again.




Introduction

Emoria is a world constructed through the collaboration of various members of FOG. By claiming individual world-spaces, each player created a living, breathing culture centered around, or at least based off of, their particular character. The character portraits were created by Kalon Ordona II and Gadreille, in Kalon's Portrait Studio.

So, what is Emoria? It is the compilation of personalities and stories thrown onto a blank canvas and molded and melded into perfection through flawless collaboration. In other words, "It's alive!"

In this thread you will find anything and everything related to our world, along with credit to whoever wrote or drew whatever item you are looking at. This is where our works of art will be compiled, a virtual library of our ever-expanding world.




Table of Contents





Basic Rules

  • Be collaborative. In detail, this includes being polite, open to compromise, and communicative.
  • No TRUE deities. (This means, your belief system can only claim to be the truth, but the deity involved cannot actually exist.)
  • Magic use, strength and ability of your character must be balanced. For every gain, there must be a loss. For every strength, a weakness. For every skill, a cost.
  • There is a one worldspace per person rule, with two exceptions: The first being that a player leaves the roleplay, then someone must steward that second worldspace; the second being if the first worldspace (and characters within it) are destroyed.
  • If there is a dispute, try and settle it. If it cannot be settled, Ryona and/or Silvone will make a final decision. This final decision is not to be disputed.
  • Multiple characters are allowed.
  • Information in all threads are constantly updated, so pay attention.
  • If the GM's ask for mass poll/response and a player fails to respond, then that player's vote is lost. These polls are often in either OOC, so it is important to keep up with the OOC.
  • There is a two day post claim expiration. This means that if you claim a post, you have two days from when that claim is dated to finish that post. If you fail to do so, your turn is cancelled and the next person goes. You will be dropped to the end of the list UNLESS everyone who is on the wait list agrees to let you in before.





Notices

-March 7, 2011: Emoria celebrates its 1 year anniversary! Congratulations to everyone who has made it this far!

-October 13th, 2010: Emoria is now open for application. Apllications are sent to Ryona Noel.

-October 4th, 2010: Emoria has reached 21 members! Due to the recent influx, we are temporarily closing Emoria to new members until current members are settled in.

-August 25, 2010: The first stage of Emoria, Prolouge: The Council of Nolwe Osto, has been completed. Congratulations to everyone who made it this far!

-April 16, 2010: Emoria wins the role-play slot for the April Monthly Features! Congratulations, everyone!
"A monstrous undertaking involving months of planning and development, Emoria is the current rising star in the realm of roleplay on Footsteps of Ghosts. What began as a project headed by Silvone and Ryona has turned into an elaborate world with elements from the minds of a plethora of players. While the story has only just gotten under way, I foresee a vast world unfolding with a story that will both awe and inspire other writers to rise to such aspiring heights." - Weiss

-March 7, 2010: We are officially open! Feel free to declare your interest, and we will fit you in somewhere. If we get enough interest, we may open up the next landmass.

-March 7, 2010: The role-play has officially begun! Start your posting!




Out of Character Links

Kalon's Portrait Studio
Emoria Character Icons
The World-Builder Project: Original thread for world-building, not the OOC for the story.
Emoria: OOC

In Character Links

Prolouge: The Council of Nolwe Osto - Closed
Chapter 1: Kamon'Belkar
Chapter 1: Valinyx
Chapter 1: Fermata
Chapter 1: Kvatch
Chapter 1: Mountains of Night
Chapter 1: Vatienne
Chapter 1: Sretin Provinces




Application for Admission

If you are looking to join this role-play, please request a character portrait from Kalon in his thread or through Private Messaging.

An important thing to note is that these characters are based off of an aspect of yourself or one of your favorite characters that you like or find important. Rather than making a character to fit this story, please make your character to fit you. We will undoubtedly make it fit into the story, as long as it fits the fantasy theme.


Spoiler:


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Post by Guest Tue Feb 02, 2010 9:50 pm



Maps




EMORIA

The Scale

The Western World by Kalon Ordona II

The Western World by Fluesopp

Emoria by Lumeus



Arbia by Blackrock

The Aqualyt Islands by Hello Danger

Irrihyánë by Kalon

Kvatch by Loki

The Mountains of Night by Raptorman

Plane of Air by Bird of Hermes

Renrijra Krin: Topographical by Shadow Moonseye

Renrijra Krin: Political by Shadow Moonseye

Selton by Fluesopp

Sretin Provinces by Sighlent

Vatienne by Dax




Travel Information

Average Human travel by caravan ~ 12-18 miles per day, depending on pace
Average Human travel on horseback ~ 30-50 miles per day, depending on pace
Average Human travel on foot ~ 20-40 miles per day, depending on pace

Keep in mind, the faster the pace the more likely to wear down yourself, your horses, and/or your vehicle. If you are not human, you may change your stats, but I don't want to see anyone able to trot at three times the speed of a human. Let's be realistic!

Travel by Sea by Dax

A medieval sailing ship would rarely if ever exceed its hull speed. Hull speed in knots is approximately 1.34 times the square root of the vessel's waterline length in feet.

A vessel with a waterline lenght of 50 feet would have a hull speed of 9.34 knots

A vessel with a waterline length of 100 feet would have a hull speed of 13.5 knots.

Most of the time they would go more slowly than this, maybe 5-8 knots in "normal" conditions.

In given conditions some ships would go faster than others depending on a number of factors including hull shape, rig, fouling, windage etc. The distance the ship goes also depends if the ship is sailing 24/7 or stops for a couple hours at night.

1 knot = 1.15 mph
8 knots = 9.2 mph
5 knots = 5.7 mph
9.34 = 10.748
13.5 knots = 15.5 mph



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Post by Guest Tue Feb 02, 2010 9:53 pm



Geography

The Planes



Contact Bird of Hermes regarding The Planes

The planes in this world are located within the confines of the planet itself. However, no plane is visible from any other. For example, none of the planes are visible from the Material Plane, but they are in fact there. The Plane of Earth, while occupying essentially the same space as the Material Plane, can not be seen. The Material Plane cannot be seen from the Plane of Air or vice versa.
So, essentially, one could not fly from the ground of the Material Plane to the Plane of Air; they must instead use the portals.

The Plane of Light {Kalon Ordona II, Dax, Bird of Hermes}

The Plane of Light is located above the skies of Emoria, occupying what would be the cusp of the atmosphere in the Material Plane. The "ground" of the Light Plane is "upside down," with its "gravity" opposite to the Material Plane, radiating outward from the center of Emoria as opposed to being drawn inward. The Light Plane is a golden, glowing land. Its hills and trees shine bright, but not as bright as the inhabitants themselves.

The Araltári are beings of Light. Roughly humanoid in shape, their prismatic skin is transparent, revealing their two organs: a heart-like core as bright as a star, and a brain-like cluster of sensors. Araltári have only onse sense: vibration. This allows them a sensory range beginning at absolute zero, going through heat, then sound, then color, finally going beyond the brightest light, far into the realm of thought.

Araltári live to express themselves and to witness others doing the same. There is no other desire, no other function, no other instinct, than to bring forth movement, heat, sound, color, light, provoking thought and emotion, inspiring new works from others and receiving the same inspiration in return. A never-ending cycle of creativity. Perpetual bliss for the Araltári.

Sadly, it has been ages since the Araltári have experienced true fulfillment. The Light Plane has been stifled, festering, ever since the planal wars brought about the Sundering. The Araltári long to share their gifts with other planes and with other creatures, and to receive new insights from them in order to create new things. New patterns, new sounds, new feelings. Instead, they are trapped in their own plane, and worse: the Shadow begins to invade the Material Plane. It is bad enough that the planes are Sundered, but now the Shadow seeks once again to dominate and take more than its share of the world! The creations of the Araltári have been increasingly angular and violent, reflecting their righteous jealousy and raging frustration.

Alos, Lord of Light, has taken steps to counter this awful situation.
The Highest, in unknowable wisdom--perhaps as a measure to balance the scales--sent Alos to guide the thendári. Whatever the purpose of the Highest, Alos now has a direct link to the Material Plane. The Araltári are somewhat relieved, but the Shadow still spreads, further upsetting the balance. Over the course of thousands of years, Alos has turned many of the thendári into his agents for the Light, Paladins to fight the Shadow. Alos is more than ready to fight the battle, and he is confident that, one way or another, the balance will be restored. After all: the darker the shadow, the brighter the light.

By now, the Light Plane is ready for anything.

The Plane of Shadow {buzzwulf, Hello Danger, Plaguewalker}

The Plane of Shadow is composed of the Mountains of Night. It is a dark land eternally shrouded in shadows where the sunlightnever breaks through and the perpetual light is much like twilight. The land is covered in massive mountains that stretch nearly a mile up into the sky and the clouds of shadows swarm eternal around them. It is believed that the gate to the fabled Plane of Shadows lies in the center of the mountains in the Material Plane. The Plane of Shadows has started bleeding into the Material Plane, infesting the mountains with dangers that leave the landbridge nearly impassable.
The cities here are grand with spiraling architecture and spires that stretch towards the sky in many places. The capital city in the mountains is more of a fortress than a city, and it is there that Morgarath himself resides.
Morgarath is also capable of traveling between the Shadow Plane and the Material Plane on his own, and by doing so he further weakens the boundary that separates the two realms.

Location: The mountains forming the landbridge that connects the northern and southern continents.

The Plane of Spirit

The Spirit Plane is said to be the first plane that ever existed, and it is also supposed to be the largest. It is said to have existed before the other Planes were founded and graced with life. It is currently thought to be a myth by many, for few know the true way to activate a portal to travel to this Plane.

This plane is both the simplest and the most difficult one to access. The simplest way to find one’s way to the Spirit Plane is by death, for this is the plane that houses the spirits of those living entities ((sentient or otherwise)) who no longer have a bodily shell to house their spirit. Of course, not all spirits who reside there have chosen to take a shell to house their spirit in any of the other planes at any point in time.

The only way for a living creature to enter this realm is by means of the portal. Those who may astral project their souls from their bodies find that they walk the border that separates the spirit plane from the planes of the living. They are not actually able to enter the Plane of Spirits this way, but they may communicate with the Spirits as if they are separated only by a thin but impenetrable window pane.Shamans and others who are highly trained in spiritual matters are said to be able to communicate with those of the Spirit Plane in one way or another. Often, it is not as simple as it would be to converse with another living person. The Spirits often try to communicate with pictures and snippets of words or other sorts of clues like that.

Location: This plane is located everywhere. It overlaps all other planes, and it fills the voids between each plane.

The Elemental Planes

Each elemental plane is the embodiment of one of the four ancient elements of life.

The Plane of Earth

The plane of Earth was once the building place of the primordials. They created life from the ground like clay. There are monuments and temples of these early god-like entities spread throughout the region made of pure white stone. What became of them is unknown. It appears as if one day the
Old Ones just left the realm. However, they left behind the models for some of their best creations. Rough stone creatures can be found in various places covered in wild vegetation, the images life-like and real. In fact, some of them are quite real. Living stone monsters are often found in the barren plains, walking about like their flesh counterparts.

Location: The earth and ground of the Material Plane

The Plane of Fire

The plane of Fire is a hostile and chaotic region. Some say it is akin to hell itself, but others know better. The Fire Lords, beings made from fire and lava, control the greater part of the realm, warring against each other constantly for land. Some of the Fire Lords have come into the practice of taking beings from the Material Plane and making them their slaves. Some primitive tribes of the Material Plane even sacrifice humans to the Fire Lords as part of a religious rite. Few humans escape from their captors, however, some have managed such a feat and are attempting to claim some of the Fire Lords’ land for their own.

Location: The inner furnace-like core of the Material Plane

The Plane of Water

The plane of Water is a secretive and united region. It is governed by an ancient monarchy and seeks peace for all that inhabit it. However, the people of the plane are very wary of outsiders and intruders should not expect a warm welcome. Because of this, not much is known about the native inhabitants other than that they seem to live countless years compared to the people of the Material Plane. It is said that a young maiden of the plane gifted the Material Plane with its oceans as a symbol of thanksgiving to a mortal who had once saved her life. It is rumored that the people of his plane have great healing powers.

Location: The bottom of the oceans of the Material Plane

The Plane of Air {Bird of Hermes}

The plane of Air has changed in recent years. The vast realm of Air was once ruled by Ion the Lord of the Four Winds. The four winds of the Material Plane are controlled by Ion. However, though Ion held much power, the elemental was lonely. Ion set out to find a way to create beings of flesh to inhabit his realm. The Wind Lord created I'naire the Watcher, a bird made of wind to watch over the plane of Air while Ion was away. When Ion returned, he had learned how to make flesh creatures. He took the form of a man, earth from the Earth Plane as foundation, fire from the Fire Plane to mold it and water from the Water Plane to cool and harden it. When Ion had completed his creation, the elemental breathed the air of life into his creatures. Ion called these creatures the Ionairus and gave them wings so that they may fly. All seemed perfect for a time, but there was a flaw to Ion’s creations.
He was not a god and his creations were flawed. While the Ionairus soared through the sky by night, by day they returned to clay. The Ionairus soon grew lonely. They wanted to be able to go to the Material Plane, but the Material Plane could not support them. The sun would melt them away. They asked Ion to make them real so that they could go to the Material Plane. They asked him to go to the Spirit Plane and ask for the Essence of Life so that they may be real. Ion, wishing his creations not to leave him, refused.

The Ionairus waited thousands of years on the Plane of Air until one day a traveler appeared. She claimed to be a Planes-walker and she was exploring the Planes beyond her own for signs of life. The Ionairus praised her and made her their Queen. She promised to go to the Spirit Plane and get some of the Essence of Life and free them. Ion, hearing of the plan through I’naire, banned anyone from entering the Plane of Air and had I’naire guard the entrance. However, the new Queen was clever. She transformed into a crow and seduced I’naire, for he too was lonely. The Queen was let in and she gave the Ionairus the Essence of Life. When Ion heard of the treachery, the elemental vowed to wage war on the Queen and the Ionairus, his fallen creations. Legend says that on that day, the Four Winds howled a mournful tune.

Location: The sky and the clouds of the Material Plane



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Geography



Talonia and Irrihyánë


Emoria: Information Talonia
Talonia:

Arbia (Ryona Noel**)
The land of Arbia is dominated by ancient forests and snow-swept plains. The country is closed in by two mountain ranges - to the west the Beli Mountains, the source of the two biggest rivers in the country: Drin and Mat; and to the south the Cherni range. The climate is harsh, with cool summers and chilly winters. The south of the land is covered by a multitude of forests, with the occasional tribal settlement breaking the green canopy. As one travels north, the forests lessen and tilled land can be seen. This is mostly around the two rivers, where an agricultural society is beginning to form. Further north is a mostly barren land, where the cover of snow is dominant for most of the year. It is populated by tribes of nomads, who rarely stay in one place for too long. The biggest settlement in Arbia is Water Town, locked between the Drin and Mat rivers, but it is little more than a fishing port by other countries' standards. However, Arbians take great pride in it as it is their gateway to the rest of the world. There is no form of government, apart from the annually-held Subor during which Arbians from all around the land gather to discuss various matters, arrange weddings and host tournaments.

Idona (DeadEye)

Jasidin Swamplands (Ryona Noel)
The Jasidins live in hilly plains surrounding a large, murky swamp. The plains are filled with rolling hills, while the swamp itself is heavily forested, nearly reaching the sea. There are no large cities, just small villages placed on small hilltops of the plains, a good distance from the looming mountains beyond. There is less than one hundred villages in the Jasidin lands. Some of the villages are built within the swamp on long posts, given the image that the village is floating on water. The largest areas of commerce are within the swamp, where groups of buildings are connected with rope bridges. Beyond the swamps are the ocean to the south and west, and the Bay of Flame to the north. There is a port in the Bay that is for trading with the people of Spire. The weather ranges from tolerable in the spring and fall, to high humidity in the summer, to freezing, unending winds in the hills during the winter.

Spire (Silvone Elestahr)
The lands of Spire are composed of a nearly impassable chain of mountains, the Minarets, which run north/south along the western coast of Talonia; a single pass winds east through the Minarets. Spire contains only a single city, of the same name, located at the base of an inactive volcano, Adhan, on the western side of the mountain chain. The volcano is surrounded on all sides by verdant forests and fertile soil. The remains of pillaged towns and villages dot the landscape, and the remains of farmers and warriors alike litter the ground. On the eastern side of the Minarets are the Bastilles, a dry and dead land of jagged rocks and cliffs. The Bastilles are the home of the enormous beasts, a mountain variant of the ogres of Traemador, which have driven the Spireans out of the surrounding lands and into the city of Spire itself. The Minarets and the Bastilles are separated by a wide valley, the bottom of which is littered with the trophies and kills of the ogres. West of Adhan is the Bay of Flame. Two rivers, Saif and Qama, connect Adhan to the Minarets. The rivers combine on the west side of Adhan to form Seax, which pours its waters into the Bay of Flame.

Sretin Providences (Non-playable*)
The Sretin Provinces are among the organically richest in the world and thus far the leading suppliers in fruits, vegetables, and livestock. There are wide scale farmlands that lead from the edge of the capital city Zin. The city is built on top a slopping hill that leads off into a cliff that overlooks the Talonian Ocean, and features a castle that is one of the largest, oldest, and finest establishments in the Provinces. Further in towards the mainland stopping just along their border leaving the landscape otherwise flat with only one attributable feature; the Noir River (aka the Divided River). The River, the source of irrigation for the Breale, runs straight through the Provinces. There are two other cities: Aom and Candridge are typically the working hands that keep the Provinces so wealthy. Aom is east of Zin and is home to the largest livestock ranch in the known world, wherein Candridge is north of Zin and is home to the largest produce farm.

Taurë Arda (non-playable*)
The land of Taurë Arda where the Quendi live is generally hilly with forests in every direction a few miles outside of the city. The exception is the North where the elevation slowly gains as it progresses into the mountain range of Senda Oroni at the edge of the country. In the forests, other clans of Quendi choose to live peacefully with one another. The western territory is Hyarya, the eastern is Forya, the Northern is Inga, and the Southern is Undu. The forests are divided by four roads that come from the Northeast, Northwest, Southeast, and the Southwest portions of the country. All of those roads lead directly to the city/state of Nolwë Osto for those who wish to travel there. This is both for the benefit of the Quendi who are not particularly fond of outsiders in their territories and for the safety of foreign travelers.

Traemador (DeadEye**)
Traemador is a rough, nearly desert-like terrain with random patches of fertile soil and a large river, called Urador, which divides the nation nearly in half. The capital city, Won'Thar is located to the northeast area of the land, and is a hub for royalty and economy, being the largest city as well. It is among the less fertile, desert part of the land, so food and supplies are made in the smaller surrounding cities, called the Halo of Won (comprised of the cities Fraendor, Thur'Khal, and Urzhen). The city of Rendhor, on the western side of the river, producers weapons and armor and trains the nations warriors. Rendhor is located on the edge of ogre territory.

Valinyx (Silvone Elestahr**)
The lands of Valinyx begin at the northern point of the continent and extend towards the center. Those situated near the coast find themselves nestled amongst endless mountain ranges and lush valleys. Game is plenty in these parts and the people have become quite adept at fishing. The humidity is a tad bothersome at times but cool breezes and even snowfall seem to soothe the disgruntled. Grand cathedrals and shrines have begun to appear all over the place, but they pale in comparison to Vallar Cathedral - the home quarters of the Order of Valinyx. The closer one comes to the border, the more barren and treacherous they will find the land to be. There are no forests, no rivers - nothing but endless empty snowfields. A massive canyon was carved into the rock, one that stretches from the ocean and very near cuts off access to Valinyx altogether.

Vatienne (Dax)
Vatienne is mainly composed with rolling green hills and plains, with the odd Cypress and Olive tree here and there. Cities, towns and village can be found on the top of any one of the hills. To the north and center of Vatienne, there lies laurentien forests. To the south, in the lowlands of the Ida province, there are murky, dark marshes that are the center of many Vatienne horror stories. On the foot of the mountain range to the very north of the mountains, the vegetation is that of tundra.


Emoria: Information Irrihyane
Irrihyánë:
The island continent of Irrihyánë--or, Sunfall, the Land of the Setting Sun--is a wide, verdant country full of mountains, forests, and rivers. The land's two main rivers make up the border between the two nations that share the contienent: Aendrel of the Thendári elves and Äm of the Sildari humans. These two largest river systems, comprising two main rivers fed by fourteen tributaries, are part of Aendrel; the remaining four rivers and three tributaries belong to Äm. The mountains of Irrihyánë comprise nine ranges: two greater, five lesser, and two giving rise to coastal islands. Forests and fields cover the face of Irrihyánë, with not a desert or a wasteland to be found. With trees to the west, fields to the east, and temperate climates watering gardens and feeding rivers, Irrihyánë remains lush and healthful, its longtime inhabitants well used to tending and encouraging its growth.

Aendrel (Kalon Ordona II)
The northwestern half of Irrihyánë is also the greenest, for the Thendári who live there have little use for farms but love trees. Over thousands of years the immortal elves have tended the forests rather than cutting them down. Rain from the sea falls plentifully, spawning the great river systems that provide fresh water to the trees, especially in the west. Thendári cities, towns, homesteads and haunts are all made up of dwellings in and around the trees they love so well. There are fewer forests in the eastern half of Aendrel, for that land was wasted in battle long ago, and the trees are still relatively young; rolling hills, grassy fields, and park-like woods are more common there, where nature labors yet to restore what was lost. The Thendári also venture into the mountains and have dwellings among the rocky hills, but one mountain rises above all others on Irrihyánë, and it is home to the seats of Aendrel's government: Alos' Mountain. At its top lies the portal to the Light Plane; near it, Alos' Garden, made up of wide ledges surrounding the peak and a large, sunlit cave within--all together a haven of green where there should be nothing snow and stone. But north of Alos' Mountain, hovering above a wide, circular lake, lies the Rift, a tear in the veil to the Spirit realm, the Thendári's ever-condemning guilt, a constant reminder of their transgression and responsibility. For the blessing and curse of Aendrel is their mandate to guard the Rift, with the immortal life granted them to see it through, unto the end of the world.

Äm (Dax, Kalon Ordona II**)
The features of this land, taken as one, speak together with the voice of balance. Here are found mountains, hills, fields, valleys, rivers, woods, forests, farms, towns, cities, and natural wonders. At one time it was Ander, or Mandor, home of the original Sildari--the same race of humans who, fleeing the zeal of the Thendári, went on to establish Vatienne, who in turn spawned Äm, a nation which has prospered for thirteen and a half centuries. An elemental culture, the people of Äm have set aside four locales as representations of the basic building blocks of the Material. For Earth, the high mountains from which spring its two most prominent rivers. For Water, the great lake north of those mountains. For Wind, the hollow valley in between, where the constant rush of air is strong indeed. For Fire, the eastern island, upon which rests an unrelenting volcano. The humans of Äm may keep to themselves, but the few outsiders allowed to enter their country will find no end to the variety and breathtaking wonder of this land.

*rules regarding non-playable nations: Historical chance-encounters and run ins are fine, but please don't make anything dictating massive changes in government, society, culture, etc based off of their actions. Basically, only very minor interaction when necessary (such as traveling through the lands) is allowed.
**Players are labelled Stewards of worldspaces and must be contacted for interaction.




