Emoria: Information
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FOG: Footsteps of Ghosts :: In Character :: Persistent Worlds :: Sleeping Worlds :: Emoria :: Emoria Information
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Re: Emoria: Information
By Sighlent
Character Name: Aeren Sretin
Species/Race: Breale
Physical Description: Aeren is a petite woman with an enviable hour glass frame who stands shorter than most women at 5' 3". She has brilliant red hair that spills down her back well past her waist and exotic bedroom eyes of the warmest shade of brown all of which complimented by her oval shaped face that emphasizes strong cheek bones whenever she smiles. She wears an outfit composed of intricate layers of clothing all centered around the bright color pink and with the white and gold accents that further detail the outfit it looks quite becoming and fitting upon her. The brooch, and centerpiece of her attire, is a family heirloom that signifies status and power and has often been said to amplify and compliment one's spiritual energy. Due to the Breale being beings of peace who oppose all things violent, weapons included - save for the Guard - Aeren has never had the need before to carry such trash and doubts that she ever will. However, as one of status she does know how to defend herself if the need ever arises.
Age: 23
Gender: Female
Occupation: Daughter to the High King of Sretin, representative to her people, and devout follower of Mira.
Biography: Under Construction.
General: A born blessing of the four elements, the Sretin Providences are among the organically richest in the world and thus far the leading suppliers in fruits, vegetables, and livestock. With wide scale farmlands that lead from the edge of the capital city Zin, which is located towards the very east upon a cliff overlooking the Talonian Ocean, 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 Providences with several small forks and then one larger fork that curves south of Zin and north of the cliff that Zin resides upon flowing directly into the Sea.
There are currently only three cities within the Sretin Providences and of those three the capital, Zin, is by far the most beneficiary as the head factor to the Providences. The other two, Aom and Candridge are typically the working hands that keep the Providences so wealthy. Aom is home to the largest livestock ranch in the known world, wherein Candridge is home to the largest produce farm.
Zin: Zin was the first of the three cities founded, and was established by Diedric Sretin (said to be one of the first of the Breale). The city is built on top a slopping hill that leads off into a cliff that overlooks the Talonian Ocean, and features architecture that would closely resemble Gothic cathedrals in our society