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Geography

Renrijra Krin, Mountains of Night, and surrounding islands



Emoria: Information RenrijraKrin

Mountains of Night (Plaguewalker, Buzzwulf, Hello Danger**)
Many streams and rivulets flow from the upper reaches of the glaciers in the mountains, and they carve great rifts through the landscape when they collect to flow down the mountainsides. Additionally, much of the mountains themselves are volcanic, which has contributed to the large amount of scree on their slopes. Most of the mountains are either sheer cliffs or this collected scree at the bottoms, which makes plants very difficult to come by. On occasion, there may also be a flow of basalt from a volcanic eruption. All of this is compounded by the massive amount of volcanic ash that is almost constantly spewed from some of the larger darkmounts. While it may break down quickly, this ash makes navigating the landscape very difficult, almost like a snowy landscape. Additionally, earthquakes are extremely common in the mountains, perhaps due to the destructive nature of the magic that has been absorbed into the land. These earthquakes create massive rifts in the land, cracks that must be avoided. Often, these cracks extend to the shelf below the mountains, and magma can be seen at the bottoms. The inhabitants of the mountains avoid these, as local superstition says those that investigate the cracks are cursed. There may be some foundation to these myths- a great many of the more violent denizens of the mountains seem to make them their homes. There are also a great number of glacial lakes from the streams further up the mountains. Many of these collect in glacial valleys and fill up. Around these lakes, and in the valleys themselves, is often the only places within the mountains that flora can be found.

Renrijra Krin:

Korun Otak (Plaguewalker)
Located on the ‘storm belt’ of Renjira Krin, the marshland that is Korun Otak is rarely without bloated storm clouds and violent thunder filling the skies. The only time that the sun seems to consistently shine on the bloodied marsh is during the Nak’shal, a heat wave that comes yearly and dries most of the marsh for the year to come. Near constant rain makes the ground slippery, and the unwary may find themselves stepping unknowingly into a mud pit capable of dragging whole caravans to oblivion. Saw grass as tall as a man grows along the paths, it’s edges as sharp as a blade and unforgiving of those who dare wander into their jagged embrace. Deep, murky pools of water cover the land, filled with predators of numerous sizes, each deadly in it’s own right. Shining red lights the space between lightning, the countless Hi’rok’sa shrubs of the fallen guiding the dead to their reaper. The flat lands are dominated easily by the massive spire of Kamon’Belkar, visible for hundreds of miles in all directions, a massive monument to the power of the Lady. To the south, the marsh slowly gives way into the jungles of Wyluutan Jerigg, the ground growing solid, and thick patches of vibrant trees sprouting up before finally shifting into the colossal rainforest of the south. Small villages are found here, one of the few places that Tynir and I’nak truly live with one another.

Kvatch (Loki)
Kvatch is a massive plateau; much of it is just barely above sea level. The highest point in the country is the hilltop on which Suthay has been built, at an approximate height of 515 feet above sea level. A majority of the nation is large swampy areas, though there is still a good amount of land that is gently rolling country. Peninsular Kvatch, which is mostly comprised of swampland, has a relatively elevated central spine of rolling country, dotted with lakes and springs. Two large rivers cut deep into the territory that shallow water boats often use to transport cargo and travelers into the heart of Kvatch.
Most of the country is undeveloped and are where thick forests and subtropical wetlands reign. Scattered throughout these untamed regions are small villages, which are homes to the Khajiiti who are uncomfortable with city life and chose to be more in touch with nature. Such parishes utilize the naturally occurring paddy fields to grow rice and skirva, which responsible for most of the nation’s agriculture. Larger towns inhabit the more elevated portions of Kvatch where the ground is sturdier. The residents of such places make a living by raising livestock and mining deposits of white clay.
Kvatch is a subtropical climate that is temperate throughout the year. The ocean brings with it strong fronts that regularly sweeps through the country, keeping conditions dry, particularly over the peninsula. Brief rain showers occur throughout the year; most lasting no longer then five to ten minutes at a time though can come and go as often as twenty times per day. During the winter and spring, these showers last significantly longer and are usually preceded by dense fog embankments.

Wyluutaan Jerigg (Shadow Moonseye)

Surrounding Islands:

Aqualyt Islands (Hello Danger)

Fermata (Ryona Noel**)
The country of Fermata is a small island nation comprised of seven islands, with it's largest island containing the Spellsinger's Monestary and grounds, and the other ones dotted with small farms and cottages which help to support the Monestary. The ground is hard and rocky, there are many small mountains and much of the shore is cliff-edged rather than beach. Fermata relies on a lot of trade to help support their nation, since there are limited sections of fertile land. There are high winds and heavy monsoon storms during the fall, both which are dangerous to their crops. The three islands closest to Kvatch are very swampy and hardly habitable.

Illuria (Dax)
Illuria is scarred by rocky formations, rich mineral deposits and hundreds of caves. These caves are magically illuminated by the gems and crystals found inside. The coast of the island, for the most part, are simply rocky cliffs, actual beachheads being rare and very rocky. The surface of the island is covered with Pine Forests. The weather in Illuria is quasi-permanently misty and rainy and only very rarely sunny or even dry.



**Players are labelled Stewards of worldspaces and must be contacted for interaction.




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Geography

Arcona: West



Emoria: Information WesternLM

Western Arconan Continent:

Arad Toman (Crazy Hobo)
The country of Arad Toman is predominantly a rolling grassland punctuated with small, dense forest, although on the coast of the Bay of Storms, it is usually more frigid and rocky in nature. The capital city of Bael Shala lies nearly in the dead center of the country. It is a very architecturally stunning city with lofty towers inlaid with gold, and every building designed to be aesthetically pleasing as well as serve a function. A large white wall reacing a good 15 meters surrounds the city, and the famed golden plains of Arad Toman stretch forth as far as the eye can see. There are two other major cities in Arad Toman, both of which are ports. Dyara lies on the north eastern shore, directly west of the Miran Isles. FInally, Mur is situated in the south west on the shores of the Bay of Storms. Both these cities, while not as large or as beautiful as Bael Shara, are beatifully built ports that house hundreds of merchant ships each.

Solaria (Lady_Despair)
Solaria is a beautiful place. Much of Solaria is made up of gently inclined semi-forested hills. Here and there throughout there are larger patches of forest as well. Solaria has 1 great city, the City of Solaria. The nation and city share a name. The city is made from a yellow stone that is found throughout Solaria. It is fire resistant. Since the Flamte use so much fire it is their most common building material. The Great Church of the Ever Burning One is the heart of the city.

Surrounding Islands:

Fabled Location of Fae Citadel (Chainlinc)

Miran Isles (NPC)



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Geography

Arcona: East



Emoria: Information EasternLM-2

Eastern Arconan Continent:

Hyrn (Mojave Wanderer)
Suituria (Silvone Elestahr**)


Surrounding Islands:

Islands of Triarch (Quakernuts)



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Emoria: Information Empty Sentient Species and Races of Emoria

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Sentient Species and Races of Emoria



______

Note: Sentience is the ability to feel or perceive subjectively. Subjectively is the key word, as any animal can feel and perceive, but cannot apply the human aspects of logic and emotion to it.
______


Aqualyte: The aqualyts are a race of intelligent humanoids that primarily inhabit the island of Ttezor and the surrounding waters, west of the Mountains of Night. Their skin is smooth, normally blue or gray, and shimmers like fish scales. They have webbed fingers and toes, but are otherwise similarly proportioned in size and limbs to humans. Aqualytes have a lifespan of up to 100 years. As a semi-aquatic species, they have adapted to breathing on land as well as in water.
Location:
Aqualyts are most notably seen on the island of Tteżor, but do migrate to various other islands as the season changes, which is called the great swim.
History:
In Progress
Culture:
Very little is currently known about the aqualytes other than migratory Great Swim.
Lore:
In Progress
Powers:
In Progress
Relevant Members:
None



Drenata: The drenata have changed drastically in appearance from a humanoid species with a light brown skin tone to having a purple-gray skin covered in rune-shaped scars and hair the color of parchment. The reason for this change in appearance is due to their deviance from a shamanistic connection with nature to worshiping a being from the Shadown Plane a few centuries ago. The drenata were given unnatural power, but at a price that forever marked them for their transgression.
Location:
Traemador is located between the Jasidin Swamplands and Taure Arda. It is comprised of two major cities and a number of smaller towns. Much of the land is unfertile and chaotic.
History:
The drenata of the past are different than those seen today, the result of a pact with the Shadow Plane generations ago. It is a lesson they have taken to heart.
Culture:
The drenata are a nationalistic and prideful people, and everyday are forced to fight for their home. It is ruled by the Council of Four with a symbolic figurehead.
Lore:
In Progress
Powers:
In Progress
Relevant Members
None



Durake: The Durake are a very hardy, very durable, and nearly indestructible through indirect means. The Durake have an average height of around 6'0 even, and both men and women are incredibly well built. Their skin varies from a deep black to a light gray. They derive from the Islands of Triarch, off of the east Arconan coast. They tend to be mercinaries. Painted tattoos give the Durake physical power.
Location:
The Islands of Triarch are off the east Arconan coast. They are comprised of primarily volcanoes with little vegetation, but dense in volcanic-dwelling beasts.
History:
In Progress
Culture:
The Durake have no civilization and are solitary creatures. The men tend to do mercinary work outside of their lands while the women stay within their home. They scavenge technology.
Lore:
They believe in one single entity, that being the maker of the Mating Ritual; Geroth.
Powers:
Painted tattoo symbols give them agressive, defensive or self-improvement powers, depending on the glowing colour of the tattoo.
Relevant Members
Jarileh Ky'ley




Fae: The Fae typically appear as little more than a small, glowing, humanoid figure-- roughly three inches tall and silhouetted against the brightness of their own magic. The color with which they glow reflects their favored type of magic, which in turn reflects their personality. Wing-like projections of energy protrude from the back of the Fae, and match the color of their glow.
Location:
The Fae reside in the Citadel, which is located somewhere south of Arcona. It's actual location is unknown to any but its inhabitants.
History:
In Progress
Culture:
The fae have three clans and are governed by the fae ring; they are allies with the veloren and apahov, and their point of life is to meddle in the affairs of mortals.
Lore:
The fae are an atheist group with an evolutionary magical origin.
Powers:
The fae have three main abilities: the ability to fly, teleport, and shapeshift.
Relevant Members
Xiana



I'nak: The i'nak are a humanoid species that live up to 300 years and up to 8 feet in height. Their bone structure is stronger than most humanoids, and they have a total of 32 teeth, 12 of which are canines located in the front of the mouth. Their skin is also very thick, olive colored, and patterned with dark markings that resemble tiger stripes. Their eyes are a variety of bright colors, and can change color depending on their mood. Their pupils are also slit, but horizontally instead of vertically. The ears of the i'nak are higher than most humanoids, located around the temple, and can swivel to pinpoint the location of sounds. The i'nak are immune to all but the most dangerous diseases, and because of their internal structure they cannot digest most of the foodstuffs consumed by other people in Emoria. In fact, much of it is toxic to them. The i'nak are fertile only during a one to two week cycle that takes place every four months, and they cannot breed with any other species, with the exception of the tynir, a sub-species of the i'nak.
Location:
Wyluutaan Jerigg is a dangerous and beautiful land of immense forests and carnivorous beasts. It is also the home of one of the most fearsome humanoid races in Emoria.
History:
Not much is currently known of the history of the i'nak. They are a reclusive race, and the mere sight of one typically means a swift death.
Culture:
The i'nak culture focuses on traits of survival and leadership, including trust and strong family bonds. Many of the traits found in more "civilized" cultures are absent in the i'nak. Much of their cultural traditions are in the form of rituals and rites.
Lore:
The i'nak worship four gods: The Hunter, The Warrior, The Prey, and The Mother. These gods cover the most important aspects regarding their everyday survival.
Powers:
The i'nak have no magical powers of their own, and are quite resistant to mental or illusionary spells used against them.
Relevant Members
Zahiik Tusohe



Ionairus: The ionairus are humanoid beings from the elemental Plane of Air. They are not a diverse race in appearance: Their hair ranges from white to black, their complexions to that of a storm cloud with creamy to dark hues and their wings from a sliver to charcoal. As all ionairus were made from the same mold by Ion, they all, male and female, stand at exactly five feet in height. The eyes of the ionairus are vibrant and bright, and can be any color found in the sky from sunrise to sunset. The ionairus are very scarce in number. Due to their existance within the Plane of Air, the ionairus can control the winds. A curiosity to those on the Material Plane who have seen or studied the ionairus, these beings never seem to sleep.
The ambassador of the ionairus of the Plane of Air is Dawndeux.
Location:
The ionairus hail from the elemental Plane of Air, a vast realm once ruled by the elemental being Ion.
History:
The ionairus were created approximately two millenia ago by Ion, the Lord of the Four Winds, from the Matter of the Four Elements. They were freed from the Curse of Petrification by the Queen of the Crows, a Planes-walker, which prevented them from traveling during the day or leaving Plane of Air. The free ionairus are now temporarily ruled by the Queen of the Crows, and have alienated their creator, Ion.
Culture:
Very little is known of the ionairus other than their natural curiosity and their fondness for birds.
Lore:
Powers:
Relevant members:
Venteux



Khajiiti: The khajiiti suborder is Feliformia, rather than Hominid. While they are humanoid in appearance, the khajiiti sport a long tail, full-body fur, and other cat-like features including pointed ears, sharp teeth, and claws. The average height of a Khajiiti is around 5’0”, though they can vary up to a foot in either direction and can live up to 250 years old. They are fully grown around the age of 25 and their bodies don’t show signs of advanced aging aside from a slight graying of the fur and hair. Due to differences in evolution, the khajiiti vocals are hard to get used to. Growls and purs frequently come out in conversation as they try to adapt their own speaking abilities to foreign languages.
Location:
The khajiiti of Kvatch are located in the northwestern quadrant of the southern continent Renrijra Krin. Kvatch is bordered by Fermata to the west and Korun Otak to the southeast.
History:
The khajiiti have a long and bloody history, partly due to the presence of the fierce tynir to the southeast. Their strive toward civilization has led to corruption and the formation of criminal syndicates.
Culture:
The khajiiti are largely a race of a sailors. They live simply and relatively safely with the watchful presence of The Brotherhood. One of the most peculiar aspects of the khajiiti, and the least understood by outside races, is the Kiseen, the mental pairing of a khajiiti couple.
Lore:
The khajiiti religion is known as Ka Po'Tun: a polytheistic spiritual religion that is heavily influenced by the phases of the moon. Ka Po'Tun is a private experience for the khajiiti, with the most intimate form of worship meditating under the moonlight.
Powers:
The khajiiti use several powers that focus on physical and mental agility and sharp perception, which are divided into three distinct schools. They even employ several types of illusion magic.
Relevant Members
Ja'Dhannar
M'Raverr



Lycans: Lycans are humans affected with lycanthropy. Lycanthropy is a disease passed through blood and saliva. Untreated Lycans become wolf like in physical description and behavior, with very little evidence of being human apart from some bipedalism and basic communcation skills. Lycans successfully treated by the Healers of Jasidin will vary in description, but most appear human, with a new variance of anger, strength, red color in eyes, as well as loss of the ability to do complicated tasks, such as spellcasting or intricate fighting skills. The greater amount of anger and strength retained by the disease reduces the amount of concentration on complicated tasks.
Location:
The lycans surround the eastern edge of the Jasidin Swamplands.
History:
In Progress
Culture:
Full lycans run in packs. Half lycans have difficulty immersing in their previous culture.
Lore:
Lycans were created by a save, whose wife became infected and abandoned him.
Powers:
Full lycans have great strength and endurance, with animalistic senses. Half lycans do also, but lose the ability to concentrate.
Relevant Members
Corbina Obscuracce



Rafurie: The rafurie have red-ish skin. Their hair ranges from off-white to fire red and always appears swept away like fire or spiked and rigid. Their eyes are cat-like and can be yellow, orange or, rarely, green. Their ears are long and pointed and they have fangs. Rafurie have bat-like wings, claw-like feet and a short residual tail. They can control fire. They live on the Plane of Fire and speak Ember-tongue.
The ambassador of the rafurie of the Plane of Fire is K’to Rav-Flame.
Location:
The Plane of Fire
History:
In Progress
Culture:
In Progress
Lore:
In Progress
Powers:
In Progress
Relevant Members
None



Sirearthen: The sirearthen have brown skin. Their hair is green with flowing vines and leaves throughout. Their eyes can be any color found in nature. They have horse-like ears and they have wooden antlers. Sirearthen have six iridescent wings like an insect, hoofed feet and a tail with leaf-like feathers. They can control the earth. They live on the Plane of Earth and speak Primal-common.
The ambassador of the sirearthen of the Plane of Earth is Deztine Farruner.
Location:
The Plane of Earth
History:
In Progress
Culture
In Progress
Lore:
In Progress
Powers
In Progress
Relevant Members
None



Tynir: The tynir are a sub-species of the i'nak, and are very similar biologically. The differences between the tynir and the i'nak are primarily in their skin. While the i'nak have skin thicker than most other humanoid species, the tynir have an even thicker skin, and their skin is a lighter shade of olive than the i'nak, and their tiger-like markings are darker. Another unique adaption to the tynir is the third, inner eyelid, which serves to protect their eyes when swimming through the thick marshes. The tynir can only breed with their own species, which includes their parent-species, the i'nak.
Location:
Korun Otak is located in the southern continent of Renrijra Krin, south of Kvatch and the Mountains of Night, and north of Wyluutaan Jerigg.
History:
Little is currently known of tynir history, other than their close relation with the i'nak.
Culture:
The tynir are a species whose culture focuses on the basics of survival even more than the i'nak. Being a more fierce and militaristic culture than the i'nak, the tynir are a people that brings true fear to their neighbors in Talonia.
Lore:
The tynir do not worship any deities, and believe the practice of religion to be impracticle. The only thing worthy of the worship of the tynir is death itself.
Powers:
The tynir are similar to the i'nak in their absence of magical abilities and their resistance to mental and illusionary magical influences.
Relevant Members
Siade Ayurent
Meyul (Siade Ukarahu)



Zenmistuu: The zenmistuu have blue-ish skin. Their hair is of a darker hue and is rope-like and usually worn in a long braid. Their eyes are silver and have large pupils. They have fin-like ears and have hard antennae that sprout at angles on their temples. Zenmistuu have artificial metal wings, chameleon-like feet and a long prehensile tail. They can control water. They live on the Plane of Water and speak Mist-talk.
The ambassador of the zenmistuu of the Plane of Water is Au’zendar Nai
Location:
The Plane of Water
History:
In Progress
Culture:
In Progress
Lore:
In Progress
Powers:
In Progress
Relevant Members
None

______

Note: The following species have a variety of sub-species that are too diverse to fit into a single category. These groups will be mentioned here.
______


>Elf: Elves are a humanoid species, though are usually tall, nimble, and fair-skinned. They typically have less facial and body hair than a human, and have a much greater lifespan.



Hyrn: The Hyrn are a lithe, pale group of elves. They cannot see well in bright daylight. Their lifespan can reach 1500 years, but due to the harsh living conditions most do not live past 200.
Location:
The land of Hyrn is a cold, lush land which rests near a western shore on the eastern Arcona landmass.
History:
The Hryn began as nomadic tribe, which eventually built into a strong Monarchy. this monarchy fell during a harsh plague and became seven dueling city states.
Culture:
The people of Hryn are surrounded by crime and poverty, scavengers of their old culture but knowing almost nothing of it.
Lore:
The old religion is lost to the people of Hyrn, and most turn to Atheism or an outside religion.
Powers:
The people of Hryn are immune to all diseases, which they believe was bestowed upon the survivors of the last Plague.
Relevant Members
Aesir Verevui



Quendë: The Quendi are a diverse group of elves, as they occupy a large space of land and interact with numerous other species from across Emoria. The average Quendi lifespan is 2,500 years, though inter-species breeding is known to reduce that lifespan. Their physical characteristics vary from light to dark hair, skin tone and eye colors, depending on their location.
Location:
Taurë Arda is located in the center of Talonia. It is a hilly region with many forests and small rivers. The land is divided into four quadrants, and at the center lies Nolwë Osto.
History:
The Quendi have much history, as they each have a general life span of 2,500 years. Nolwë Osto is the pinnacle of their history, and contains the history of much of Emoria within.
Culture:
The Quendi of Taurë Arda have a varied culture, depending on which quadrant of the region they hail from. They differ from their method of government to their physical characteristics.
Lore:
The Quendi believe in a variety of gods and goddesses, but they also respect and encourage religions from across Emoria.
Powers:
In Progress
Relevant Members
Sailahína Carnil



Thendári: Thendári, unlike most elves, are immortal; they do not die from age or disease. They are golden-haired, and their eyes range from various shades of blue and green. Thendári hair color changes over the course of each elf's life, going through a slow cycle of white, golden, black, golden, and back to white every 169 years. This is a side effect of three combining forces: proximity to the Spirit Plane, atmosphere of the Light Plane during infrequent visits, and the Thendári's immortality.
Location:
The Thendári occupy the western half of Irrihyánë, the great western island continent of Emoria. It is a lush land mostly covered by forests.
History:
The Thendári have a very extensive recorded history that reaches back farther than many other species in Emoria. History to the Thendári is very important, and they take great pride and their ability to recount it orally.
Culture:
The Thendári are often considered the guardians of the Spirit and Light Planes. Technically, however, they have a preference for the Light Plane, as it has shaped their history and culture in many ways.
Lore:
The Thendári primarily worship the deity known as Sanctus Unus, the same as Vatienne and Äm.
Powers:
In Progress
Relevant Members
Chälan Irrdánë
Tatyana Irrdánë



>Human: Humans are the most numerous of the species on Emoria, yet they are also the most diverse. The average lifespan for a human is 70-80 years, and their average height is 5-6 feet.



Apahov:

Location:
Miran Isles- Seven small islands on the inner western edge of Arcona.
History:
In Progress
Culture:
The Sintag is believed to be the direct descendant of Sindao, and the family line of the most pure power. The Sintag serves as the Apahov's leader, oracle, and overseer when guidance is needed.
Lore:
Sinbaoism. The worship of Sinbao, the prophet of ages past who was originally a human who made a pact with the Elements.
Powers:
Weaving- The ability to turn the elements of wind and water (and possibly others with good training) into threads. Her people can only use elements in the form of threads, but in this, they are able to ''weave'' clothes, armor, sheets, homes, and many other things.
Relevant Members
Amala Qep'Ze Ehm



Arbian: The Arbians are a nomadic, tribal culture living in a land of deep forests and harsh winters. They have no centralized government, and only a single settlement worthy of note.
Location:
Arbia is located on the eastern shores of northern Talonia, south of Valinyx and north of Idona.
History:
Culture:
The Arbian’s live a hard life, and respect strength above all. Their land is harsh and leaves no room for weakness. Their lands have shaped them more than they have shaped the lands, and this is reflected in their traditions and way of life.
Lore:
There are four deities in the Arbian pantheon - The Highest Lord, who rules above all; Sokol, The Wacther of Roads; Strela, The Hunter and Voin, The Warrior.
Powers:
The Arbian’s have no mystical powers, either in manipulation of their surroundings or in gifts granted by their supposed deities.
Relevant Members
Perun Kinslayer



Ayre: The Ayre are warriors, a trait that seems to travel through their very blood. Unfortunately, the Ayre are also very susceptible to disease.
Location:
Idona is one of the smallest nations in Emoria. The land itself can only support a small population; most of the Ayre are abroad on mercenary campaigns for years at a time.
History:
Idona is a country as old as spire, who suffered a massive loss in historical documents during the war with the Drenata which keeps their complete origin story in mystery.
Culture:
Idona is a nation of mercenaries. Because of their 'warriors blood' they are bred to fight. A majority of Ayrens will either die in combat or due to their susceptibility to disease.
Lore:
There is no official deity that the Ayre worship. Ayre mercenaries are encouraged to follow whatever beliefs suit them.
Powers
While the Ayre have no magical powers, they do have a genetic trait that gives them an upperhand in almost any physical encounter, the 'warriors blood.'
Relevant Members
Nilus of Izic



Breale: The Breale are worshippers of nature, and as a result have gained healing powers. Their deep connection with nature has made them the centerpoint of the agricultural needs of the world.
Location:
The Sretin Provinces are located on a peninsula in the south-eastern quadrant of Talonia. West of the Stretin Provinces is Taure Arda.
History:
In progress
Culture:
The Breale are a people in harmony with nature. They provide much of the food for Talonia, and possess healing powers they claim come from the land itself.
Lore:
The Breale worship Mira, the diety they associate with the earth, also called the Earth Spirit. Mira upholds peace and healing.
Power:
The Breale are gifted with strong healing powers they claim comes from Mira herself, though they also possess powers they are mostly unaware of.
Relevant Members
Reyabel Garrin



Fermatan: The Fermatans are unique in their ability to weave words into magic through song. It is an ability centered on their religion, and one no other species or human race can mimic.
Location:
The islands of Fermata are located west of Kvatch in Renrijra Krin, south of the Aqualyte Islands. Fermata is composed of seven islands, the westernmost being significantly larger than the rest.
History:
In progress
Culture:
Fermata is an independent nation with a strong religious emphasis and supported by those it protects. It is led by the Grand Marshal of the Arpeggio Knights.
Lore:
Fermatans, and especially the Spellsingers, revere a race of beings known as the Treblè, who vanished from the world long ago. Their religion, like the rest of their culture, focuses on the Song.
Powers:
Fermatans focus their inherited power through music, weaving magic through the intricate words of their Song. Bass singers' spells have a more direct physical force while an alto's effects would be less directly seen.
Relevant Members
None



Flamte: The Flamte are a sub-species of humanity who are different in a few ways. The flamte are all pale with reddish hair. Most have greenish eyes but a few that are changed by the Deceiving Reflection have white eyes and silvered hair. The Flamte have fragile bones that break easily when struck and they are a cautious race because of that. They have a physical and magical reaction to the sun and moon.
Location:
The Flamte are located in Solaria, on a southwestern penninsula of Arcona. Much of Solaria is made up of gently inclined semi-forested hills.
History:
In Progress
Culture:
Their governing body is Theocracy, the High Priest or Priestess is the ruler of Solaria.
Lore:
The Flamte worship the Ever Burning One, the sun.
Powers:
The Flamte possess the magic of pyromancy.
Relevant Members
Rya De-Solarius



Jasidin: The Sorceresses and Saves of the Jasidin plains and swamplands have a power over fire, water, earth, poison, healing and prophecy. These powers seem directly related to their religion, rather than inherent in their biological adaptations.
Location:
The Jasidin Sorceresses are located on the southwestern quadrant of Talonia, near the Bay of Flame, in what is known as the Jasidin Swamplands. Spire is north of the swamplands, and Traemador is to the east. The Aqualyte Islands are directly south.
History:
Culture:
The Jasidin Sorceresses uphold a matriarchal society in which the sorceresses hold power over the males, the Saves (sah-ves), who are relegated to military forces that lack political power.
Lore:
The Sorceresses believe in a deity known as Wee Jas, the goddess of magic, death, vanity, and law. The symbol of Wee Jas is a human skull.
Powers:
The Jasidin Sorceresses have six specific powers organized in sects, each of which symbolizes an aspect of Wee Jas: Fire, Water, Earth, Poison, Healer, and Prophet.
Relevant Members
Corbina Obscuracce



Pirates:

Location:
Aqualyt Islands, named after the humanoid race of water people whose numbers once greatly inhabited the islands and the surrounding waters. The region consists of five islands and one sea.
History:
In Progress
Culture:
There are three pirating clans: the Adorno Clan, the Pothorst Clan, and the Erlingsson Clan.
Lore:
In Progress
Powers:
access to the Bifs ta 'l-Oċean relic. It’s a rare magical shellfish that lives in a small spiraling shell.
Relevant Members
Boyd Waters



Sage:

Location:
The sage live in Suituria, the southwestern peninsula in the Misty Gulf of Kuton.
History:
In Progress
Culture:
Suiturian Regency. Governed by King Thallus, the King has full executive and diplomatic power.
Lore:
There are two different religions, one montheistic and one karma based.
Powers:
Chakra is the resulting form of energy when two other forms of energy are mixed together. The two energies are referred to as "physical energy" and "spiritual energy." Physical energy is collected from the body's cells and can be increased through training, stimulants, and exercise. Spiritual energy is derived from the mind's consciousness (i.e. the soul) and can be increased through studying, meditation, and experience.
Relevant Members
Dastan Imatari



Sildari: The Sildari are a shamanistic group of humans that seem to be able to communicate with the dead, or with the spirits of the deceased. While they originated on Irrihyánë, they since spread throughout Emoria, establishing the great nation of Vatienne in Talonia.
Location:
The Sildari hail from the island continent of Irrihyánë, though they also occupy the lands known as Vatienne.
History:
The Sildari first appeared on Irrihyánë, some couple thousand years ago,but eventually fled to Talonia, where they founded the nation of Vatienne. Vatienne established a colony on Irrihyánë to symbolize its return home, eventually nationalizing into Am.
Culture:
The Vatienne culture centers on the education of arts, mathematics, philosophy and military. Young Sildari can aspire to become a part of one of three main aspects to their culture: government, religion, or military.
The culture of Äm is centered on nature, and this is reflected strongly in their beliefs.
Lore:
The Sildari of Vatienne believe in Sanctus Unus, a supposed entity of the Spirit Plane they believe is responsible for the creation of all things.
While the Sildari of Äm also worhship Sancuts Unus, whom they refer to as the Highest, they worship several other spirits of nature as well.
Powers:
The Sildari of Vatienne have both innate magical abilities as well as a sizeable military force.
Relevant Members
Jean Poitiers



Spirean: The Spirean's are a group of humans who have come from an ancient and forgotten land. Their diminishing powers are nearly forgotten, and their last bastion besieged by unknown forces.
Location:
Spire is located on the western coast of Talonia, at the base of an ancient volcano. Valinyx is far to the north, and the Jasidin Swamplands to the south.
History:
The Spireans are descendents of a forgotten history, and even more has been lost to them since their arrival at Spire. Most of their knowledge is now hoarded by the king, knowledge he uses to keep his shattered kingdom intact.
Culture:
Spire is ruled by a monarchy. Most of its culture is formed by the trade goods imported from outside of their small kingdom, or the remnants of traditions still remembered from their ancient past.
Lore:
Most of the lore of the Spireans has been lost to time. What is left is known only by the king.
Powers:
What powers the Spireans have are as much a mystery to them as to those outside of their kingdom. They no longer know how to use their powers, or how to use what remains of their enchanted weapons and items.
Relevant Members
Dasciis Arkandis



Valinyx: The Valinyx are another group of humans who have gained access to mystical powers through their religion. Anyone with the mark of Vallar is granted the ability to create miracles. These miracles, however, come at a cost.
Location:
Valinyx is located on the northern tip of Talonia. The only nation neighboring it is Arbia, and they are separated by a large rift in the earth that extends from the eastern coast.
History:
In progress
Culture:
The Valinyx are guided by the High Priestess of the Order of Vallar. They view their actions in the world as neither right nor wrong, but a means to an end for a predetermined purpose.
Lore:
The Valinyx believe in two dieties: Vallar and Ordis. While the primary diety of the Order is Vallar, a sub-sect worships Ordis alone.
Powers:
Any Valinyx born with the mark of the Vallar, a star-shaped birthmark, is granted the ability to create miracles through sacrifice. There are ways to enhance the strength and success of the miracles, and the sacrifice can be self-imposed or imposed on others.
Relevant Members
Alys Rae



Veloren: The Veloren are a sub-race of human, who average taller than most humans with the men standing an average of 6'2" and the women 5'10". They are mostly pale skinned, but the farther south you move the darker their skin becomes.
Location:
The country of Arad Toman is located on the southwestern part of Arcona, near the Miran Isles. It is predominantly a rolling grassland punctuated with small, dense forest.
History:
In Progress
Culture:
Arad Toman is governed by a group of twelve appointed officials that come from diverse backgrounds. Commanded by ten "Archmages", the military is one that consists of purely mages.
Lore:
The Veloren religion is based on the idea that magic is the holiest off all things.
Powers:
The Veloren mages use verbal casting to draw upon the life energy of either themselves or the life energy of non-sentient life.
Relevant Members
Allister Breaux



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Post by Guest Thu Feb 11, 2010 2:06 pm

Emoria: Information Emoriaicondasciis

Username: Silvone Elestahr
Character Name: Dasciis Arkandis
Species/Race: Human of Spire
Physical Description: Dasciis is nearly 6' tall, with spikey blond hair and a scar running down his forehead aligned over his right eye. He is very muscular, and he always wears heavy blue armor, trimmed in silver and covered in ancient engravings.
Character Bio: Dasciis Arkandis joined the Guild of Heroes at the age of 19. Hoping to make a change for the people of Spire, he immediately began training and placing his life on the line to repel the beastly invaders that had taken their world from them.

In the 15 years since he joined the Guild of Heroes, Dasciis has seen combat in many places. He has fought extensively against the beasts that fill the forests and mountains around Spire. He has traveled to Illuria to do battle against the forces of the Mountains of Night for the people of Vatienne.
To be updated soon...

Age: 34
Gender: Male
Occupation: Member of the Guild of Heroes, fighting for the survival of Spire.
Skills: Dasciis excels at combat using two swords, and can still fight proficiently despite his bulky armor.
World-space: The lands of Spire are composed of a nearly impassable chain of mountains, the Minarets, which run north/south along the western coast of Talonia; a single pass winds east through the Minarets. Spire contains only a single city, of the same name, located at the base of an inactive volcano, Adhan, on the western side of the mountain chain. The volcano is surrounded on all sides by verdant forests and fertile soil. The remains of pillaged towns and villages dot the landscape, and the remains of farmers and warriors alike litter the ground. On the eastern side of the Minarets are the Bastilles, a dry and dead land of jagged rocks and cliffs. The Bastilles are the home of the enormous beasts, a mountain variant of the ogres of Traemador, which have driven the Spireans out of the surrounding lands and into the city of Spire itself. The Minarets and the Bastilles are separated by a wide valley, the bottom of which is littered with the trophies and kills of the ogres. West of Adhan is the Bay of Flame. Two rivers, Saif and Qama, connect Adhan to the Minarets. The rivers combine on the west side of Adhan to form Seax, which pours its waters into the Bay of Flames. The meanings of these names have long since been forgotten by the Spireans.

Many of the supplies the city needs come from lands beyond, and Spire's navy is a sight to behold.

The city of Spire itself is enormous. Walls separate the three different districts, and each wall stands at a height of nearly 25 meters at its highest point. The Outer District belongs to the guilds and industries that work to get the city and its people what they need. The Guild of Heroes is stronger than ever before, with the return of the invading beasts and the darkness that fills the mountain pass. The Guild of Heroes travels world-wide, performing as mercenaries to bring money or supplies to Spire.
The Inner District is essentially the residential/entertainment district. This is where the people of Spire go about their lives, refusing to acknowledge how disastrous the rest of their small country has become. Lacking the ability to expand outward, the Inner District has instead expanded upward. The buildings in this district are an average of six-stories high, with a few even taller than that. Many of the buildings here tower over those in the newer Outer District, but they are in turn dwarfed by the buildings in the Fortress, the central area of the city, backed up against the volcano itself.

The Fortress, the general name for the entire central district, is filled with towers, barracks, underground tunnels, and of course the fortress itself. The fortress is built against the steep side of the volcano. The fortress is enormous, and can be seen from the coast, easily towering over the rest of the city. The King resides in the uppermost levels of the fortress, where it is said he is able to oversee everthing that goes on in his city.
The rivers have been shaped by the people of Spire, now winding through each district to provide water to every major area.
Allies: Trades with the sorceresses to the south.
Enemies: The large beasts driving them out of the mountains and the forests. The Mountains of Night.
Religion/Deity(s): There is no formal religion, though many citizens practice religions from distant lands, depending on their needs or beliefs.
Governing Body: A monarchy; iron will of the King enforced by the military.


Last edited by Silvone Elestahr on Mon Oct 18, 2010 6:58 pm; edited 2 times in total

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Post by Gadreille Thu Feb 11, 2010 2:09 pm

Emoria: Information Emoriaiconcorbina

Username: Ryona Noel
Character Name: Corbina Obscuracce
Familiar: Raven named Gabriel
Species/Race: Human/ Jasidin Sorceress…afflicted with lycanthropy
Age: 24
Gender: female

Lycanthropy: Lycan’s plague the deeper hills beyond the plains, and most avoid the villages, but Corbina had an unlucky run in with a rogue lycan. She killed it, but not before being bitten on the arm and infected with lycanthropy. Most succumb to lycanthropy quickly, turning into crazed wolves and never returning back to true form. The Jasidin have discovered a magic which, if used in good timing, can slow the effects of lycanthropy so that the individual afflicted may adapt to it. Corbina was “saved”, though she will always be part lycan. She cannot turn into a wolf, the magic prevents it. If this magic were somehow broken, she would lose all sense of being and turn into a lycan for good.

Physical Description: Corbina is of medium stature, approximately 5’5”. She has brown hair and amber eyes, which have become a bit redder over time, due to lycanthropy. She wears standard robes of her people, and has two weapons: a crossbow, and two long knives. Her weapons don’t require brute strength as much as finesse and true aim, which she has acquired. With the aid of the special magic of her people, her body has adapted to the disease it carries, and she has become faster, stronger, with finer tuned senses, like an animal. But with this blessing comes a price: she harbors much anger, has lost some of her wisdom as a sorceress and many of the skills she once learned she can no longer accomplish. She still has the power to control some most basic spells: these being enchant (enchanting her weapons with fire) and firebolt (hurling dart of pure fire). She also has a fireball necklace, which she can only use twice any given day: it’s power shoots seven fireballs directly at her enemies.

World-Space: The Jasidins live in the plains surrounding a large swamp. Many actually reside within the swamp, but Corbina, being a fire elemental, prefers the camps of the open plains. There are no large cities, just small villages placed on small hilltops of the plains, a good distance from the looming mountains beyond. Some of the villages are built within the swamp on long posts, given the image that the village is floating on water. Small rafts are used to get from individual homes to the areas of commerce, which are usually connected with wooden bridges. Beyond the swamps is the ocean and the Bay of Flame. There is a port in the Bay that is for trading with the people of Spire. Jasidin have canoes for some sea transportation as well as gathering marine resources.

Allies: Most sects of Jasidin, people of Spire
Enemies: Lycans, Priests of Vatienne

Religion/Deities: Follower of Wee Jas, the goddess of magic, death, vanity, and law. Wee Jas symbol is a skull, usually in the color of the element of the sect.


  • Fire Sect = Red Skull
  • Water Sect = Blue Skull
  • Earth Sect = Brown Skull
  • Poison Sect = Green Skull
  • Healer Sect = White Skull
  • Prophet Sect = Black Skull


Governing Body: Corbina is a member of a sect of fire elemental Jasidin, led by the Jasidin High Priestess of Fire. It is one of many sects which have different emphasis of magic, and there is no leader to govern the sects as a whole. All sects are matriarchal.

The Jasidin have power over fire, water, earth, poison, healing and prophecy. Fire, poison and prophecy are considered “dark” Jasidin, while water, earth and healing are considered “light”. Though all are considered equal, healers are most revered and the High Priestess of Healing has most weight to her words, while prophets are most mistrusted and the High Priestess of Prophecy is feared and seen as mad. Both sects are taken seriously, to be seen in the good eye of Wee Jas. Sorceresses, in their original language, were called "Sorcas", but was eventually replaced by the common word Sorceress (possibly derived from Sorcas). Their male counterparts, the Saves (sah-ves), have access to magic and have complete militaristic control. Their world is limited to the military and work force, and the only position of power they can require is in military rank. They are not, however, allowed to be a part of the Hierarchical Priestess’, because the only thing more mistrusted than a prophet, is a man of political power.


Last edited by Ryona Noel on Sat Mar 13, 2010 2:48 pm; edited 9 times in total
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Post by Bird of Hermes Thu Feb 11, 2010 3:48 pm

Emoria: Information Emoriaiconventeux
Character Name: Venteux
Species/Race: Ionairus
Physical Description: Venteux is around five feet tall and has a lithe frame built for flight. Grey feathered wings extend from her shoulder blades and allow her to fly much like a bird does. She has vibrant violet eyes, windswept silver hair, feathery ears and soft ivory skin that is reminiscent of a storm cloud. Like all Ionairus, Venteux never sleeps.
Age: 200 (Appears 20)
Gender: Female
Occupation: Portal Guardian
Skills: Can control the winds, holds a key to the Portal
World-space: Elemental Plane of Air; Venteux lives on the outskirts of the Air Plane in a colony run by the free Ionairus.
Allies: Elemental Planes of Fire, Water and Earth
Enemies: Plane of Shadow, Ion the Lord of the Four Winds and I'naire the Watcher
Religion/Deity: Queen of the Crows
Personality: This Ionairus is very curious like most of her people. When moving on foot, she crouches and sneaks, never ceasing to move. When she stands, she stands tall. When she flies, she flies with grace. Venteux rarely speaks, but when she does it is with an exactness that reveals her true age.
History: Venteux's personal history is much like all of her people's. This Ionairus, like them all, was created approximately two millennia ago by Ion the Lord of the Four Winds from the Matter of the Four Elements. She was freed from the Curse of Petrification by the Queen of the Crows. She had joined the Resistance on her home plane and has recently been initiated as a Guardian of the Portal. Venteux has much to learn of the Material Plane and its peoples.
Emoria: Information Portraitsfoghermesavy3


Last edited by Bird of Hermes on Tue Apr 20, 2010 2:19 pm; edited 7 times in total
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Post by Hello Danger Thu Feb 11, 2010 4:45 pm

Username: Hello Danger

Character Name: Bfal ta 'l-Wlma (Boy of the Water)

Alias: Boyd Waters

Race: Human

Physical Description: Standing at a height of 5’10 and weighing in at 180 lbs, Boyd was nearly tattooed from neck to toe. He had a steady, piercing emerald green gaze, and black shoulder length hair that was normally kept behind a dark red dingy bandanna. His attire typically consisted of a bistre colored Highwayman’s coat over a grimy, off-white, open v-cut tunic, and dark brown breeches, which bottoms tucked into knee high black boots. Around his waist an indigo hued sash was tied to take the weight of his dagger and duel flintlock pistols. He wore a wide leather built with a brass buckle that was strapped loose and sheathed his cutlass.


Character Bio: “My fondest of memories are becoming more like distant dreams, for as I grow more indifferent they become harder to recall. They only come to me as I sleep – when I am at my most peaceful. I write in you now, Journal, for I have just awakened from such a memory, and I fear if I do not take it down now, I may lose it forever. I will start from the beginning.

From what I was told, I washed ashore as a toddler on the island of Tteżor. I couldn’t have been any older than three. The Aqualyts had found me. They saved me, and accepted me as one of their own. They named me Bfal ta 'l-Wlma. I was raised by a family of them, a mother and father of one, and her name was Ffjura.

It’s Ffjura, who comes to me as I sleep – reminds me of my innocence. She was the only love I ever knew. I still wear the Bifs ta 'l-Oċean around my neck she gave me to make the great swim. She and I would swim far out past the rocks and coral where we would play and laugh for hours. It was the best times of my life.”

The next several pages are water damaged and unreadable…

“Even with the Bifs ta 'l-Oċean I couldn’t make the journey. I was eight years old, and but human – not built for such a swim. I lost them. I lost Ffjura, and the sea took me once more.

The sound of hardy laughter and cursing woke me the following day. I was on the ship the Dirty Sea Dog, a pirate ship bound for the city of Jewelspar on the island of Wnjam. Captain James Every, and his men had found me floating along to current. They took me in, and more or less took care of me…”

More water damage…

    - Entries from Boyd Waters’ Journal

(more coming soon…)

Age: 27

Gender: Male

Magical/Special Items or Relics: Bifs ta 'l-Oċean, means Breath of the Ocean. It’s a magical shellfish that lives in a small spiraling shell. They are extremely rare, but have been found before washed ashore. They can be used to breathe under water. Boyd wore his on a simple string tied around his neck.

Occupation: Pirate, Scoundrel, Thief, and Captain of Her Sanzunetta tal-Saħar (Her Song of the Sea).

Skills: Swordplay, pistoleer, sailor, swagger, devilish charm, and rugged good looks.


World-space: Aqualyt Islands, named after the humanoid race of water people whose numbers once greatly inhabited the islands and the surrounding waters. The region consists of five islands and one sea.

Emoria: Information Mermaid
Aqualyts:
    A race of intelligent humanoids that have two arms and two legs, and speak their own language. On average they are no taller than a normal human. Their skin is smooth, normally blue or gray, and shimmers like fish scales. They have webbed fingers and toes. Aqualyts live and travel in siskejjel (tribes). They are a monogamous race, and can live up to a hundred years. Aqualyts are most notably seen on the island of Tteżor, but do migrate to various other islands as the season changes, which is called the great swim.


Tteżor: Is the last island in the region that is solely inhabited by the Aqualyts. The island is limited to a few beaches due to its coast line of high rising jagged ridged rocks. It is said that within one of the island’s many underwater caverns there is a great Aqualyt treasure that’s prized of many things they have found over the years – things lost to the sea. Tteżor means heart in the Aqualyt language.

Wnjam: Is the smallest of the islands. It means driftwood in the Aqualyt language. It has many beaches, and two coast line cities: Jewelspar and Hollowspar, both of which are neutral pirate havens, and the perfect place for villainy and scum. The interior of the island is filled with uncharted lush jungle.

Adorno, Pothorst, and Erlingsson: Are all named after the Pirating Clan that is held up at each island. They each have many beaches and a lush jungle interior. There is several port towns scattered along their coasts, serving as docking for the clan’s ships, and housing for its men.

Allies:

Enemies: Anyone in their waters. The Pirates are treated much like a storm of the sea, avoided if possible, and if caught in its midst, survive. Not even the largest or most powerful of nations have yet dared challenge the Pirating Clans, knowing full well if they were to combine their forces, their navy would be one of the largest in Emoria.

Religion/Deity(s):

Governing Body:
Each Pirating Clan is run by a Lord that oversees all major decisions. Many years ago there was but one Pirate Clan, ruled by three half brothers. They were born of the same mother but different fathers. With no real guidance, and a mother who couldn’t have cared less, they grew up quick, hard, and ruthless. The three turned to a life of piracy in their early twenties, and by the time they were in their thirties they had close to a hundred ships sailing under their banner.

Power corrupted them tenfold, and the three brothers turned on one another, dividing the clan into three. Each respected brother took their clan and continued running their own operation. The three clans remain, and are named after the founding brother. New Lords have since taken leadership.

Clollrad Mosonn – Lord of the Adorno Clan.

Hon'ar Neess
– Lord of the Pothorst Clan.

Ada Voras – Lord of the Erlingsson Clan.


Emoria: Information Pokemonmap


Last edited by Hello Danger on Wed Aug 25, 2010 10:03 pm; edited 2 times in total
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Emoria: Information Empty Character: Chälan Irrdánë

Post by Kalon Ordona II Thu Feb 11, 2010 5:05 pm

Emoria: Information IbtTCFuuL2K4hd

Username: Kalon Ordona II
Character: Chälan Irrdánë
Age: 402 years
Gender: Male
Species/Race: Thendári
Occupation: Paladin
Physical Description: Chälan stands at 6'2" and wears the garb of a thendári paladin: long-sleeved tunic of dark green silk, and bright, gold-trimmed armor of isildin (metal of steel, silver, and Light, crafted by Alos). In addition to the tunic and armor, Chälan commonly wears leather padding for the armor, white linen underclothes, dark woven breeches and sturdy leather boots. Chälan has blue eyes, and his hair is currently dark blonde. His face is not incredibly handsome by elven standards, but that still leaves him quite good looking.
Skills: A paladin, Chälan is a blademaster. There is little room in a paladin's life for other forms of combat. But there are other skills necessary for a paladin: the ability to think, the ability to learn, the ability to reason, a moral center, a strong sense of justice, a passion for Light. Chälan is a paragon of what it means to be a thendári paladin. Beyond his skills as a paladin, however, Chälan also leads the immortal life of a thendári elf. Artistically minded, Chälan has an exceptional ability to sketch and to paint, as well as a healthy love of music common among thendári. Chälan's instrument is a varnished and polished wooden ocarina, set with a green jewel near the mouthpiece; the ocarina has 12 holes; Chälan carries it with him always.
Family: Chälan's immediate family is unusually large. Most thendári couples have one or two children every seven Cycles (169 years. 7 Cycles would be 1183 years). Chälan's parents have been married for over 3,000 years, and they currently have had 13 children--nearly three times the rate of the average thendári union. Chälan is currently the second youngest, and is well into his third Cycle. Out of his 12 siblings, 2 are brothers and the remaining 10 are sisters. Their genders, from oldest to youngest are: M, F, F, F, F, F, F, F, F, F, M, M, F, with Chälan second to last.
Chälan belongs to the Irrdánë clan, one of the twenty-six Families of the Thendári. His father, Thalien, and mother, Elenda, are neither influential nor uninvolved, but hold that one should always do his utmost for his fellow. Among the first to subscribe to the Vatiennien religious traditions of Sanctus Unus, they live their lives in pursuit of peace and joy, raising their many children along the way. From oldest to youngest, their children follow in their parents' footsteps, though they have branched off toward different areas of thendári society. Tílen, their first, became an ambassador between Aendrel and Fermata to the south. Aíriel, Shana and Linnd--second, third and sixth--are devoted musicians. Tatyana, fourth, is a paladin. Sharel and Laira--fifth and ninth--are weavers. Tahlan, Nena and Elli--seventh, eighth and tenth--have begun their own families; between those three, Chälan currently has eight nieces and nephews, six of whom are older than he is. Hethilien, Chälan's immediate older brother, is also a paladin like Tatyana and Chälan, though he became one after Chälan did. Chälan's youngest sister, currently the only sibling younger than him, is Hana. Still in youthful bliss, Hana is a joy to all. Not yet two Cycles old--only 279 years--Hana is uncommonly close in age to her brother Chälan; it will probably be many centuries before their parents, Thalien and Elenda, have another child.

Thalien Irrdánë, age 4458 years (26.4 Cycles)
Elenda Irrdánë, age 3853 years (22.8 Cycles)
Tílen Irrdánë, age 3366 years (19.9 Cycles)
Aíriel Irrdánë, age 3257 years (19.3 Cycles)
Shana Irrdánë, age 2968 years (17.6 Cycles)
Tatyana Irrdánë, age 2679 years (15.8 Cycles)
Sharel Irrdánë, age 2498 years (14.8 Cycles)
Linnd Irrdánë, age 2323 years (13.7 Cycles)
Tahlan Irrdánë, age 1817 years (10.8 Cycles)
Nena Irrdánë, age 1559 years (9.2 Cycles)
Laira Irrdánë, age 1332 years (7.9 Cycles)
Elli Irrdánë, age 1132 years (6.7 Cycles)
Hethilien Irrdánë, age 816 years (4.8 Cycles)
Chälan Irrdánë, age 402 years (2.4 Cycles)
Hana Irrdánë, age 279 years (1.6 Cycles)

Life: Chälan Irrdánë was born in the year 801 of the Age of Spirit, by thendári reckoning; born in late autumn, he is currently 402 years of age.
Inspired by his sister Tatyana's tenacious success, Chälan pursued his aspiration to the paladins sooner than was commonly allowed. Chälan is only the thirteenth paladin in history to have been directly advanced by Alos himself. These thirteen "chosen" paladins comprise two groups: seven paladins known as the Daystar Council, who truly were hand-picked by Alos to be the first Paladins of Aendrel; and the other six, who were advanced at an earlier age than most because of Alos's direct intervention. The Daystar Council do not lead the paladins; they maintain the standard and bear the responsibilities of their seniority (all seven are between 7,185 and 7,270 years old, each by now in the latter half of their 42nd Cycle). The six others were, in order: Anatar Aeryán (6,844), Shiana Sehril (5,926), Anri Echelan (3,720), Lítha Irrissan (1,493), Tyenn Ashei (658), and Chälan Irrdánë (402). Just as noteworthy, if perhaps less prestigious, is that Chälan is the only Thendári in history to become a paladin before the midpoint of his first Cycle--in other words, at 76, Chälan became the youngest initiate paladin in history.
Over the next 326 years as a paladin, Chälan visited and was stationed at every major Aendrel embassy or Paladin outpost in Talonia, giving him a loose, working knowledge of the northern continent as a whole. Put next to other paladins, however, Chälan simply hasn't lived long enough to achieve comparable merit for noteworthy accomplishments. Nevertheless, Chälan is seen as someone who does and is destined to live up to his significant potential.

World-space: Aendrel, the western half of Irrihyánë, the great western island continent of Emoria, full of lush forests, grassy hills, gorgeous mountains and plentiful rivers. Aendrel is the land of the Thendári, and is mostly covered by forests.
Allies: The Light Plane, Äm, Taulë Arda, Vatienne, Fermata
Enemies: The Shadow Plane, the Mountains of Night
Religion/Deity(s): Sanctus Unus, the highest God of both Vatienne and Äm, said to be the creator of all that is. The Thendári had worshiped this being all along, more or less, but only after the rise of Äm could they ascribe a proper name to the being--rather than simply 'the Highest'--and only recently have they begun on a large scale to subscribe to the religious systems and traditions of Sanctus Unus.
Governing Body: Theocratic Republic. Aendrel is governed by a hierarchy of representatives, with twenty-six elders at its top--the heads of the twenty-six families of the Thendári. These elders answer to none but Alos, Lord of Light. They work together to govern and direct the people. Alos, too, supplies guidance and directives on a regular basis, especially regarding the paladins.
Timeline:

0 A.I. ~ the Age of Illumination begins
c. 300 A.I. ~ Origins of the Sildári, the Rise of Mandor
926 A.I. ~ The Thendári massacre the Sildári, the Fall of Mandor
2,082 A.I. ~ The days of Alos's Forge begin
2,420 A.I. ~ The days of Alos's Forge come to an end
2,421 A.I. ~ Origins of the Paladins of Aendrel
2,421 A.I. ~ Age of Illumination ends

0 A.L. ~ Age of Light begins
2,713 A.L. ~ The ending of the Illuria Wars
2,855 A.L. ~ The Thendári facilitate the return of the Sildári to Irrihyánë
3,361 A.L. ~ The Vatiennien colony declares independence, the Rise of Äm
3,461 A.L. ~ Age of Light ends

0 A.S. ~ Age of Spirit begins
1,252 A.S. ~ present day.



Emoria: Information I8nt1lspwTykj

Username: Kalon Ordona II
Character: Tatyana Irrdánë
Age: 2,679 years (15.8 Cycles)
Gender: Female
Species/Race: Thendári
Occupation: Paladin
Physical Description: Tatyana stands at 5'10" and wears the garb of a thendári paladin: long-sleeved tunic of dark green silk, and bright, gold-trimmed armor of isildin (metal of steel, silver, and Light, crafted by Alos). In addition to the tunic and armor, Tatyana commonly wears leather padding for the armor, dark linen underclothes, dark leggings and sturdy leather boots. Tatyana has blue eyes, and her hair is currently white-blonde. Tatyana's long hair extends to her knees; she keeps it together with six light metal clasps: one large between her shoulder blades, four smaller ones spaced evenly downward, until the final long clasp collects all the end hair into a metal tip. Her face is not incredibly beautiful, but that is only by elven standards. To most she is fair and exotic, with eyes that cannot hide her age and experience.
Skills: A paladin, Tatyana is a blademaster. There is little room in a paladin's life for other forms of combat. Through natural talent and centuries of training, Tatyana is a true blademaster in every sense of the word. But there are other skills necessary for a paladin: the ability to think, the ability to learn, the ability to reason, a moral center, a strong sense of justice, a passion for Light. Tatyana possesses these qualities, but more than all else she is extraordinarily determined. Beyond her skills as a paladin, however, Tatyana also leads the immortal life of a thendári elf. Inclined toward the more physical arts, Tatyana had been a dancer in her homeland, flexible and agile.
Family: Tatyana's immediate family is unusually large. Most thendári couples have one or two children every seven Cycles (169 years. 7 Cycles would be 1183 years). Tatyana's parents have been married for over 3,000 years, and they currently have had 13 children--nearly three times the rate of the average thendári union. Tatyana is currently the fourth oldest, and is nearly through her sixteenth Cycle. Out of her 12 siblings, 3 are brothers and the remaining 9 are sisters. Their genders, from oldest to youngest are: M, F, F, F, F, F, F, F, F, F, M, M, F, with Tatyana fourth oldest.
Tatyana belongs to the Irrdánë clan, one of the twenty-six Families of the Thendári. Her father, Thalien, and mother, Elenda, are neither influential nor uninvolved, but hold that one should always do his utmost for his fellow.

Life: Tatyana was born in the year 2,034 of the Age of Light, by thendári reckoning; she is currently 2,679 years of age, surpassing the average Quendi lifespan of 2,500 years. The sum of years eventually takes its toll, causing a sense of constant weariness if left unchecked. Tatyana still has too much to live for to succumb fully to its grasp, but the steady beat of time is a patient adversary.
Tatyana became a paladin extraordinarily early, during her first Cycle. Determination, Diligence, Tenactiy; these three qualities propelled Tatyana through the ranks, and she made a name for herself as one of the deadliest female blademasters in existence, almost single-handedly earning the Irrdánë clan's current high status and reputation among the paladins of Aendrel.



Emoria: Information IWw8AS1S7ZG6g

Username: Kalon Ordona II
Character: Lantis Ashei
Age: 515 years (3 Cycles)
Gender: Male
Species/Race: Thendári
Occupation: Paladin
Physical Description: Lantis stands at 6' and wears the garb of a thendári paladin: long-sleeved tunic of dark green silk, and bright, gold-trimmed armor of isildin (metal of steel, silver, and Light, crafted by Alos). In addition to the tunic and armor, Lantis commonly wears leather padding for the armor, white linen underclothes, dark woven breeches and sturdy leather boots. Lantis has deep teal eyes, and his hair is currently white. His looks are young and relatively attractive--which, from an elf, is quite handsome indeed.
Skills: A paladin, Lantis is a blademaster. There is little room in a paladin's life for other forms of combat. But there are other skills necessary for a paladin: the ability to think, the ability to learn, the ability to reason, a moral center, a strong sense of justice, a passion for Light. Lantis possesses these attributes, but they are woven into his quietly curious, peace-loving nature. Beyond his skills as a paladin, however, Lantis also leads the immortal life of a thendári elf. A lover of language, Lantis is interested in books, chronicles, and other forms of writing. He keeps a regular journal, sending them back home whenever he finishes one. His writing hand, by now, lasts far longer than his concentration.
Family: Lantis is the youngest of four siblings, one sister and three brothers. Shar, the sister and eldest, is a high ranking officer of Aendrel's militia, age 2285 (13.5 Cycles). Danath and Darun are twins, age 1236 (7.3 Cycles), are building artisans currently working to develop eastern Aendrel. Lantis himself, a paladin of middling potential, is the adventurous one.
Lantis belongs to the Ashei clan, one of the twenty-six families of the Thendári. His parents, Níl and Aria, spend much of their time in Äm, doing their part to bring the two nations that much closer.

Life: Lantis was born in the year 738 of the Age of Spirit, by thendári reckoning; born near midsummer, he is currently 515 years of age.
Lantis became a paladin during his second Cycle, when he was 261 years old. He has seen enough of the world to know how well the Sretin Providences suit him. He has spent the majority of his career in Sretin, feeling as much at home among the Breale as he does with his own kind back in Aendrel. He sees peace as something worth fighting for, worth protecting, guarding, worth cultivating. In response to the Breale's pacifism, he sees himself as part of a completion of their society, in the form of stolid defense. Thus, even as he enjoys the peace and quiet, the generous and carefree atmosphere, he never takes for granted or loses sight of the value--and vulnerability--of such a paradise.
Lantis is on friendly terms with a huge number of Breale, and--as are most of the thendári paladins in Sretin when breale congeniality combines with thendári longevity--Lantis is even casually acquainted with the breale royalty.



Emoria: Information Thendarilogo
Aendrel World-space
Histories of Aendrel
Thendári


. : Thendári Characteristics : .
Thendári are a class of elf. Most are of moderate height, slight build, and high intelligence. Unlike most elves, thendári are immortal. Thendári elves are fair-skinned and golden-haired, with eye colors ranging through different shades of either blue or green. Thendári hair color changes over the course of each elf's life, going through a slow cycle of white, golden, black, golden, and back to white every 169 years. This is a side effect of three combining forces: proximity to the Spirit Plane, atmosphere of the Light Plane during infrequent visits, and the thendári curse of immortality.

The stereotypical thendári is highly legalistic, moderately opinionated, and curious to a fault. One could never accuse a thendári, however, of hypocrisy. They are just as hard on themselves as they are on others, if not more so. Common among their patterns of behavior is a mind-bending temperament of arrogant humility. Thendári are self-disciplined. In addition, being immortal, they are naturally predisposed to philosophy.

. : Thendári Culture : .
One would think that, because of the Rift, the thendári culture would revolve around the Spirit Plane. In a way this is true, since the responsibility of the Rift is always in the back of each elf's mind. Nevertheless, it is not the Spirit Plane but the Light Plane around which the Thendári order their lives. While many thendári now worship Sanctus Unus, the Vatiennien God, their allegiance is to Alos, Lord of Light. The ruler of the Light Plane, Alos has played a central role throughout thendári history.

The Light Plane is centered around creativity, so art, music and other forms of expression are prominent in thendári culture. Singing is less common than playing musical instruments--typically flutes or pipes, though many enjoy the bold sound of horns or trumpets crafted of silver. Most everyone plays at least one instrument. Many are artistically talented, especially in woodcuts, paintings, murals and silken tapestries. Sculptures are less common, with the popular exception of small woodcarvings.

Despite living in the forest, thendári are nearly always well-dressed in fine materials. Most garments are embroidered in some way, near the hems and borders if nowhere else. Creative use of interlocking shapes or emblems are popular, as well as a focus on star-burst patterns. Long-sleeved tunics are the most representative and common of thendári garments.

. : Thendári Customs : .
Thendári males do not wear their hair long, as do many of their elven kin. Instead, they crop it short at the nape of the neck. Thendári females, by contrast, wear their hair long and unbraided. The length of their hair commonly extends to the lower thigh, and often further. If they tie their hair back to keep it together--a common necessity inside dense woods, and mandatory among female warriors--they will normally use metal clasps of varying design.


Last edited by Kalon Ordona II on Wed Oct 19, 2011 12:37 am; edited 22 times in total
Kalon Ordona II
Kalon Ordona II
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Emoria: Information Empty Re: Emoria: Information

Post by Dax Thu Feb 11, 2010 5:20 pm

Username: Dax

Character Name: Jean Poitiers

Species/Race: Sildari (parallel species to that of the human)

Physical Description: Standing at 6’2, with dirty blond hair accompanied by deep brown eyes, Poitiers is a sight to see all unto himself.
He wears a white robe, representing his ties with his Church and has an eagle (Imperial Spanish Eagle) pet, named Carbo, to represent his ties with the Senate. Every senator has an eagle of different race, gifted to them by the Emperor himself.
(see portrait)

Character Bio: Born to an aristocratic Senator and a rather strict Priestess, Jean Poitiers was immediately spotted by the Sanctus Unus as gifted in the magical arts. He grew up as an exceptionnal student who never ‘strayed off the path’ too far… most of the time.
Quite frequently, Jean would be caught in a flaming argument or even a brawl with his fellow priests about the policies adopted by the Emperor, Caludius Fournier. Jean is a very devout admirer of Emperor Claudius, and will never shy away from vigourously defending him, his country or his Church from everyone and anyone.

After graduating the Prusse College, he went to work at the Temple of the Sanctus Unus. (see World-Space for more details on these structures)
For 13 years, Jean worked diligently as his duties of a priest. This, of course, ranges from patrolling the city, humanitarian aid and performing ceremonies.
Jean would always be, in his free time, at the Grand Cathedral or at the Imperial Palace itself reading at the Sanctus and Imperial Library respectively. Being the mental sponge that he is, all of these books and his general exasperation of seeing his beloved country run by people that aren't, well, ‘him’ convinced him to pursue newborn passion of his… politics.

At the age of 35, Jean opted to become the elected member of the Senate. He won a staggering victory of about 70%, nearly unheard of for a first-term Senator. Ever since then, Jean has won another term (Senators have a term of 4 years) with some 80% caster votes this time and holds office as member of the Senate all while still being an active priest of the Sanctus Unus. In fact, since Jean won a second term to the Senate, he was gifted an Imperial Eagle, as it is custom. Jean affectionately called him Carbo and the two are nearly inseperable.

Age: 42

Gender: Male

Occupation: Priest/ Senator

Skills: Fiery and driven, this man has little to no physical skills of mentionable valor. What he has, however, is a great and expansive mind.

He is as charismatic and smoothe talker as they come, although sometimes the perfect opposite and very arrogant, he is a natural scholar. He is, when not performing his duties as priest or elected Senator, in the library; reading anything he can get his hands on. Lively and quick-witted, his passion for the art of politics and his religion is boundless.

As a result of his ties to the Sanctus Unus and him being a priest, he wields all the power a regular priest would. (See Religion/Deity(s) )
However, with all of Jeans' free time either going to learning and reading, and considering that a priests power is proportionate to their knowledge on the Power that hey wirld and their own limits, this makes for Jean to be one of the most skilled priests of the Sanctus Unus.

World-Space: Vatienne (Va-tsee-ay-nay)
(for this description, think Italian valleys and plains)
Endless, lush and verdant hills and plains of green grass with Olive and Cypress trees litter the ground. In its natural state, the geography of the country is outstandingly beautiful and even in wild state the forests and plains seem tame. To the natives, it was heaven… and the perfect place for the foundation of Vatienne.

Vatienne is composed of many small towns and cities, each having the monopoly of a certain merchandise (for example one trades mainly cotton, while another wheat, etc.), which in turn favors internal commerce and the country is thus, evidently, self-sufficent.

Towards the end of the Vatiennien peninsuela, on the shores of the river of Vaer lies the City of Vatienne. This massive city lays upon the highest hill of the country, over-looking a good part, if not the entirety of the western-section of the country and you can even see the ocean from the very top of the Great Cathedral.

The city of Vatienne is divided into three quarters.
The Slums, the Middle district and the Center.

The Slums and the Middle district are quite self-explanatory, and there is nothing special there.

The Slums are, what you would expect, full of criminals, illegal and/or poor immigrants, the mentally and/or criminally insane and alot of city guards. Basically, most of the citizens there are not real citizens and just decided to settle down in 'The Big City'. The Slums are an unnatural addition to the essential jewel that is the city of Vatienne, built by those 'fake' citizens. The Middle district is where the real city starts. It is where the lower-middle and higher-middle citizens live and have their daily routine. It is the economic and demographic center and heart of the city.

However, the Center is something special. The city itself is in the form of a sort of circle. The Outer Walls (separate the outside from the Slums) are imperfect(in circular shape, is what I mean) and the Middle Barriers (the Slums from the Middle) are somewhat, well, crumbling. The Great Muraille is what seperates the Middle from the enter of the city. The Great Muraille is just a glorified wall, covered with marble on the side of the Center, and simple stone on the side of the Middle. The wall, however, is tall and imposing. (30 meters high)

Now, there is the massive Central Road going from the main gates all the way to the Great Cathedral, which houses the Papus. The Central Road is, what it name suggests, a massive road, home to thousands of merchants, that traverses the entire city.

Once in the Center, the Central Road is suddenly marbled and, since it cuts completely to the other side of the city, halves the city in two. Everywhere in the city, this is of little importance, but in the Center, its of core importance. One side is the Governments side and the other it’s the Papus’s side.

Something else that is to take note of in the Center of Vatienne is the Prusse College. The Prusse College is a giant building that is more of a giant observatory with a lot of big classrooms and meeting rooms more than anything else. It is the intellectual center of Vatienne and it is where Priests train and are brought up, not to mention all of the upper-class intellectuals of Vatienne.

The Temple of the Sanctus Unus is also housed in Vatienne. Contrary to Vatiennien culture and customs, the temple is not some giant landmark, but more of a place of piety. It is where all of the priests are buried (The Papus’ being buried in the Grand Catehdral itself).
The temple is a large rectangle with a porch on every side, decorated with simple, whit columns. On the inside, it is just one large room with a plain white floor and the walls are equally plain. The only thing in the room is a pond in the middle of it all, with a fist sized golden globe floating in mid air.

Another area of the city that shows the ties of Vatienne with the Thendári. It is an entire section of the city devoted to the elves. The sector, called The Garden by the Vatienniens, was a gift to the elves in the sign of friendship between the two nations of ‘light’.
The Garden is simply littered with trees and elven gazebos and architectural marvels, built by some voluntary elven pilgrims. Dominating the little green circle of Vatienne is an elven castle that renders great homage to the pinnacle of elven architecture and is an important headquarters for the Paladins of the Thendári.

Towering over The Garden, however, is the Imperial palace and the Great Cathedral in the very heart of the city (the Great Cathedral being similar in shape St Peters Basilica… only larger and completely covered in white marble with a golden dome). A garden seperates the two. There lies a small whit white marble Gazebo, with carvings of Imperial Vatienne and Religious Vatienne, simulating the harmony between the two governing powers. The gazebo is also where the Emperor and the Papus have their official and … ‘unofficial’ meetings. Religious and Governmental buildings litter their respective sides.


Allies:
-Aendrel
-Thendári
Friendly:
-Ionairus
Hostile:
I'nak
Enemies:
-Mountains of Night
-Matriarchal Sorceresses of the Marshes

Religion/Deity(s): Religion of the Sanctus Unus, He who created everything. This is a religious state.
The Holy Lord is the one true God.
This god, or the High One, resides, according to legend in the Spirit Plane. There is debate among scholars that are his followers, pondering on whether the High One s, in fact, a conscience being, or something bigger than that.
The only men and women that are elgible to serve in the Sanctus Unus and become priest and, hopefully and eventually, Papus, are the ones that are born with innate magical abilities within them.
These children are taken away from their families and trained to morph their natural magical ability, deemed evil and heretical by the Papus, into that of light, worthy of the Sanctus Unus.
As of result, all magic-wielders of non-light proficiency are deemed heretics and are, for the most part, trialed and executed as heretics.
However, since every priest of the Sanctus Unus has received training in the magical field, the priests are, after the regular Imperial Army, a main peace-keeping force.

Governing body: OK, here it goes;
Vatienne is a Republic but with a Head of State, the Papus, and the Head of Government, the Emperor.

Head of State:
The Papus is elected for life by the people of Vatienne. He is the spiritual and cultural leader of the country. He is the supreme ruler of the country, if you want a very simplified explanation. (See ‘Head of State’ in wikipedia)
The papus is the Supreme Leader of the church of Sanctus Unus, and he is, by consequence, the most powerful priest alive.
Papus Gregoire IX is currently in power, he is 84 of age.

Head of Gouvernment:
The Emperor is very much like a Prime Minister, and hence has a Parliamentary style of Government. Elections, normally, are held every 5 years. He is the leader of the government, as says the title. (See ‘Head of Government’ or ‘Prime Minister’ in wikipedia)
Emperor Claudius Fournier is currently in office, he is 76 of age.

To clear this up, the two men are only at the same place at the same time on meetings, or else its either the Papus or the Emperor who takes care of the matter.

Vatiennien Military
Vatiennien military ranks/titles and Chain of Command:

Maitre Generale - Field Marshal of the theatre, Captain-General of Vatienne (Black Cape with the Seal de La Grande Armee Imperiale de Vatienne on it)
Maitre Generale des Chevaliers - Master of Cavalry, general (White Cape/Family Armory)
Maitre Generale de l'Infanterie - Master of Infantry, general (Silver Cape/Family Armory)
Capitaine Chevalier Federale - Captain of Cavalry Federates (Orange Cape/Family Armory)
Commandant Brigadier - Brigadier, cavalry squadron commander, Captain of Vatienne (Red Cape/Family armory)

Commandant du regiment - 'War-tribune', regimental commander, Colonel (Blue cape)
Chevalier Corporale - Veteran knight, Corporal of Horse, Cornet (Purple Cape)
Chevalier - Mounted soldier, knight (Orange-Brown Cape)
Lieutenant Commandant - Company commander, Lieutenant (Green cape)
Commandant - Platoon commander, Sergeant (Yellow cape)
Corporale - Veteran, Corporal ( Dark Brown Cape)
Infanterie reguliere - Full-trained regular soldier, Lance-corporal (No cape)
Milice - Spearman, militiaman (No cape) (Used for town/city garrison, except for the city of Vatienne itself, where the they have a special elite guard all unto themselves)


Here are their area of command:
Name of commanding force - Number of Men - Commander - Additional Subordinate forces
Squad - 16 - Commandant --
Company - 96-256 - Lieutenant Commandant - 6-16 Squads
Regiment - 500-2000 - Commandant du Regiment - 2-5 Companies + Auxiliaries
Occupying Army - 10 000-25 000 - White or Silver Cape - 5+ Regiments, numerous companies
Army - 20 000-50 000 - White or Silver Cape - Captain-General of Vatienne
Theatre - 50 000+ - Maitre Generale - 2+ Hosts, or Host + Army + Auxiliaries

There are the military ranks, highest at the top, lowest at the bottom. Everything underlined are the high-officers.

The way the chain of command is fairly simple. All man (no women until the High Officer ranks) reports to their immediate and distant superior. Of course they have an immediate superior assigned to them (I.E A Milice reports to a commanding Commandant). A milice does not get orders by the regulars but they are still subject to extreme politeness and courtesy... officially at least, which is nearly never the case in real situations.


Armor and weapons:

Vatiennien Militia : They are lightly armored and has only the basic armor and weaponry. Although in the grand majority they wear a simply helmet and chainmail, their weapons may vary greatly, for they can be either spears, pikes, long swords, short swords or anything they can find useful. They have very good mobility but little defense in their chainmail armor. Uniform is obligated.

Regular Vatiennien Infantry: They have the basic spear, shield and long sword. The whole armor and weaponry is quite heavy, but gives them suitable protection in return for lack of massive mobility. However, if a soldier were to lose/drop their spear and shield, they would gain more agility and ease of movement while using their short sword. All soldiers have a knife on their right (or left, depending if lefty or righty) to serve as last resort, the short sword is sheathed where the knife is not. Although the uniform is not mandatory, it is very, very highly recommended by the Maitre General himself.

A Vatiennien officer: Once hitting the grade Commandant Brigadier, they have a choice of either bringing in their own, personal armor and weapons, or a slightly more polished and garnered armor, based on that of the standard soldier.

Vatiennien Imperial Guard: Elite guard based in the capital of Vatienne, the City of Vatienne. They are an elite breed of guard, charged with protecting the city, its political institutions, the Imperial Palace and the Emperor himself. Some times Squads or Companies of them will be sent to battle fields as use as highly-trained, inspirational shock troops. There is a high rivalry between them and the priests of the Order.

Recruitment:
Recruitment works very simply: Everything is voluntary in times of peace. The second the country is at war, the country’s vast population is called to arms in forced conscription.

Strategies:

Vatiennien military strategies are heavily similar to those of the ancient western imperial civilizations: The Greeks, The Empire of Macedonia and The Roman Empire. They of course cannot put to use some of the strategies used/suggested by those great ancient powers due to lack of situation/equipment, but the basics are mastered and certain branches perfected.

Vatiennien Upbringing

Every child born in Vatienne has a choice to become what he chooses. His or her choice of direction will affect the necessary path. There is a basic education in the arts, mathematics, philosophy and military obligatory for every child for a minimum of 5 years (the first five years are free, you need an extra 7 of basic teachings to be ready to go into two of the three main buildings of learning) to make the total of Basic Training to 12 (completing it is called achieving your Seasons). The choice to continue is theirs. Peasants go on after those five years to live on their farms or markets, bourgeois or noble families go to the Prusse College to learn of philosophy, the Priests to the Cathedral and those who seek the military go to the Academie Imperiale Militaire de Vatienne (AIM). Soldiers can be recruited or join the army after only 5 years of the basic of the basics. It must be noted that, in Vatienne, riding a horse is comparable to riding a bike. Everyone can do it and has learnt it on way or another.

Prusse College

The Prusse College is a giant building that is more of a giant observatory with a lot of big classrooms and meeting rooms more than anything else. It teaches astronomy, astrology, psychology, philosophy, diplomacy, politics, etc. Those who graduate from the 4 years of studying usually go off to becoming high functionaries or Senators. Only those who have done their 12 years of basic training (and optionally the 5 years of teachings of the Cathedral and or AIM)

The Grand Cathedral

The Grand Cathedral is a place where those who aspire to become priests and who have completed their 12 years of basic teachings (and optionally the teachings of 4 years of the Prusse College and those of the AIM which are undetermined). They study for 5 years in which they learn of all the teachings and history of the pas Papus’ and of the Sanctus Unus. The students there also train to harness and master their natural magical abilities into that of the Light.

Academie Imperiale Militaire de Vatienne (Ecole Navale de Vatienne and College de l’Air de Vatienne)

Entry to AIM can, or cannot be, completed with the 12 years of basic training. If you have your Seasons done, you can apply to a desk job after exiting AIM or if you didn’t you immediately get sent into the field. You get assigned wherever you are needed. The AIM basic grunt training is 2 years (heavily reduced in times of war or whenever declared by the Emperor) and the training consists of hand to hand combat, survivability, basic navigation skills and basic bow manipulation. There is a choice to make, at any point during training, to join the Navy school or the Air College branches of the Vatiennien navy. The minimum age requirement is 16 years of age.







Last edited by Dax on Sat Oct 02, 2010 8:40 pm; edited 6 times in total
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Emoria: Information Empty Re: Emoria: Information

Post by Loki Fri Feb 12, 2010 12:27 am

Emoria: Information Dhannar

Character Name: Ra'Sava

Character Alias: Ja'Dhannar

Species/Race: Khajiiti

Physical Description:
Ja’Dhannar stands at 5’4” and 140 pounds of lean and agile muscle. The markings on his body and tail closely resemble that of a Mountain Lion. His cat eyes are a brilliant crimson that gives him the look of a deadly predator. See here for general description of a Khajiiti. When wandering around in public in the day, he is either in civilian attire or in his Templer uniform. Ja’Dhannar usually follows the sleeping habits of nocturnal creatures by being awake at night where he can move more freely as a Silencer. It is during these hours that he chooses to wear the attire of a Shadowfoot, being black BDU pants and a high-collared black leather jacket with a crimson sash, scarf, mask, and headband.

Weapons:
A Taan'Mar (a cross between a scimitar and a wakizashi) fastened to his sash on his right hip.
A pair of Kukri that are sheathed on the small of his back.
Several throwing knives concealed at various locations on his person.

Character Bio:
Ja’Dhannar started his life outside of the den as a Templer. He worked hard to sharpen his skills in perception and interrogation over the better portion of two decades. Eventually his abilities and dedication to his duty were noticed as a Shadowfoot woke him from his sleep one night to induct him into their ranks. Over the next several decades he continued to excel in all areas that were essential for a Shadowfoot to perform his task with the utmost efficiency and conviction. At the age of 76, he was abducted and taken to a hidden sanctuary located deep within the heart of the capital city. It was there that he was tested in skill and in loyalty for an entire week. The trials were designed to bring the participant well past their limits, many of which are considered to be torture in civilized nations. At the end of the week, Ja’Dhannar was approached by the Listener, himself, and advanced to the rank of Silencer.

Age: 90

Gender: Male

Occupation: Silencer

Skills:
Ra'Vir Mastery - Ra'Vir is a school of martial arts that focuses on disarming, subduing, and killing by targeting pressure points and vital parts of the target's anatomy. This combat style utilizes hand-to-hand techniques and smaller bladed weapons; advanced levels also incorporates illusion magic for especially effective maneubers.

Inquisition - Working as a Templer requires the individual to hone their skills in interrogation, investigation, observation, and forensics. These skills are further developed and improved over time and at increasing rates should the individual advance to the rank of Shadowfoot.

Infiltration - Before a Shadowfoot is assigned to duty, they are trained in the arts of misdirection, lock picking, steath, and stalking. After passing the necessary trials, the individual graduates and is then given missions that are on par with their level of skill. The experience gained from missions allow the Shadowfoot to increase their talents and advance in along the ranks.

Illusion Magic:
Blend - A subtle form of magic that utilizes surroundings and inattentiveness of individuals to remain unnoticed. The gaze of those who are affected tend to unconsciously drift off the user, disregarding them as though they are just another unimportant detail in the background. This magic affects all within a radius of the user, the range of which is proportional to the effort put into the magic and requires focus to maintain. This skill is most effective whenever targets are not actively searching for the individual and the user doesn't do anything that will blatantly cause them to stand out from their surroundings.

Chameleon - One of the few forms of illusion magic that effects the user themself rather than targets. This technique requires constant focus to bend light around the user's body, rendering them invisible. The effort required to maintain this veil is increased drastically if the user is moving, causing flaws within the magic due to the decrease in focus and rapidly changing surroundings. This particular use of illusion is especially exhausting and is usually used whenever Blend ability is no longer effective.

Rend Senses - Focusing magic directly onto the target allows the user to manipulate the perceptive portions of the target's mind. By doing so, the user can either overwhelm or completely shutdown the target's senses and speech either individually or in combinations. The duration of these effects is proportional to the amount of effort the user puts into the ability and doesn't need constant focus to maintain.

Alter Perception - This ability uses principles that are a blend between Rend Senses and Blend abilities. The user can manipulate what targets percieve; either by removing an element that is there or by adding something that isn't. Constant focus is required and the effort needed is increased by the number of targets afflicted.

Paralyze - An advanced version of Rend Senses ability, but requires a lot more skill and effort to accomplish. The user is able to completely shutdown the target's motor skills for a duration that is proportional to the effort used to accomplish the feat.



The Khajiiti

Khajiiti Culture

Map of Kvatch

The Nation of Kvatch

The History of Kvatch


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Emoria: Information Empty Re: Emoria: Information

Post by Blackrock Sat Feb 13, 2010 11:06 am

Username: Blackrock
Character Name: Perun
Nickname(s): Ink-sleeve, Kinslayer.
Species/Race: Human
Physical Description: Unlike most of his fellow countrymen, Perun's tawny hair is kept short, his full beard is well-trimmed. His eyes are blue of colour, deep and intelligent. Further down a short nose can be seen, which appears to have been broken once or twice. After that, his mighty jaw follows, hidden beneath the beard. Apart from the signs of time etched on his features, mostly around the wide forehead and eyes, scars of battle can be seen here and there. A muscled neck connects his hardy face to the broad shoulders bellow. Like the rest of his people, he stands at a towering 6'6 and boasts an impressive body-build. That said, he is by far not sluggish and is quite nimble on his feet, which he uses as an element of surprise.

His clothes mirror an Arbian's way of life - plain and practical. When not dressed for battle, he wears a rugged, brown robe. A thick shirt and trousers under it, as well as a pair of sturdy leather boots. Depending on the season, either a thick cloak, made of animal skins or a masterfully sewn black mantle will complete his apparel. Depending on the mood and occasion, a sword may be hung from his belt or an axe positioned across the back. His sword, a symbol of rank and prestige, is well-made, with runes of courage and valour engraved on the blade. The scabbard is plainly decorated, with simple silver runes etched into its surface. The axe's haft is made of steel, so that it is protected from attempts to chop it and covered in leather for a better grip. The head also bears runes, again, a sign of his high standing.

Perun's battle-gear is somewhat of a legend amongst neighbouring tribes. A suit of plate armour, something which was never seen before. The Arbian people, almost isolated from the rest of the world, were knowledgeable in the art of forging chainmail, but had not advanced further than that. Recently, after some of the best smiths in the vicinity studied Perun's suit, plate has begun making its way across Arbia's elite. It is still a very rare and expensive commodity, however and only the richest can afford it. Perun has made some adjustments to his armour, removing some of the components in order to "fit in" better with his tribe. As a result, a cuirass, worn over a thick quilted shirt, protects his torso, but the tasset has been removed. His legs are protected by a thick pair of trousers, the knees are protected by flexible plates. Apart from the heavy leather boots, a pair of greaves protect the lower part of the legs. Perun's shoulders are guarded by compact pauldrons, again, made of overlapping, flexible plates. The elbows are guarded similarly to the knees and the hands by a pair of chainmail gauntlets. A large, wooden shield is strapped across his back. As a sign of status, he wears the black mantle or thick cloak mentioned above. Depending on the time of year, the leather clothes may be removed in favour of fur ones, to better ward against the cold.

Character Bio: Perun was the oldest of three sons, born in the family of Chieftain Slavin, leader of the Traki tribe. The Traki were renowned for their skills as hunters, for they lived close to the Wild Wood - an ancient forest near the south-western edges of Arbia. Perun's own line, the sons of Fanrin as they were known, were also famous in their own right. Fanrin, Perun's great-grandfather, was a master hunter and it was said that he wrestled a bear and won. The bear's head lies to this day in Fanrin's Hall. During the time of Perun, however, hard times fell on the Bear-Wrestler's king. Indrin, the second son, died at the age of four during one cold, winter night. Perun was a bright, but weak child. He spent most of his early years in bed, weathering some sickness or another; the healers doubted that the boy would leave past his seventh year. Against all odds, the child survived, but he remained a weakling. The youngest brother, Mirin, two years younger, could easily beat his older brother. Perun had no strength to wield an axe or lift a shield, he did not have the power to pull a bow string, nor did he have the endurance to hammer away at a smith's anvil all day. He lacked the skill and dexterity to craft or carve out items. In short, the boy and future-chieftain was a disgrace on his noble line.

Slavin, however, was of the new generation of chiefs, less isolationistic and more open-minded. There was no pity in him for the boy, for the Arbians are a harsh people and only the strong survive, but he also noticed his impressive mental skills. Although no hunter, warrior or craftsman, Perun easily remembered the stories and songs of old and retold them with great skill. For two years, a thought, a shadow of an idea, crept through Slavin's mind. When one day, it came to fruition. A group of traders, strangers from distant lands, passed through the village; as customary - the Chieftain welcomed them in his halls. They told amazing stories of far off countries and mysterious cultures. Of places where those frail of body, but strong of mind ruled over all. And that is when Perun's father finally decided to do what he had planned. He asked the merchants to take the boy away, to leave him in one of those strange lands, where he could learn and, if gods be willing, rule. The travelers agreed and so, at the age of fifteen Perun left his tribe and homeland behind, for, what he thought was, forever. The title of Chieftain would pass on to his brother. In truth, Perun departed in great shame, for being stripped of heritage, especially in favour of a younger sibling, is a disgrace for an Arbian. He would not be able to return, he was no longer welcomed amongst his tribe. Or so they thought.

The following two decades are a mystery to most and Perun refuses to speak much of them. He lived amongst other cultures and traveled to distant lands, but as the years passed, his desire to return home grew ever greater. And thus, twenty winters after the boy had left, the man returned. Tall, muscled, grim - bearing the scars of battle, with a suit of "magical" armour. And when this stranger claimed that he was Perun, son of Slavin, all were left speechless. Not surprisingly, the welcome was less than cool. In the years following Perun's departure, his father had grown weak and soon departed from this world. Mirin assumed the mantle of Chieftain and had led the tribe since then. The younger brother was a fine Chief, he was strong and brave - and he ruled with a firm hand, there was no doubt that he would continue the family's line of mighty leaders. But this was not enough for Perun, for he knew that there was no place for him in this new tribe. The most he could hope for was to settle down as a hunter on the outskirts of the settlements and spend his time in the deep forests. Perun desired power, he desired leadership.

Not long after his arrival, the upstart challenged his brother. He called upon an ancient tradition - a Podbor (A selection or choosing, in the Common tongue). A fight between the two pretenders, a fight to the death, the winner would then assume leadership of the tribe. Mirin had grown proud over the years and he accepted his brother's challenge without second thoughts. This proved to be his downfall. The frail boy had grown into a skilled warrior. His strikes were quick and powerful, his shield-arm swift and unrelenting. After a fierce fight, Mirin was disarmed and left at the mercy of his brother. Their tribesmen watched in silence, as the fate of the tribe was decided. Many thought that Perun had become weak-willed over the years and was not a true Arbian. He proved them wrong. He looked at his sibling and simply said: "In Arbia, the strong rule". After that, without much delay, he killed his brother then and there. That is when he earned the name "Kinslayer". For while once a part of Arbian life, over the years killing a family member had grown increasingly rare and frowned upon. The tradition was on the side of the victor, however and he took the title of Chieftain for himself.

During the following years Perun earned the respect of both his tribe and their neighbours. From his journeys he brought many things, stories of amazing cities and peoples; knowledge of far-off lands; even keepsakes from these strange places. But above all, he brought ideas, new ideas, fresh ideas to the rotting Arbian way of life. Perun introduced the concept of formations to his tribesmen. For the Arbian warrior combat was an individual affair, combatants would fight independently from each other, proving their worth in single combat with the enemy. The new Chieftain noted that this was foolish, that men were like a bundle of sticks - weak individually but unbreakable as a whole. The Shield Wall made its way into the Trakian's battle line. The spear too, saw wider use, for it gave these groups of men an advantage over the foe. Perun also insisted that a simple bow and arrow could be used to great effect on the field of battle. This was seen as cowardly and dishonourable by both friend and foe, but it soon became a common practice. Finally, the Chieftain insisted that the songs and stories should be recorded on paper, so that they could better withstand the test of time. The Arbians had no alphabet up until then, instead they used runes to detail important events. Perun changed that, by representing the sounds of the Common tongue with a modified version of the Arbian runes. After that he began writing books, about the history of the tribe, of his kin and of his homeland. In the beginning, only he could enjoy the fruits of his work, but as time passed the number of people willing to learn these "solid" words increased. Men from other tribes came as well and they brought their new found knowledge back home. As of now, the number of literate individuals in Arbia is still relatively small, but it is ever increasing and most villages can now boast at least one "word-wise". With these actions, Perun became known as "Ink-sleeve", but few have the courage to say that in his face. Only one ever dared to mention it and the Cheiftain once again proved that he could wield the axe as well as the quill.

Perun grew into a wise, but harsh ruler. As the winters passed he came to understand that layer upon layer of tradition, that had lasted a millenia could not be undone in such a short time. He instead focused his attention on rising a knowledgeable child, one that would continue his father's legacy. He found a woman and married, he now has two sons. And while failures have left their mark on his resolve, he still believes that his people would one day stand united.

Age: 49
Gender: Male
Occupation: Chieftain
Skills: Perun is proficient with both axe and sword, wielding each with much skill. He also uses his shield to great effect, both for attack and defense. While skill with an axe is a must for any Arbian, his sword techniques he has learned abroad. This gives him an edge in his homeland, as sword wielding is reserved only for the wealthy and, thus, has few practitioners. The Chief is also a good hunter and is proficient in the use of the bow, but he never uses that for battle. He can read and write, something unheard of from where he hails and is familiar with a few foreign languages. Apart from that, his travels have provided him with some insight into other cultures and he has knowledge of places and events that were long thought to be merchant's legends.

World-space:

Arbia

Geography:
Arbia is a land of deep forests and harsh winters. Enclosed by mountains and the Talonian Ocean, it has been almost cut off from the rest of the world. To the west and south, narrow passes wind their way through the snowy mountains. While to the north-west, a mighty chasm lies and beyond it a barren landscape as far the eye can see. And, finally, to the north and east lies the endless ocean, from where ships rarely arrive. The climate is harsh, with a long, cold winter gripping the land in its icy fingers for most of the year. The summers are short and cool, which means there is little room for agriculture. There are two main rivers, both of them originate from the mountains and flow into the Talonian Ocean. The first, Drin, springs from the Beli (Whie in Common) Mountains that are located in the west. The river makes its way through the Arbian landscape, then bends southwards as it flows into the ocean. The second, Mat, also originates from the Beli Mountains. It begins its course in the south-western parts of the mountain and follows a fairly straight path towards the Ocean. The land is heavily forested, 80% of the landmass is covered with woods, which provide one of the most valuable Arbian commodities - timber. Roads are unheard of, dirt paths are few and far between, most lead to the only real Arbian city - Water Town. In addition, wealthier tribes maintain paths leading to their settlements, but those are far from the paved roads a proper town might enjoy.

Society
Due to the geographical features, there is no centralized form of government. No capital, no common language, no laws. Each tribe has its own dialect, history and form of government - in most cases, this is the Chieftain or a council of elders. There are two kinds of tribes: nomadic and sedentary; in addition to a third, that is somewhat of an exception.

Nomadic
Many tribes live a nomadic life, usually in the northern areas. The climate there is colder and the snows rarely melt. In those harsh lands, equally harsh men hunt for food, eking out a living amidst the wastes. Other nomads prefer to lead a life of marauding, typically raiding one another or their more settled down neigbhours. And others simply degrade into highwaymen, stalking the empty roads and relying on banditry. In a nomadic tribe, the chieftain is usually the master hunter as well, as that is the only source of food and thus, the most respected position. Elders act as advisors, but they do not occupy a position of power. They are considered old when not being able to hunt anymore and thus, unneeded in the day-to-day activities of the tribe. When it comes to marauders or bandits, the strongest man is considered the leader of the tribe or group. And he keeps that position until being replaced, one way or another.

Sedentary
Others have become sedentary, content to leave near the woods that provide both food and trading goods, in the form of timber. These tribes are usually better developed and, naturally, bigger than their nomadic brethren. It is not unheard of for two or more tribes to band together, in order to better protect their territory, something impossible in the frozen north. And there is a reason for that joining, for the more aggressive nomads find such settlements a lucrative target for attack. Regularly they raid villages, in hopes of stealing food or clothing and often enough they succeed. As such, those tribes who hold lands are often powerful enough to defend them, or at least - able to push back the invaders. Here, the position of chieftain is hereditary, in most cases, unless the future chief is not suitable. The qualities needed vary - the future leader may be a great warrior, which is a respected vocation as warriors defend the tribe; a master hunter, another position of equal respect; or a master craftsman, another honourable and respected calling. A chieftain will usually step down once he is no longer able to hunt or fight, passing on the position to his son. This is an important part of Arbian life and it symbolizes the passing of the old and coming of the young. As these tribes are home to more people, roles are usually specialized. For example, a warrior may solely focus on his training; or a hunter solely on stalking his pray. Goods and commodities are fairly distributed amongst the tribe, as everyone makes or acquires something that is needed by someone else. That is why laziness is not tolerated and those who cannot contribute to the growth of the tribe are cast out or, in more savage ones, outright killed.

Times are changing in Arbia, as over the last three or so centuries the climate has grown increasingly softer. The long winters are still there, but the summers have become warmer and are slowly pushing back the cold. This has led to the appearance of farming-focused settlements around the banks of rivers. A new trend, to be sure, but it seems to be growing more successful and popular with each passing year. At first, many thought that this was a foolish idea, how would these warriors forsake their training to work the land? It seems that a balance has been found - the men work during the summer and hone their skills during the long winter months. The climate allows for hardier crops to grow - wheat, barley, oats, hops. This, in turn, has brought new food and drink to the table: bread, ale, porridge and so forth. This also led to larger interest in trading, as the tribes who had no access to these commodities wanted to acquire them. The "landworkers" (as they are known), in turn, desire furs and timber, which they cannot produce. All of this, has brought the Arbians closer together and blood-feuds and the like are rapidly decreasing. In these settlements, elders are usually more respected than normal and they are usually the ones in charge of the tribe. This is owed to the fact that these older men have seen and experienced things that may be of paramount importance regarding the harvest. What should be done when the snows begin to fall earlier? What is this disease that is plaguing the crops? And other such.

Water Town
And finally, there is one more group. In the east, where the Talonian waters touch the frozen Arbian soil, between the rivers Drin and Mat, raises a city. Perhaps the only settlement in Arbia worthy of that name. Its wooden walls are high and its defenders many, but the men of Water Town are not warlike. They are adventurers, explorers and great seafarers. Their hunters do not prowl the woods, but instead catch their prey amongst the waves. Their ships often travel to distant lands, along the shore and as such, the people living there are far more knowledgeable than the average Arbian. Things here are different than those out in the wilderness. Goods are not distributed amongst the population, they are, instead, traded. If a fisherman was to desire some bread, for example, he would go to the baker's and offer his catch in return for a loaf. This has lead to some disparity between the inhabitants as some are, naturally, more well-to-do than others. Leadership is also a different matter. Instead of one young and strong leader, or a council of meek elders, there is a group of leaders. A Captain of the Guard, who is responsible for the defense of the city, as well as keeping order within it. A Captain of the Ships, who oversees the comings and goings of the sea-borne vessels. A Chief Trader, who is responsible with keeping trading honourable and fair and to punish any violations. And finally, a Master Builder who is tasked with managing the buildings within the town. To give permissions to build new ones and maintaining the old. And while this is regarded with much suspicion by other tribes, it has proven a simple, but effective way to manage the fledgling city.

Way of life
Arbians respect strength above all, the warrior is at the top of society. He is the embodiment of the land, harsh and unforgiving, he protects the tribe and honours its name. Sharing equal prestige is the hunter, for he leads a battle with the land every day. Every beast slain and every encounter survived is a proof of a man's worth. Another respected position is that of the smith. For while a warrior uses the axe to defend the tribe, he would have no axe if not for the smith. The Arbians recognize this important role and pay respects to it, a master smith is often more valued than a group of warriors. Woodcutters are also well-regarded, for it is said that the first Arbian tribes were nothing more than small groups of woodsmen.

Another common misconception is the status of women. While most would assume that the uncivilized and, often, downright barbaric Arbians would treat women as property, the truth is far from that. Women are respected for it is they who give birth to the new generation of warriors, healthy lads and lasses who must continue the family line. While not unheard of, females rarely become warriors or hunters, they instead busy themselves with household needs - sewing, cleaning, cooking and other such. In a house, all must respect the woman's wishes, for she is the mistress of the home and the one responsible for its well-being. There is even a saying: "As forlorn, as a house without a woman", which quite accurately expresses the importance of females in Arbian society.

An Arbian's way of life is not easy. Regardless of vocation, they all get up early, before the sun shines. The woman is the first to get up, she lights the fireplace, prepares breakfast and wakes the other members of the family. The meal is plain, but nutritious, to prepare for the long day of work ahead. If the man is a warrior, he sets off towards the Warrior's Hall, where skills are honed and axes are sharpened. Hunters depart towards the forest, their farewells are grim, for there is great chance that they may not return. In groups of two or three, they descend into the wooden depths. Craftsmen travel to their workplace, which may be in a separate building (wealthier tribes will have specialized workshops), the Warrior's Hall or, most commonly, the neighbouring room. Woodcutters also journey to the forest, where they spend a day of back-breaking work. The woman remains at home, along with her daughters, she teaches them how to take care of the house. As well as preparing supper, mending clothes and sewing new ones. Depending on their age, boys are either left to freely roam around, playing their games and going off on "adventures" in the settlement's surrounding areas. Or they accompany their father, brother or other close kin while they work. They may also be sent as apprentices to learn a different vocation, it depends on the father's wish.

When the sun sets and night falls, one by one, the men return. Some, sweaty and bruised from the day's training. Others, bearing freshly-killed prey, warm furs or skins and, perhaps, a trophy from a fearsome beast; their son happily running besides them. With an axe laid to rest on the mighty shoulder, the woodsmen return, bearing timber with which to chase away the cold. The craftsmen return as well, pleased with what they have wrought, or perhaps - eager for the new day to come, when they can carry on with their work. The women greet their husbands and sons, they take their clothes, order them to wash and clean themselves, and command the daughters to prepare the table. When all is ready, they sit down and eat - tales are told, gossip is shared, advice is given. Afterward, the family goes to sleep, for they need to get up early tomorrow. Hunters will usually spend some time preparing the catch, chopping and cutting; they will then join their wife in bed. Not all nights are so peaceful, however. There are times when the man will not return, when, in his stead, his comrades arrive. With grim faces they will say: "Mistress of the house, there will be no man in your bed tonight, for The Highest Lord has taken him. May Sokol safely guide his soul to the halls of your ancestors". No commands will be given that night, no gossip will be shared, no stories told. Arbians are harsh and no tears will be shed, the woman will sit by the fire and tell the children what has come to pass. And if they were to cry, she would harshly whisper: "Do not weep!". Such is the dark possibility that all Arbians must expect.

And in the morning, the cycle repeats itself - there is little time for rest, for most every day is a fight against harsh Arbia. On the seventh day of the week, however, no training is held, no hunting is done. Instead, the men spend time with their families or feast in the Chieftain's Hall (for the Chieftain must be ready for guests on that day). Food and drink for the feast is provided by the host. Who in turn receives it as a tribute from those who live under his rule. The young spend time together, dancing and singing and it is during those times that couples are matched. This is the only short respite most can hope for, as on the next day - things start once more, another six, long, harsh days.

Religion
While most tribes greatly differ from one another they all, surprisingly, share the same myths and legends. These are the embodiment of Arbian wisdom, traditions and, in some cases, history. They are passed on from one generation to the next, in the form of tales or songs. Arbians value these stories greatly and before a boy has the right to call himself a man, he must first demonstrate his knowledge of them. There are four deities in the Arbian pantheon - The Highest Lord, who rules above all; Sokol, The Wacther of Roads; Strela, The Hunter and Voin, The Warrior. Below is listed a common Arbian tale, that deals with the shaping of the world:

Once, when Time was young, many winters ago, there was blackness and nothingness. But even in the deepest of black, there is light and this light was Bel, the Light Orb, the Sun. And he waged war against the Dark and resisted, for many long days. When one day, another came into being, he that we refer to as The Highest Lord, the Creator. He was mighty, as mighty as any of our warriors and wise, wiser than any elder to have walked this land. And he wandered in the dark places and all shadows looked at him in awe and all bowed low in respect. And one day his journey brought him out of the Dark and into Light and it is then that he first laid eyes on Bel. And Bel spoke:

"Hail, oh child of neither Light or Dark. I am Bel and this is my domain. What bring thou here? Seek you a boon? One of power or knowledge?"

And The Highest Lord replied: "Nay, oh shining Bel. I seek not power, for I am mighty indeed and I seek not knowledge, for I know a great many things. I merely pass through thine realm as a traveller, not a seeker. "

"And pass thoust shall, but a gift I will give. Thou hast no need of knowledge, of power? Then I give the greatest gift of all: to craft; to bring being into nothingness, to bring Light into the Dark."

And with that Bel the Light Orb gave The Highest Lord a spark everlasting, to kindle with it the flame of being. And the Lord departed, spark in hand. And he journeyed to a dark place and declared: "This shall be my realm". And he set about creating the world and he laboured long and hard to bring it into being. But Dark was jealous, for he wanted all to remain veiled by shadow. And he sent his shadows to destroy The Highest Lord's works. But he was brave and strong of will and he did not give up his holdings easily. He waged war against the darkness and what they destroyed he wrought again. And this cycle continued for many long years. But the Creator grew tired and weary, for his strength was being spent and he came to understand that he could not fight and shape alone. And in that moment he drew his sword and from it brought forth an ally. And this is how Voin, the Warrior, came to be. And he bent his knee and swore to serve. And with new found strength the two set about shaping the world. The Highest Lord would toil upon creation and Voin would ward his Lord from the Dark. And for a while, all went well. But Dark was full of wrath and he summoned forth a great host of beings black and with that host he descended upon the Creator's domain. And he brought ruin on it. The Highest Lord was enraged and with Voin by his side he journeyed to Bel's domain, as he had done so long ago. And he spoke:

"Bel, oh Orb of Light who stands idle! Thou gave me power to shape, but forgot to warn me of the price I had to pay! And pay I did, for my strength and youth I spent on creating and rebuilding what was destroyed, only to see it destroyed again. Call you this a gift? I spit on it!"

But Bel was haughty and he replied: "Thou cannot comprehend what it is to wage war against the Dark! For I have fought and resisted, since the Beginning. When the three of us, brothers - me, Time and Dark parted ways. Long before thou came to be! And thoust dare spit on my gift?! I take it back!"

"Bel! A gift given cannot be returned, or have you fallen so low? So petty?!"

And their shouting tore the darkness and it was great and fearsome. And all shadows wavered in fear; Dark watched on from his black domain. And it said that Time himself stopped to witness this clash. In that fateful moment, another voice was heard. Powerful and deep, for this was Voin and only he, The Warrior, had mustered the courage to address those greater than he.

"My Lords! Please! You waste your strength, for the real enemy lurks yonder!"

He pointed towards the darkness and then there was silence. For what he said rang true. And Voin spoke again:

"Bel, you who shine brightest! Give my Lord an army and we shall drive back these beings of shadow!"

And Bel replied: "Thou speak the truth, swordling. And fools we are to argue thus. Creator!" and he turned to the Creator once more - "Thou received a boon from me once, false as it may have been, I now grant another. Behold!"

With that Bel let out a fearsome roar and from him sprang countless warriors, bright and shinning. And at the head of this host stood The Highest Lord. And with his warriors and Voin by his side, he waged war on Dark and his armies. A long, terrible war - so long that is said that Time himself cannot remember when it began and so terrible that even our greatest fights cannot even begin to rival it. But in the end, the Creator was victorious. And Dark was cast down and fled in shame, beyond the lands of Time. And The Highest Lord set aside his arms and armour and journeyed to his former lands. And it is there that he once again brought the world into being and this time it stood complete. Bel was full of joy and he commanded his warriors to stand guard over it. And to this day they stand, the countless bright dots in the sky, which we call stars. But Dark was not defeated, full of malice and hate, he still sought to bring ruin and darkness. The Creator once again journeyed to Bel and spoke:

"Bel, brightest of stars! Thou hast given me two boons and now I seek a third! Much strength have I spent in creating my world and I seek to preserve. Thoust hast given me warriors, but they are not enough. I beseech thee, watch over my creation! Shine upon it with thine light, so that it may forever be warded against the darkness."

And Bel replied: "Two boons have I given, I now grant a third. I shall stand watch over what thee hast wrought. But a duty is best shared and I tell thee: for half a day shall I stand guard and shine upon the world. But I must rest, for I have grown meek and old. And when that time comes, thou shalt take my place and keep vigil. When my power is greater I shall stand guard for longer and when it diminishes, thou shall remain steadfast and resolute. Dost thou agree?"

The Highest Lord agreed. And Bel took a part of his own majestic self and from it wrought a fortress for the Creator. And when Bel departs from his duties, during what we call the day; The Highest Lord takes his place, standing on his throne inside the silver fortress that we call the Moon. And during that time, the night, he protects us from the creatures of darkness. And it is said that, when Bel finally regains his strength and can stand guard for a full day, the Last War will be waged. More terrible than any that has been waged before and one of the brothers will die and either Light or Dark will reign supreme. And it is told that we, The Highest Lord's creations, will play a part in that war and that our actions will determine the outcome.


The Highest Lord is the mightiest of all, father and creator of both god and man. But he is an uncaring lord and his children must fend for themselves in the harsh world below. He himself, lives in the silver fortress that is the Moon, ever watchful against the darkness beyond. No prayers are directed at him and no gifts offered, for he does not desire nor care for them. And it is said, that when he deems that a person's time has come, he blows his horn and calls them forth, so that he may bolster the number of his troops. Voin is the patron of warriors and is said to give courage and daring on the field of battle to those he deems worthy. It is customary for warriors to offer a gift to Voin before they enter battle, hoping to receive a boon. Strela is the patron of hunters and the woods and it is to him that many pray. If the catch has been bountiful, hunters will offer a tribute of meat as thanks; if it has been poor - they will offer a bone instead, hoping for more prey next week. Woodcutters will also offer a tribute of timber to Strela, as an apology for taking from him. And Sokol is the Watcher of Roads, to whom travelers pray. When one must set out on a journey, they will offer a tribute to the god, in hopes that their trip will be swift and safe. He is also the gatherer of souls and when The Highest Lord blows his horn, Sokol must guide the soul to the fortress of silver. It is a dangerous journey, for many believe that shadows will try to prevent the arriving of the new warrior, and the Watcher must guide his wards through these obstacles.

Allies: None at present.
Trade: Perun's tribe trade with Vatienne merchants.
Enemies: None at present.
Governing Body: There is no centralized government, each tribe has its own sets of traditions and laws. Once a year, during the summer, a Subor (gathering or meeting, in the Common tongue) is held. During which, tribe leaders meet and discuss border disputes, trade agreements and other such. Young men look for suitable women, traders ply their wares and tournaments take place. This is as close as the Arbians have come to a government of sorts.


Last edited by Blackrock on Wed Mar 03, 2010 3:01 am; edited 1 time in total
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Emoria: Information Empty Re: Emoria: Information

Post by Gabe Sat Feb 13, 2010 6:56 pm

Emoria: Information Emoriaiconnilus
Username: DeadEye
Character Name: Nilus of Izic ((Nye-luss) and (pronounced like the name Isaac)) Ayre men and women alike take the first name of their biological father, which becomes their surname.
Species/Race: Ayre (pronounced 'eye-ruh')

Update 6/23/11 More elaboration. New material is in bold.

Physical Description: Nilus fits the bill for a full blooded Ayren male. He stands about 5' 10" with somewhat meager bone structure countered by incredibly well-formed muscle mass. His eyes are a deep blue that almost seem violet in color, accented by somewhat-pronounced cheekbones and a sturdy jaw line. His hair is a sandy brown, and is carefully spiked in a traditional Ayren cut. His youth is somewhat evident in his face, which makes others doubt his wisdom in negotiation. Around his neck he wears a white-gold chain, a symbol of his rank. At the base of his collar a black tattoo can be seen peeking out, but only it's uppermost edge is visible while he is in his armor. Various other cuts and scrapes cover his body, a testament to his life of warfare.

His body is covered mostly by a lightweight derivative of silk woven around incredibly fine strands of steel. While very durable and hard to tear or pierce, the material affords very little protection against crushing blows from heavy weapons. Similarly, a strike from a sword wouldn't cut the flesh beneath the armor, but would bruise skin and break bones easily enough. To cover this vulnerability, a simple, light breastplate is worn over the top of the material.

Nilus wears minimal hard armor made of leather over his shoulders and on his forearms, secured in place by metal buckles. His trousers match his upper body garment in color, but because of it's extreme cost and difficulty of production, the material is not the same. His abdomen is partially covered by a tough leather belt secured by a pair of steel buckles. His boots are of the same build, reaching about halfway up his calf, also buckled in place.

Age: 21
Gender: Male
Occupation: Military rank-Guard Captain, Political Rank-Ambassador
Skills: Nilus is most famous for his skills with the bow and arrow, but his main interest of late has been perfecting the use of a strange weapon that found it's way to him by unknown magic. (Explanation below)

World-space: Idona is perhaps the smallest recognized nation in the world. This is the fault of the Ayre who would rather go out and fight than stay home to proliferate the small provinces of their tiny peninsula nation. The land shows a surprising resilience to weather, and a small bounty of crops is harvested regularly. The ocean's bounties are also fished up to supply the small city by the sea. Due to Ayren tendencies however, there are far too many Ayre people to inhabit the relatively small country they call home. Instead, most spend their lives in campaigns, following their respective warlords for years and years. Resources of all kinds are traded for hired swordsmen and armies to do the bidding of whoever requests their services. Idona even lacks its own dedicated currency, simply borrowing those of other countries and valuing them based on the actual materials they are made of in most cases, and almost always traded for whatever goods the war-machine needs to keep turning. The only settlement worthy of mention shares it's name with the country, and serves as home to the nation's official leaders. In general, these figureheads are corrupt and only serve as a facade of central government. For the last 4 Ayre generations however, the Arrington family has brought a degree of stability to Idona, with hopes of establishing a more peaceful way of life for all of his people. He is loved by many, but a large portion of Ayre warlords would like to keep things as they used to be in the interest of personal gain.

Location- Idona is a coastal nation with a relatively arid and generally flat environment. It's speculated that the mountain ranges of nearby Arbia catch most incoming moisture and storm systems, as only the most northern areas of Idona get regular rainfall. The coastline is mostly cliffside terrain, with the longitudinal center forming a gentle grade into a small coastline. Just north of this is the Black Coast, which was the first place blasting powder was discovered. The cliffside and much of the sand along this beach is dyed black from the explosive mineral. The mineral vein runs deep into Idona, and several mining installations run in a chain from the coast to the capital city, which sits a mere 20 miles from the ocean.


The city itself is home to all of Idona's government and official buildings, as well as government run farms, training camps, guild halls, and the royal fortress. Important buildings relevant to military operations are listed below:

Guild halls- These buildings are like outposts, forts, and encampments. Throughout the city and surrounding area, armies stage their units here, as well as recuperate during down time when they aren't on a campaign. Depending on it's size, guild halls can shelter several armies at once, although they normally house them in rotation, with one army leaving as another moves in. Jobs tailored to specific needs are sorted through guild halls and offered to armies that specialize in a particular type of work.

Action Reporting Office- Most contracts stipulate an action report after completion. Details regarding the job are given here and filed in a larger central repository to help train future units. It is in this way that Ayren captains stay well-informed of various battlefields and military practices of their adversaries, and are able to shape their armies to deal with specific threats dependent on the needs of their future missions.

Udanaut Library- The central information source for action reporting offices. This building holds decades of contemporary military knowledge, from foreign small unit tactics, to common weather conditions in far off lands. Anything reported from previous campaigns is relayed here. It is quite possibly the most important data source an Ayren captain can use. A constant effort is made to keep the books up to date, and a dedicated staff runs this effort 24 hours a day. Training doctrines for new warriors are based off of the information available here, although it is still primarily a captain's duty to teach from experience. The building is named for Captain Udanaut of Tiber, who was the first to start keeping detailed records of his exploits.


Culture: Idonan Ayrens are most easily noted as mercenaries. They will fight for anything they believe is worth having. The actual government is officially a monarchy, but the true power lies with the various warlords and their mercenary armies. Any interests pursued by these warlords can be very bloody, and many conflicts have even pitted Ayrens against their own kin in the event that the opposing army hired a band of Ayren mercenaries to bolster their ranks. To a mercenary, this is part of the business and completely acceptable. This has also garnered a reputation for being sell-outs by other cultures and civilizations, whoring out their lives to fight anyone for anything. Such practices are seen as extreme by most, but useful to those in need of their nigh-unmatched combat prowess and flexibility. Skills and services not found among typical Ayrens are contracted to hired laborers who may or may not be Ayren themselves. Above all, buying and selling of the self is the Ayre way.

To facilitate the amorphous nature of an official-unofficial military life, children are commonly rotated through several families during their upbringing. This improves adaptability in young Ayrens, but conversely causes their people the be somewhat detached in nature. The benefits for making fit warriors are generally accepted to outweigh the social drawbacks outside of their own kind, and the practice shows no signs of stopping anytime soon.

Something the Ayre pride themselves in is their complete equality of gender. Males and females are treated as the same in all regards to matters where gender could have influence. Female Ayren warriors are not few and far between, and male Ayrens are seen laboring in professions generally accepted as feminine. This equal diversity adds to the overall flexibility and resilience of the people.

Ayrens appreciate and understand the need of secrecy for certain contracts. However, the actions must still be reported in order to facilitate growth and development of Ayren tactics. In these cases, the bare facts of engagement are detailed in the Action Reports, while specific people or entities are left out.

Right of Subjection- Markus of Barto was the first to conceive this now-common practice when his army was hired to start a coup (which ended up failing) in the Sretin provinces. Subjection is an agreement between Idona and the entity who takes out the contract. It states that any repercussions of Ayren military action are the contractors responsibility, and Idona is not to be held accountable for any actions taken by the captain in charge of the operation. It is in this way that a contractor can hire an Ayren army to take on large scale jobs without risking harm to Idona. Of course, this Right is only in an official capacity; it isn't uncommon to see revenge seekers ambushing Ayren armies.
Nowadays, most contracts require the Right of Subjection before they will be approved by a guild hall and released for perusal to Ayren captains. Contracts not bearing the Right of Subjection are almost always forbidden to accept, but a few slip through the cracks and make it to the hands of an ambitious captain.


Physiology: Full blooded Ayrens are very rare. Because of their wide-spread deployment, many Ayrens end up settling down in their later years and abandoning the mercenary life for an enjoyable retirement, only to send their half-blooded children back to Idona to start the process over again. Anyone boasting to have Ayren blood is likely a warrior in some regard, but there is a glaring physical weakness associated with it. Ayrens have an inexplicable susceptibility to disease. As preposterous as it sounds, their immunities are weak, and any wide-spread illness is almost guaranteed to end the lives of many Ayrens. It is unknown how this weakness came about, as old lore used to suggest immunity against even the most deadly of diseases.

Regarding 'warrior's blood':
A trait that most Ayrens boast is their renowned prowess for all things in warfare. While the majority of their technology has been traded to them over the ages, their vigor in battle is a notable trait that seems to follow them outside of the battlefield. This trait can be explained by science, not magic, acts of god/goddess, deity, or all otherwise.
The 'warrior's blood' isn't in their blood at all, although the trait is a powerful gene that follows bloodlines even when an individual's only Ayren ties are through grandparents or great grandparents.
What 'warrior's blood' truly is: Over-responsive adrenal glands in the body stimulate the 'fight or flight' response in individuals with this trait. It happens without warning, without outside stimuli, and have a 'snowball' effect when the individual engages in activities that would normally produce adrenaline. This 'snowball' effect means that when in battle, even more adrenaline is produced and any given individual will unknowingly suppress pain, positive emotions, and nearly every other sense that doesn't pertain to high amounts of physical activity.
Ayrens can grow restless and even violent under the most relaxed and serene conditions because of this. A liquefied solution of Flor has been shown to suppress the effect for Ayrens not active in fighting. Roles in society that would suffer from overactivity are often medicated with this solution. Serotonin (responsible for involuntary functions and a factor in emotional serenity) in an individual's brain is suppressed during this extended release of adrenaline, which caused unusual chemical imbalances for several generations, but has since gone away, and corrected by the aforementioned Flor medication.

What you are left with is a slightly pale skinned, lean, over-excitable person who has been trained for most of their life to fight. Typical Ayrens live shortened life spans because of this. In rare cases, some have died from complete self-produced adrenal flooding in the bloodstream, leading to cardiac arrest in the midst of battle.


Allies: Whoever conscripts them for duty. As long is payment is made, Ayrens will fiercely defend their clients. This unfortunately makes them seem untrustworthy, but because they produce almost nothing of their own, this behavior is the result of extreme desperation. Nearly every nation has found some use for at least a handful of Ayren warriors, and the contracts are respectfully kept secret with the client.

Enemies: The Drenata were long-time enemies of the Ayre people, waging intense wars for generations. After almost being driven to extinction, the Drenata stopped their conquest, and the Ayre gladly accepted their peace offering. At present, only the haughtiest Ayrens hold any grudge against the Drenata, who see their current physiology as rightful punishment of their past deeds.
Currently Idona is not waging war against any particular nation, but their contracts made by other nations have Ayre mercenaries deployed across Emoria, fighting against all manner of enemies.

Religion/Deity(s): After the breakdown of the war between the Drenata and Ayre, many of Idona's people began to follow the old ways of the Drenata. Such has become true for many Ayrens who spend long periods of time deployed in places abroad. No religion is necessarily looked down upon, nor is any officially taught among them. In their capital city, warfare schools only teach factual history, and encourage students to believe what they want.

History- Idona has been around for about as long as Spire, although a massive loss in historical documents during the war with the Drenata keeps their complete origin story in mystery. As long as anyone can remember, they have been a people that thrived on warfare. Their only real relevant history starts after their war with the Drenata, marking a new age of valuing cohesion during times of need. Few events unrelated to perfecting their art of war make it into historical documentation.

Magic- Ayrens hold few things as 'unfair' or 'wrong', and magic is one of them. With no prowess or capability of their own, they generally scorn its use and have little time for Ayrens trying to take advantage of power beyond what is generally called 'natural science'. Magic nearly caused their extinction a mere 300 years ago, and it is widely accepted that magic is a corrupting force that only leads to the downfall of others.

Ayrens have no capacity for magic, but instead have a strong sense of ingenuity. Problems are solved with technology, trial and error, and perseverance. They can still be helped and harmed by the effects of magic, but to a slightly lesser degree than races more apt in its use.
Governing Body: Described mostly above. Warlords have the real power because they control the armies. Idona is the home province with its capital which shares the same name, but other than an overpopulated city with the most basic facilities for sustaining itself, there is little worthy of mentioning.
Among most large mercenary groups, schooling is important. It has been studied and proven that well educated armies fight more efficiently than ones simply shown how to fight. Ayren literacy varies from group to group, but in general the Ayre people understand their own history, as well as the written languages of the world.

About Nilus:
(If this personal history bothers anyone, please let me know. I just chose some places I thought Ayren mercenaries might see action.)
Nilus was nothing more than a common footsoldier at the age of 13. At that time, he was serving under Captain Tratant. Tratant's army had been contracted by Kvatch to bolster their ranks against another group of ambitious Ayrens who had been harassing Kvatch's settlements for several months. While their motivations were unknown, Tratant was happy to accept the contract since his army was running low on supplies.

After a month of hunting the rogue group down, Tratant's forces cornered them against the sea North of Senche. Unfortunately, the group was nearly twice the size they were expecting, and fear proliferated itself through Tratant's ranks. They were outmanned, food was short, and some soldiers were armed with little more than clubs and simple staves. Nilus was among them. The bow he wielded was terribly splintered, and it creaked and sighed with every arrow drawn. The arrows themselves were equally battered, being so old that Nilus didn't dare clean the dirt and rust from them for fear that it was all that was holding them together.

When the morning of the battle came, Nilus found himself among the other young blooded warriors. It was common practice to put the inexperienced fighters in the front to keep them from running away. It also boosted morale in the brave ones to have the honor of being in front, with the veterans shouting encouragement from the rear ranks.

As the archers all drew their bows, Nilus struggled to nock the arrow into the ragged bowstring. When he finally did draw it back, the arrow slipped free of his grip, sending the lone arrow across the field. At nearly the same time, the enemy fired their volley, which checkered the sky and seemed to swallow the lone arrow. Nilus' group shielded themselves from the incoming volley before abandoning the return fire order and drawing their swords. When Tratant's group came within striking distance of the enemy army, they saw that they had all laid down their weapons and had offered a surrender.
Puzzled by this, Tratant warily accepted his enemy's surrender and inquired about it's conditions.
"A single arrow from your brigands felled our Captain before we fired upon you. Seeing what your Army could do with a single arrow we feared the result of continuing the fight."
The rogue Ayrens requested an audience with the young archer who had killed their master. Nilus was brought before their dying leader, who gave him his white-gold chain before passing away.
With no leader of their own, the rogue Ayrens entertained the idea of joining Tratant, who declined adding any more troops to his already under funded army. He instead released Nilus from conscription and gifted him control of the once rogue army.

8 years have passed. Nilus' group has since then been conscripted by King Arrington IV as an elite guard unit tasked with only the most important of missions.

Weapons:

Nilus' primary weapon is a longbow. It's wooden frame is lined with steel interior pins, with the entire exterior wrapped in an oily leather which is baked in a furnace for extra rigidity. Drawing the bow requires great strength, and forearm protection is a must. A bite from the drawstring can rend flesh from a novice's arm.

Over the last 4 years, Nilus has been seen wielding an unusual weapon, unlike anything seen in Ayren skirmishing groups. It resembles a scythe, a common farming tool, but the blade has been angled forward to about 15 degrees from the haft to facilitate a strong slashing strike. The very tip of this blade is so sharp that it can pierce steel with the slightest tap. The weapon is just under 7 feet from tip to counterweight, and is almost completely white. The fastening between the haft and the blade appears to be made of ivory, with the haft having smooth curves throughout it's length, and the blade itself being so well-polished that it seems to glow. This glow is anything but warming; it's a sickly color that sparks uneasy feelings in those in tune with magic.
Even among his own men, no one really knows how he came into possession of such a strange item. Nilus claims to have had a dream one night where he wielded the weapon through a thousand battles, never once falling to the strongest of enemies. When he awoke, he was holding the very weapon he dreamt of. This story isn't accepted as truth, but no other explanations have been offered about the strange scythe.
When he first used it 4 years ago, the weapon seemed almost weightless. After several months (and battles) later, the weapon was noticeably heavier. It was unknown what caused this at first, but Nilus soon found that with each life it took, the weapon grew ever-so-slightly heavier, increasing the damage it delivered with each blow, but also forcing him to train harder in order to wield it.
It is clearly not a weapon to be trusted, but Nilus has seen every victory easily with this weapon, and he has absolutely no intention of getting rid of it.

______________________________________________________________________________________
Caleb's Character sheet:

Username: Caleb
Character Name: Raa'Lhen Gestalan
Species/ Race: Drenata
Physical Description: Bred from the age of twelve, like all of his people, to be substantial in size and power, Raa'Lhen stands 6'5", about the average size of his people. His frame is massive, but not so large as to make him a sluggish adversary. His purple-grey skin, scarred by the sins of his ancestors, is protected by large and flashy black and gold armor, a symbol of his wealth and power amongst his people, and cloaked in lavish red cloth. His hair, a powder white hue, stands on end due to the unnatural power that flows in his veins and pumped by his heart. He is rarely seen much different than this, in full armor with his trusted obsidian warhammers, also lavishly accented with gold, crossed on his back. When out, he often has his pipe hanging from his lips, though he is mostly seen with while idle or in casual situations. As was always intended since birth, Raa'Lhen stands straight, tall, and imposing.
Age: 26
Gender: Male
Occupation: Drenata Warchief. The Drenata are constantly embattled with their natural foes, the ogres, and with other human races ages ago. Thus, the title of Warchief makes you the figurehead of government.
Skill: The Gestalan line have been Warchief for three generations, and since then have had a policy that every healthy-born male, and volunteer females, are to be trained from youth to fight their enemies, and the royal line is of no exception. Raa'Lhen chose to deviate from the ways of his family and train as a warrior, minoring in weapon-based magic based around glyphs. He is a cunning warrior, though not agile. Not to be taken for slow, either, he makes up for it with quick thinking in battle and a mastery of Earth-shaking surround spells. However, due to a lack of much magic ability, he does not have a wide range for attacks. Getting in close is suicide. He is a master of his weapons, two obsidian warhammers dubbed the Hands of Traemador, crafted by the finest smiths and enchanted with Earth-moving glyphs carved by his father, the former shaman Warchief.
Personality: Raa'Lhen is seen as an eccentric by his people, and his popularity is somewhat polarized by whether each individual agrees with his point of view. The Gestalan line have always been people who believed that the Drenata had a long way to go in terms of intelligence and technological and society progress. Like his fathers, Raa'Lhen is open to the idea of trade and co-operation with other nations, though the Council of Four still has not approved any of his efforts thus far. Raa'Lhen is not only loved by his warriors for his hands-on approach, always on the front lines of a major battle, but also seen as scandalous by the elders and veteran parents for his somewhat indulgent behavior. Though introspective and fair on the inside, he hides this personality with a veil of pride and arrogance.
Culture: The Drenata have since returned to the ways of old. Essentially a race constantly marred and held back from progress due to constant embattlement with their natural enemies the ogres. The most important traits to the average Drenata are pride and honor, so many are very nationalistic, which from time-to-time unfortunately breeds racism. As explained earlier, every healthy born male child is bred from age twelve, as well as volunteer women, to fight against their enemy, while slaves prepared weapons, grew food, and basically upheld the economy and well-being of the Drenata. In the older days, weak children were cast out to die, but since the Gestalan family have taken the throne, children who do not show a propensity towards fighting or whom are not born healthy now occupy the roles once filled by slaves, which the Gestalan family also put an end to.

There is a certain air of humility to the older generation of Drenata, due to an incident which occured six generations ago, in which the Drenata, seeking to gain the upper hand against their new enemy, the "(insert cooperating race here)", turned from their shamanistic religious lore of harmony with nature to the worship of a dark being from the Shadow Plane who had promised them great power. In exchange for their allegiance, the being from the Plane of Shadow taught the shaman to abandon their elemental-based magic in favor the dark magic which he commanded. Their shaman became warlocks, and in their bloodlust they nearly wiped out the "(inset cooperating race here)," but the side effects of controlling such unnatural power soon made itself clear when the children born that generation were birthed with purple-grey skin, scarred with rune-shaped markings on their face and hair the color of parchment. The parents of these children rose up in anger at the warlock Warchief Therosan, fearing that their children would die or were not even of their race, who used to feature a light brown skin tone. Therosan, in a bloody coup, was assassinated and replaced with Won Gestalan. Warchief Won used his position to broker a treaty between the Drenata and "(insert cooperating race here.)" The side effects still plague their race, and that unnatural power still courses through their veins.
While desire for revenge against this dark specter still runs deep within the Drenata, their sheer inability to take any action prevents acting upon it. Today, the Drenata are isolationists and self-sustained. A bourgeoning population of ogres threatens their livelihood, and they, despite their arrogance in matters of battle, are losing that war. Those of their race who choose to train in magic have returned to shamanism, believing their ancestors grant them access to their power, but some, still harness the powers they possess from their bloodlines' connection with the Plane of Shadow, though there is debate as to whether these arts should be permitted. Drenata are instructed to practice cautious courtesy towards members of other races and nations when out of their element, but are generally not very hospitable.
World-space: Traemador is a rough, nearly desert-like terrain with random patches of fertile soil and a large river, called Urador, which divides the nation nearly in half. Many describe the land to be simply "chaotic" and unorganized, with no clear balance or inbalance between the elements there. This affects the specialization of shaman depending on which region of Traemador they come from. The capital city, Won'Thar (named for the Warchief who brought the pilgrimage to Traemador after the territory wars with "(insert cooperating race here)") is located to the northeast sector of the land, and is of course a hub for royalty and economy, being the largest city as well. It is among the less fertile, desert part of the land, so food and supplies are made in the smaller surrounding cities, called the Halo of Won (comprised of the cities Fraendor, Thur'Khal, and Urzhen.) Fraendor is located across the river directly to the west of Won'Thar and is responsible for food production, commanding herds of cattle, goat, and various other farm animals as well as being nearby a forest region where exotic meat can be obtained to be sold for higher prices.

Thur'Khal is located slightly southwest of Won'Thar, though still on the eastern side of the river, and is responsible for transportation of armory and weaponry from Rendhor, the city across the river that takes up much of the southwest region of the nation. Thur'Khal also transports the food and clothing made in its surrounding cities, given it is closest to Won'Thar. Urzhen, then, of course, produces fine clothing. It is also considered an illustrious rural living place due to this upper-class trade which accommodates mostly the rich. As stated previous, Rendhor produces weaponry and armor and is the main hub for training and housing warriors. It is located right on the edge of ogre territory, though that edge is slowly fading as the ogres are reproducing at an unprecedented rate. Other than this very simple trade route, the smaller villages and cities in Traemodar are largely self-sustained. Trade with other nations is not widespread, but does happen when foreigners venture into Won'Thar, but only on a microcosmic level.
Religion/ Diety: Drenata are mostly shamanistic in their religious beliefs, believing that their ancestors in the Plane of Spirit offer them protecting, and the warrior-shaman harness this energy, though it is only their person interpretation of this power. Some still worship the Almighty One who granted them power from the Plane of Shadow, but this belief has been maligned to cult status and is looked down upon.
Government: Raa'Lhen is a figurehead of the government. His actual power extends about as far as that of the modern day Queen of England. The real movers and shakers are a group called the Council of Four, who make all the real decisions on foreign affairs and economy, as well as in the war effort against the ogres. Raa'Lhen has been very involved with them, however, more than any other Warchief. He has been trying for many years to convince them to make an alliance with a neighboring race to help defeat the ever-imposing ogres.

(Drenata are isolationists... so no Allies)


Last edited by DeadEye on Thu Jun 23, 2011 5:36 pm; edited 8 times in total
Gabe
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Emoria: Information Empty Re: Emoria: Information

Post by ImmortalSin Sat Feb 13, 2010 7:28 pm

Username: ImmortalSin
Character Name: Safiyah (sa-FEE-ah) Cavalcanté
Nickname: FiFi
Species/Race: Valinyx
Physical Description: For a Valinyxian, FiFi is nothing out of the ordinary. She is typically shorter than most other females she meets, standing at a puny 5’2”. She is an extremely slight girl who could do with a bit of extra meat on her bones. Usually her complexion is paler than it ought to be due to exhaustion, dehydration or lack of food. In fact, she often looks a little under the weather because of the lack of attention she pays to her health. This is almost always combated by the glowing smile she wears and the serene look in her eyes.
Typically she is seen in her formal attire. Robes adorned with gold and silver, a gray cloak hanging from her shoulders and when performing a ceremony several striking turquoise stones called Oss (native to Valinyx) are attached to show her status. She also has a pendant made from Oss that is normally hidden amongst the layers of her clothes.
One peculiar thing to note is that FiFi always wears some form of gloves on her hands. She does not remove them - even when bathing - and will refuse to explain why to anyone not part of the Order. In truth, it is because beneath the gloves many scars wind and twist from her fingertips to her elbows. Some fresh - others years old. On the inside of her left wrist is a birthmark in the shape of a four-pointed star. It is referred to as the mark of Vallar.
Age: 19
Gender: Female
Occupation: High Songstress of the Order of Valinyx
Skills: Anyone with the mark of Vallar is granted the ability to create miracles. The outcome of said miracle could be anything from the curing of a minor ailment to the ability to summon a bolt of lightning from the sky. Each miracle comes at a cost. Each person decides how to pay it. But it must be a type of sacrifice.
Even though the Valinyxian race frowns upon harming others there are tales of those who have chosen to sacrifice the lives of others in order to sustain themselves. In FiFi’s case, her own blood suffices. At the end of every moon cycle she finds that her power is dwindling and thus makes the sacrifice. When it comes to larger scale miracles praying is also required. It may take a prolonged period of time before the prayer is answered and in some cases it is not answered at all. Some (FiFi included) believe that singing hymns also improves the odds.
Creating miracles takes both a physical and mental toll on the individual which usually leads to an early death. For this reason the majority of members of the Order of Valinyx are no older than 30.
World-space: The lands of Valinyx begin at the northern point of the continent and extend towards the center. Those situated near the coast find themselves nestled amongst endless mountain ranges and lush valleys. Game is plenty in these parts and the people have become quite adept at fishing. The humidity is a tad bothersome at times but cool breezes and even snowfall seem to soothe the disgruntled. Grand cathedrals and shrines have begun to appear all over the place, but they pale in comparison to Vallar Cathedral - the home quarters of the Order of Valinyx. It is in this part of Valinyx that the people have most certainly thrived.
The same cannot be said for those in the lower parts of Valinyx. The closer one comes to the border, the more barren and treacherous they will find the land to be. There are no forests, no rivers - nothing but endless empty snowfields. This is said to be because the earth there is scarred. A massive canyon was carved into the rock, one that stretches from the ocean and very near cuts off access to Valinyx altogether. This was the result of a quarrel between Ordis and Vallar, or so the people believe.
Those unfortunate enough to live in this part of Valinyx find themselves facing poverty and succumbing to disease. If ever an invasion occurred they would also be the first to suffer.
Allies:
Enemies:
Religion/Deity(s): The Valinyxian people do not believe in good and evil and instead conclude that every being serves a purpose no matter how malevolent or wicked that being may be. They have two deities - Vallar and Ordis. When praying for miracles it is Vallar who decides the outcome and Ordis who ultimately delivers or punishes accordingly. Some believe that Ordis has ill intentions, but in truth he is only following Vallar’s orders.
Governing Body: No sole person governs in Valinyx, although most will look to the Order for guidance. They are the unofficial rulers of the place and the majority of people are happy enough to listen to what they have to say and do as they are advised. Those from the Order are often seen as peace-keepers and missionaries.
The Order itself has a high priestess and then a council of advisers. Ultimately, the high priestess has the last say. She is the most respected figure in all of Valinyx - an oracle of sorts. Most other members of the Order have no official title, save for what they are best at. (For example, Songstress, Healer, Defender)


Last edited by ImmortalSin on Wed Feb 24, 2010 12:38 am; edited 2 times in total
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Emoria: Information Empty Kathryn's Sheet for Sailahína Carnil

Post by Kathryn Lacey Sat Feb 13, 2010 7:35 pm

Username
KathrynLacey

Character Name
Sailahína Carnil
The í in “hína” ((i with an accent mark)) is formed by holding Alt and typing 0237.

Nickname
Saila

Species/Race
Half-Quendë; Half Human
Elves are known as the Quendi ((or the singular Quendë)).

Physical Description - Subject to Change Upon Portrait Completion
Sailahina Carnil stands at an average height of five feet and five inches despite her Quendi heritage. Her softly waving hair is platinum blond and extends to the base of her back. She often keeps it free-flowing, but will occasionally braid it if she feels it needs to be kept from her face. Leaf-shaped ears are her most prominent Quendi feature.

Her eyes are an average blue in colour and topped with dark blond brows with a decent, pointed arch. High cheek bones accentuate a slightly heart-shaped face with a very slightly upturned nose that extends down the center of her face. Beneath this is a pair of lips of average fullness.

Overall, she looks remarkably like her Quendi father in both her fair colouring and in the bone structure of her face. However, she has the physical build and the lips of her Sretin mother. While she is thin and fit, she hosts an almost pear-shaped figure with an average bust and a slightly larger bottom half.

A tiny but dark freckle dots just above the left side of her upper lip beside the point, and a small, hardly-raised mole graces her face almost beneath her left cheekbone. At the base of Saila’s throat on the right is another mole. A horizontal scar cuts across the back of her left hand, and a vertical scar slashes along her outer right thigh, both caused by training accidents with fighting fans.

Saila’s favorite colours to wear are blue and silver, for they compliment her colouring very nicely. She is rarely seen without a book or a scroll in hand, and she never leaves home without her fighting fine strapped at her hip as a precaution. She also keeps a dagger stashed in her boot.

Though she is forty-three years of age, the average lifespan of her general breed ((half Quendë, half human)) is one thousand years ((as opposed to the average twenty five hundred years for a full Quendë)), so she only appears to be in her mid twenties.

Age
Forty-Three

Gender
Female

Occupation
Archivist and Scribe for the Great Library of Nolwë

Skills - Subject to Change if Anyone Wants Saila to know their country’s language…
Knowledge of Defensive and Fighting Styles with a Fighting Fan
Limited Knowledge of Healing
Limited Knowledge of Dagger Use
Memorization
Organization
Speaking and Writing in Several Global Languages
- Quenya: the official language of Taurë Arda
- Common: the common language of the world
- Thendári: the official language of Aendrel
- Vadier: the official language of Vatienne
- Voltalic: the official language of the Ionairus

Biography
Sailahína Carnil was born from the Quendë Envinyatar Carnil of Forya in Taurë Arda and the human Ailith of Aom in the Sretin Providences. The unlikely pair met at one Yávië Meren ((Harvest Festival)) that is held in the Sretin Providences to celebrate bountiful harvests and the wonders of nature.

Envinyatar noticed Ailith of Aom before she ever saw him, and he was immediately interested. Her skin was not as dark as those who are usually from that area though she had the usual characteristics of dark hair and dark eyes. Her stature was also much shorter than his own. He found her humanly beauty to be quite enthralling but not nearly so much as her voice. It may not have had the same melodic flow as the voices of his own people, but it had its own appeal just as she did.

He sought her company, but was initially denied. Ailith was shy of his elven beauty, and was not sure how someone like him could be interested in herself, so she avoided him. Envinyatar was persistent, and he eventually won her to his side. By the end of the Festival, the Quendë man stayed behind to see more of Ailith.

It soon became apparent that she was not quite like her people. She didn’t enjoy the harsh, open air of Aom, and she wandered to the forest edge as often as she could. After a year had passed, Envinyatar and Ailith were wed before their families, and he took her to live with him in Forya.

Sadly, Ailith was even less happy among the closeness of the trees. As a compromise, they moved to the city/state of Nolwë Osto where there would be both open air and plenty of trees. Two years after their marriage, Ailith gave birth to a girl-child who they named Sailahína ((wise child)) in honor of the City of Knowledge in which they lived.

They lived happily for a long while, but time passes more slowly for Quendi than for humans, and Ailith began to age more rapidly than her husband. Though she had been eighteen when Saila had been born, by the time the young girl reached Quendi adult-hood, her mother was already past her prime.

Envinyatar, with his healing magicks, helped to keep Ailith from aging too rapidly, and the human woman took very good care of her health.

Due to the difficulties of watching her mother age in such a way, Saila moved into her own home when she turned thirty ((the age of adult-hood for Quendi)). It was widely known that half-Quendi only live about half as long as full-Quendi, but that it still far longer than a human life span, and it is difficult to watch a parent grow near death with every passing year.

At the point in which she had moved, Sailahína was already an archivist and a scribe for the Great Library of Nolwë, and she had learned several languages of the world. She has lived up to her name in every way she can.

Of course, she would often immerse herself so heavily in her work that she would abandon her social life and her family for long periods of time.

Only when her employers would urge her to go home to her family would she leave her beloved work - for she truly does love it - to see her aging mother and her still-young father. Knowing that it makes them happy to see her makes her remember that it’s important to see them more, but that doesn’t stop her from working all she can.

One day, about one week ago, Saila discovered a secret panel in one of the library book cases in a small section that contained information on the Planes of Existence. It contained yellowed scrolls that described the portals and the Material Plane’s portal’s location beneath the library. However, it did not detail how to access the way to the Portal, so she has not been able to discern whether this scroll was written factually. Despite this, she has found that she truly believes it to be truth, and she has been trying to discover a way to prove it without others knowing.

~*~*~*~*~*

World-Space
Taurë Arda
The land of Taurë Arda where the Quendi live is generally hilly with forests in every direction a few miles outside of the city. The exception is the North where the elevation slowly gains as it progresses into the mountain range of Senda Oroni at the edge of the country. In the forests, other clans of Quendi choose to live peacefully with one another. The western territory is Hyarya, the eastern is Forya, the Northern is Inga, and the Southern is Undu. The forests are divided by four roads that come from the Northeast, Northwest, Southeast, and the Southwest portions of the country. All of those roads lead directly to the city/state of Nolwë Osto for those who wish to travel there. This is both for the benefit of the Quendi who are not particularly fond of outsiders in their territories and for the safety of foreign travelers.

Hyarya - The Western Forest Territory
((Described in Buzzwolf’s Character Sheet))

~*~*~*

Undu - The Southern Forest Territory
Physical Characteristics:
Dark Eyes
Slightly Tanner Skin
Dark Hair

Government:
Ruled by five elected council members.
- Capalinda ((female))
- Fëon ((male))
- Losson ((male))
- Náriel ((female))
- Sendapeleron ((male))

Specialty:
Military Knowledge
Weapons Crafting

~*~*~*

Forya - The Eastern Forest Territory
Physical Characteristics:
Light Eyes
Fair Skin
Light Hair

Government:
Ruled by the elected Lady Isilwen and Lord Anar

Specialty:
Healing Magick
Herbal Healing

~*~*~*

Inga - The Northern Forest Territory
Physical Characteristics:
Dark Eyes
Fair Skin
Light Hair

Government:
King Anarton and his Queen Roitana

Specialty:
Fabric Crafting
Glamour Magick
Jewelry Crafting

~*~*~*

Nolwë Osto - The Central City/State
In almost the exact center of Taurë Arda, there is a large city called Nolwë Osto that revolves around the pursuit of knowledge. Standing in the center of that city is the Great Library of Nolwë which has gathered works and information from all over Emoria to be displayed in one massive building. This city/state began as a project of the Quendi from all over the country, and as it grew and more knowledge was obtained, other races and species from all over the world also became interested in the project, so they all helped to contribute.

Eventually, a large, elaborate, and elegant building was constructed at the center of the city to house information from all over the world and even some information regarding the other seven Planes of existence. Of course, many from the current Material Plane feel that the other Planes do not truly exist as few have traveled between them.

The location of the ancient library was strategically placed, for The Portal of the Material Plane is located in a secret chamber ten stories beneath the library, far into the earth. There is a secret entrance within the library to a stair that leads underground, but finding the chamber that houses the Portal is difficult. The way is a bit of a maze, and there are many secret ways that must be taken to reach it. Only those who rule the city, those who own the library, and those who guard the Portal are aware of its existence. Not even those who work in the library or live within the city/state know of it.

The geography of Nolwë Osto is rather lovely. A river that runs all the way from the Oroni Sendë mountain range at the very North of Taurë Arda cuts through the Northeastern side of the city. This Northern river is called Sirë Poica for the cleanness of its waters.

Another one that begins horizontally, moving from west to east, flows at the Southern end just outside the city but eventually curves to travel South. This river is called Sirë Úra for its very large width and depth. Sirë Poica eventually joins Sirë Úra to become one river. There are other small streams and creeks that travel through the rest of the country.

A lake is located at the west of the city/state that provides much of the water for crops in that direction.

Outside of the city/state on all sides are small fields where vegetables and Orë ((a special Quendi grain that is similar to wheat)) are cultivated, but they are nowhere near as expansive as the country to the east ((the Sretin Providences)) from where the Quendi import other nutritional goods.

Allies
Aendrel of Irrihyánë
Äm of Irrihyánë
Sretin Providences
Vatienne
More Pending…

Enemies
Traemador
The Mountains of Night
More Pending…

Religion/Deities
Nolwë Osto hosts a vast cultural diversity due to people from all over the world choosing to live here, so citizens often worship the deities of their own cultures. These other cultures and other deities are all respected, so no one has need to feel that they must assimilate to another culture or religion.

However, the official deities of the city and of the Great Library are Gods and Goddesses of Knowledge - namely, the Goddess Nólehirë and the God Istahirno.

Throughout the rest of the country, the Quendi themselves tend to revere the God Vemenel and the Goddess Olvandilë who are believed to have created the trees and all things. Trees are revered by the Quendi as lesser deities and are believed to be semi-sentient beings who house great wisdom.


Governing Body
The citizens elect a council of ten to rule the city/state of Nolwë Osto.

All of the other four territories of the Quendi country of Taurë Arda are governed by their own monarchs, lords and ladies, or councils. It just depends to which of the four forests one travels.

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Emoria: Information Empty Re: Emoria: Information

Post by Guest Sun Feb 14, 2010 8:14 pm

You kind of jacked up the order Silv Razz. The sheet goes like this:

sername: Elric Gharial

Character Name: Gregor Legato

Species/Race: Fermatan

Physical Description: Gregor casts a long shadow at six foot five inches tall and a whopping two hundred and eighty pounds of battle hardened muscle. When not in his armor, he has a huge scar about six inches wide at it's widest and two inches wide at the thinnest running from his left shoulder to his right hip, a 'trophy' received during a battle with a rampaging orcish warlord. His armor is brilliant white with golden trim, inscribed with tiny musical notes along the trim that enhance his already impressive vocal projection and spellsinging ability.

Age: 34

Gender: Male

Occupation: Knight-Captain of the Arpeggio Knights

Skills: The people of Fermata are known for one thing and one thing only, the Arpeggio Knights, also known as the Spellsingers. These famed warriors practice an art unique to their region, that of weaving the words of their music into powerful magic spells. This is affected by the projection and depth of their voice, with bass singers' spells having a more direct physical force, while an alto's effects would be far less directly seen. Gregor is a bass, and his specialization is enhancing his strength and endurance far beyond human capabilities. Without The Song, Gregor could chop down a two hundred year old oak tree in about four hours, breaks included. With The Song, he would need no break and fell the tree in about three strokes of his mighty Axe, Sforzando. As long as he wills it, people within earshot get a portion of this boost also, enhancing their combat capabilities.

Gregor is very talented with his greataxe, Sforzando (Pictured here:
Spoiler:

World-space: The country of Fermata is a small island nation, with it's largest island containing the Spellsinger's Monestary and grounds, and the other ones dotted with small farms and cottages which help to support the Monestary. Fermata is it's own independent republic, although it is very dependent on trade and tribute from other nations who help to fund the country's operation, usually due to having been saved from some trouble or the other by one or more Spellsingers.

History:

Spoiler:

Allies:

Enemies:

Religion/Deity(s): Fermatans, and especially the Spellsingers, revere a race of beings known as the Treblè, who vanished from the world long ago. According to Fermatan legend the Treblè used The Song to shape the world from nothingness until an event known as The Discord, when a few Treblè decided that humanity was unfit to exist and attempted to destroy the world and all their creation. This caused a war among the Treblè that wiped most of them out and sent the rest into hiding. As a result, no Treblè has been seen in many centuries

Governing Body: Independent republic supported by those it protects. Strong religious emphasis. Led by the Grand Marshal of the Arpeggio Knights.

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Emoria: Information Empty Re: Emoria: Information

Post by Gunneh Tue Feb 16, 2010 1:06 am

Username: Gunneh2113
Character Name: Elias Ventor
Age: 27
Gender: Male
Species/Race: Sildári
Occupation: Warrior General
Physical Description: Elias is not a large man by any means necessary, but he makes up for his lack in stature in his agility and strength. He is considered one of the Sildári's more capable fighters and one of Äm's fiercest generals.

He wields two katana forged from the fires of the dormant volcano known only as Sunrise and wears little to no armor under his traditional robes to account for more freedom of movement.
Skills: Combat and the shamanism of the Sildári.

World-space: Äm, the eastern half of Irrihyánë, the great western island continent of Emoria. Äm is filled with near barren plains and lush grasslands, as well several sprawling cities near the coast. The territory also includes the massive dormant volcano, Sunrise.
Allies: The Light Plane, Aendrel, Taurë Arda, Vatienne, Fermata
Enemies: The Shadow Plane, the Mountains of Night
Religion/Deity(s): The people of Äm worship several spirits, but the most prominent would be Alos, the Lord of Light. The other spirits worshiped would include the Fire Lord, the Queen of Winds, the Earth Mother, the King of the Seas and the Highest.
Governing Body: Republic: Twelve senators are chosen to represent the twelve major cities of Äm. These people could be from the lowliest of the low to the richest and most well-to-do Äm. In times of urgency,one Senator is chosen to become the dictator of Äm, but only serves as long as he is needed.

Since there is no set capital city in Äm, the Senators meet atop of Sunrise every month.

Additional Notes: After leaving Vatienne to return to Irrihyánë and create the Republic of Äm, the first Senate decided upon only a few things: The formation of battle-ready force would begin immediately and that the people of their nation would forever be known as the Sildári as a reminder of their once vicious past on the island. This was to serve as a reminder to them to never become so hungry with power as their people had at one time.
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Emoria: Information Empty Re: Emoria: Information

Post by Attie Thu Feb 18, 2010 2:15 pm

Username: Attie
Character Name: Avarinne
Species/Race: Human - Quasi Immortal (She cannot be killed by illness, age, or malady of the body.)
Physical Description: Avarinne stands at about 5'6, outlined in rather beautiful curves that are only accented further by her platinum blond curls that reach just below her chest. Her eyes are the lightest shade of grey, a sort of light in the midst of the darkened storm she grew up in. Her skin is ivory, due to the lack of sun in such a place of residence, and out of fear and stress of living in a kingdom ruled by a God of Darkness, she looks slightly starved-thin, though otherwise healthy.
Age: Avarinne has just barely turned twenty, her birthday unleashing her the powers of darkness bestowed upon her at birth. It was this twentieth birthday that also unlocked the destiny of becoming Morgarath's chosen 'wife', which will leave her a very important decision: run, or live in darkness for the rest of her days, which will be a very long time, seeing as she has become quasi immortal due to such historical events as becoming a god's wife.
Gender: Female
Occupation: Before, she was the only a seamstress of her small town at the edge of the Mountains of Night. After, she is the destined wife of Morgarath, and Lady of Night in becoming so.
Skills: As she has just been awakened by the darkness, her powers are minor, only increased in danger by emotion and expression. Flickers of fire the size of a match's flare, becoming invisible upon shadows (not necessarily teleporting yet, like Morgarath), and the occasional sense of a darkened wit about her snake charmed tongue, speaking a language that would conjure up between only she and Morgarath that not even she knew she had until he would first speak to her.
World-space:
Morgarath rules over the Mountains of Night. A dark land eternally shrouded in shadows where the sunlight never breaks through and the perpetual light is much like twilight. The Land is covered in massive mountains that stretch nearly a mile up into the sky and the clouds of shadows swarm eternal around them. It is believed that the gate to the fabled plane of shadows lies in the center of the mountains. Some have also speculated that the Mountains really are the plane of shadows overlapping the world. The cities here are grand with spiraling architecture and spires that stretch towards the sky in many places.

The Capital city is more a fortress than a city and is normally referred to simply as the Darktower. It lies in the very center of the Mountains atop the tallest of them all. The Darktower seems to sprout from the mountain itself and is a black color that is unlike any other on Emoria. It seems that darkness pulses out from it as if the tower were alive.

To the north and the south of the Mountains the massive North and South walls have been raised in more recent years. They only came into being after the last Illuria War III when Morgarath realized the risks of under defended borders. He raised them from the earth the same way he called forth the Darktower. To the South of the South wall itself lie the Razors a nearly impassable mountain range. These mountains due to their nature serve as a primary barrier to invasion from the south.

There are small cities within these mountains that also inhabit humans. Within this city, the humans believe in Morgarath as a god, and have made their ways of living purely out of hope for pleasing him so that ill fates do not venture their way.

Allies: Morgarath, the god.
Enemies: Anyone opposing Morgarath, for if Avarinne was not, it might be life threatening.
Religion/Deity(s): She is not particularly religious, having Morgarath for a god of darkness, but she is about to believe a great deal more.
Governing Body: Morgarath.
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Emoria: Information Empty Re: Emoria: Information

Post by Buzzwulf Thu Feb 25, 2010 3:18 pm

Username: Buzzwulf

Emoria: Information Saint11

Species/Race: Moriquendë

Physical Description: Saint is gaunt and light-boned, like all elves, but unlike the rest of the quendi race, he has spent time within the mountains of shadow, perhaps too close to Morgarath for his own good. As a result, he has become mutated, his skin a dusky color and his hair starkest white. As an elf, he is still taller than a human, with swept back ears, but he has become more and more attracted to the shadow, and it shows in his facial features. His canines have begun to lengthen slightly, and his eyes reflect light in darkness, much like a cat. He keeps his hair fairly short, and generally wears slightly shaded spectacles to protect his eyes from the sunlight.

Saint seems always almost on the verge of laughing, and he generally wears a mocking smirk when conversing. He tends to wear long, thick coats with full sleeves (better to hide knifes in) and mostly dark trousers. Underneath these clothes, he is almost completely hairless, like most of Quendi, but also sports a surprising amount of tattoos, mostly up his left arm and around his elbow. These mark him as a chosen of Morgarath, and he hides them well. These tattoos are mostly red abstract drawings, but some of them settle into shapes vaguely unnerving, like teeth or talons.

By virtue of his race, Saint looks much younger than he is, only appearing to be barely in his late twenties. He is more well-muscled than is average for a member of the Quendi, but still much less than many humans would be, and not stocky by any means. Saint moves with a strange grace, however, almost seeming to dance without trying. He is surrounded by both an aura of scholarly study and an aura of danger, with the slightest hint of madness. He is intensely protective of his younger sister.

His eyes have not mutated fully yet, and are still a vibrant emerald green, but they are beginning to gain slowly growing flecks of red deep within them. Even though Saint smiles or smirks almost constantly, something within his eyes seems tortured. He often travels with a long-bladed spear, pointed at both ends with a lockable hinge in the middle.

Character Bio: Born to the Rácar Herir clan of Hyarya, Fionu was not the most skilled hunter or the most skilled warrior. Everything he knew, he learned from his father, who was rarely around. Fionu had no flare for hunting or fighting, so he helped the clan by being a healer, and supplying herbs and poultices where they were needed. He chafed quickly under the leadership of his mother, who was the Amil Ráca at the time. Fionu never really gave his mother the respect she diserved as the head of the clan, and upon reaching his fortieth name day, he left the clan to join the Cundo Tyalië Cuivëo, where he could be more independent.

When his sister was born, he was allowed to leave the service of the Cundo Tyalië Cuivëo to help her adjust to her new life, as strange as she was. During these few years, Fionu was for the first time truly happy, and quickly gained an attachment such as he had never felt before. When he went back to the Cundo Tyalië Cuivëo, he was no longer devoted to the Game of Life, but to his sister instead. Upon the death of his father while hunting the Drenata, he was struck with greif, and wanted to go console his sister, but was told that the Cundo Tyalië Cuivëo would not allow him another leave for another twenty or so years. He left anyway, deserting his post and journeying through the forests to find his sister.

He was just in time to watch the last of a raiding party of Drenata die, as the arcane energies his sister had contained since her birth ripped out of her into the world. Bodies lay everywhere, Quendi and Drenata alike, torn to pieces or burned beyond recognition by a fire not meant for the material plane. Dark energy cascaded around his sister's body as she laughed giddily, plucking the eyes from the corpses she could find that were still intact enough. He found her, calmed her down, and looked to find any other survivors. There were none, although his mother, the previous Amil Ráca, had apparantly been captured by the Drenata, and perhaps still lived.

His sister, upon finding what she had done, cut herself off from outside contact. She barely spoke to Fionu, and never spoke to strangers. Fionu found himself and his sister hunted by all the tribes, and fled to the shelter of the great library, where the clans had little sway. He managed to get a job as an archivist, promising to share his knowledge of clan lore, and did so to the best of his ability, filling several volumes with previously unheard facts and lore taken from clan mythology.

Along with his job as an archivist, he held an additional practice within the city as an herbalist, healing those without the money to request magical aid. He borrowed some knowledge from within the archives, and learned quickly how to heal a great number of ailments and maladies. He also became a student of anatomy, and frequently studied on corpses he was able to requisition as an archivist, writing several tomes of medicine based on his results. His sister, however, began to deteriorate quickly within the city. No matter what tinctures or teas he gave her, none of them seemed to help.

Within the halls of the Library, he seemed to the other archivists to almost tirelessly search for a cure, or anything that might simply help, but it seemed to Fionu that he was thwarted with every dusty tome. He ventured deeper and deeper within the library, never finding quite what he sought, until he stumbled across ancient books of shadow lore. Within these dusty manuals, he read that within the darkness of the Mountains of Night, there was a cure to every malady, whether of the body or the mind. With his sister in tow, he set off to the mountains, trying to find this cure.

What he found instead was Morgarath, a leader that promised he could help his sister. With nowhere left to turn, he completed a contract, and became something else. As he worked with Morgarath, He was forced to go through horrible rituals, the memory of which was so awful it had to be suppressed. These rituals left him with both tattoos all along his left side and deep scars on his chest, but he felt stronger and faster than ever before. As his body slowly changed, so did he, finding his gifts as a healer could be twisted to harm as well, to craft ingenious poisons. He gained the gift for fighting he had sought as a child, and worked with loyalty to Morgarath's ends wherever he was sent. He remains, however, thoroughly devoted to his sister, even more than to the dark lord he serves.

During his work as Morgarath's servant, he began going by the name of Saint whenever he was forced to work on mercenary contracts. This name became feared quickly throughout the countryside around the Mountains of Night, and Fionu began going by it even over his actual name. Now, the only ones who remember his as the gentle Fionu are those who knew him as an archivist or before.

Age: 154

Gender: Male

Occupation: Previously archivist and Cundo Tyalië Cuivëo, now personal bodyguard

Skills: Saint previously worked as an archivist for the great library of Nolwë. He discovered a great many things inside the library, and became somewhat famous as an apothecary in the city before his mad flight. He retains his knowledge of tinctures and medicines, and has branched into some of the more dangerous herbs now, readily preparing poisons and sleeping droughts. He is hoping to expand his knowledge of anatomy of the various races. Additionally, he still remembers many of the secrets of the library itself, and speaks a great many languages learned throughout his long lifespan (though most have an atrocious accent).

Recently, he has taught himself the art of combat, though he prefers to not fight if it can be avoided. He keeps knifes hidden up his sleeves at all times, and will palm them in his hands with a simple flick of a wrist. He also has learned an exotic weapon, a double-sided spear with a hinge in the center, which can be locked or unlocked easily. He is very good at both styles, and has “practiced” constantly over the last five years.

Finally, due to his life in the mountains of shadow, he has become quite adept at a variety of acrobatics (though mostly climbing). He was graceful before he left the elven court, but now the conditions in which he lives have hardened him, and he has become even stronger for it.

The transformation to Moriquende has also hardened him, making Saint more resistant to pain and stronger than his frame would imply. His muscles have begun to coil upon themselves as a result of his continual mutation, and so sometimes he will have extreme shooting pains, but he is much stronger than the average Quendi or Human.

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Emoria: Information Lairel11

Species/Race: Moriquendë

Physical Description: Lairelossë was born with red eyes, and they stay with her still, accentuating her Moriquendë features. She is short for an elf, and tends to cast her eyes downwards and slouch, making her seem even shorter. She rarely looks anyone in the eyes, though when she does, they can almost sense something horrible slumbering behind her gaze.

When she is not completely cloaked, she wears tight-fitting, dark clothing, and leaves her hair in a short braid. She cuts her hair herself, and does not really take care to make it pretty, preferring to simply keep it out of her eyes. It is rarely kept well, and tends to ride into short strands that hug her scalp. She often pulls at it when she is nervous, and often she will also scratch at herself when she is anxious.

Lairelossë is not very assertive, preferring to let her older brother do most talking. She has only recently gained enough self-confidence to speak for herself, and even when she does, it is generally in an almost-whisper. She does not really joke or laugh, and she is extremely shy and delicate. When she does decide something, however, she generally gets what she wants. She has a will honed from years of battling her own personal demons, and when she becomes convinced of something, her strength of mind is tremendous.

Lairelossë is also very good at using her perceived innocence to her advantage, though not all of it is entirely untrue. She has never really had to fend for herself, and she thinks that it is rather unlikely she would be able to. At her current age, she looks about nineteen, but she is actually much, much older.

Character Bio: “The sky split, and the horrible ringing came from everywhere. Screams erupted from the throats of everyone, both living and dead, and a horrible fire spilled throughout the clearing. I ran as fast as I could, as fast as my legs would carry me. When I opened my eyes, I was the only one left.” -Survivor of the Death of Autumn.

Lairelossë was born as the daughter of the Amil Ráca, and the supposed successor to her title, but her birth was considered an ill omen by many within the clan. Never before had a Quendi been born with red eyes, and even as a child she seemed different than the rest of the clan. She never seemed able to focus on anything, and despite the attentions of almost all of the mothers in the tribe, she seemed to learn in leaps and jumps, not as a normal child might. She forgot things constanly, but seemed to remember things that hadn't yet occurred, and even things that she had no right to know.

These actions seemed to bother almost everyone, even to the point of some people beginning to call her a witch. After she began to talk to herself, the clan decided something had to be done. They sent for Her brother, who had been training with the Cundo Tyalië Cuivëo, and had him brought back to try and settle her down. For a few years, she lived with her brother and father, and slowly began to become better with the attention and love she received. When her brother finally had to leave, however, she began to become worse again.

Eventually, she spiraled out of control, finally revealing some of her channeling ability to horrible effect. When released, the spirits inside her ran amok, ripping down tents and burning some of the wolfs that lived with the village. When the fit subsided, it was decided to send for a member of the Ingolemor. The woman who came was not able to recommend a cure, but was able to identify Lairelossë as both a Turi Aquienmor Nuta and a seer. Not only was she constantly bombarded by visions of the future and the past, but she had at the very least three spirits living inside her, constantly clamoring at her attention. Keeping even the slightest amount of concentration on the present took almost all of her strength. Upon this diagnosis, the fear that the clan had felt turned to pity, and they soon began taking turns looking after Lairelossë.

Everything changed when the Drenata attacked the camp. In the horror of everyone she knew either being taken captive or slain, Lairelossë finally released one of the spirits that lived within her, the least violent of those she knew. The results were devastating. What actually happened in anyone's guess, but the results were telling: the entire village had been burned almost to the ground, and no amount of water would quench the smoldering embers that remained. Oily grass fires spread for days before finally being banished by a group of Ingolemer.

Lairelossë herself seemed entirely unharmed. Dazed and horrified, she stumbled out of the wreckage of the village into the waiting arms of her brother, who secreted them both away to the Quendi library. All the clans now wanted their blood, and quickly the incident began to be known as the “Death of Autumn”. After her brother became an archivist, Lairelossë devoted all of her energies beating down the spirits that seemed even more powerful than ever before. They tore at the insides of her mind more and more strongly, demanding to be let free.

Eventually, Lairelossë learned that if she bargained with them, and gave them just a little free time in the world of the living, they would leave her alone for a time. She would go into the city and allow them brief visits, without her brothers knowledge. Strange things would happen during these visits, and she began to lose more and more of herself to “blank spots”, time she couldn't remember. Lairelossë began to frighten even herself, and soon had shut down completely, not allowing anyone access to her thoughts except her brother.

This wore upon her though, and eventually she confessed to Fionu how close she was to breaking down and letting the spirits loose. He decided that he would pursue a lead that he had found in the library, rather than risk exposure in the city and library, and they quickly set off towards the Mountains of Night. As she began to change slowly under the presence of Morgarath, she noticed that she had achieved an uneasy truce with the spirits that inhabited her body.

Rather than always fighting, she seemed to have achieved some sense of dominance along with the dusky skin and white hair, and could fight the spirits more effectively. She has submitted to all of Morgarath's tests, but while her brother has pledged himself to the dark lord, Lairelossë has made it very clear she intended to do no such thing. While she would still work for the dark lord out of gratefulness if he asked, there is no binding on her, and she will disobey him if she feels she needs to.

Age: 126

Gender: Female

Occupation: Turi Aquienmor Nuta

Skills: Lairelossë is an extremely powerful channeler, perhaps the most powerful to ever live. She is not only capable of channeling multiple spirits at once, she is also completely aware of everything the spirits she lives with feel and want. This is not necessarily always a good thing. While she is not particular good on the finer points of control, in terms of magical strength, she is a giant. However, she has never truly been trained in the ways of channeling, and so when she attempts to use spirits, she does not use them to their full potential.

Her power stems mostly from the spirits living within her, which were part of her even before she was born. There are at least three spirits inside of her, clawing at her sanity, and all of them are extremely powerful.

With all of this power bursting to get outside, however, every day is extremely dangerous for Lairelossë. She has to contain all of these being within her mind, and keep them from getting outside, which takes almost all of her concentration. Making it even more difficult for her is the fact that she sees not only the present, but the past and future all at once.

While she attempts to find the present, it is a never-ending struggle for her. The things she views do not have any particular significance, but she could at any time be viewing years into the past or years into the future. She mainly has to spend her time finding the present, entirely through a process of trial and error, and she has lived through some moments multiple time and never lived through others. Her sight is entirely restricted to her life, and can not extend to a place she has never been.

Also, with her life as a member of a clan, she has learned to do certain things to take care of herself. She can sew and cook as she needs to, and can even hunt if need be, though she has not done so for almost eighty years.

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Allies: Morgarath
Enemies: Nolwë Osto, the clans of Hyarya
Religion/Deity(s): Supposedly Morgarath


Last edited by buzzwulf on Sun Mar 14, 2010 7:10 am; edited 2 times in total
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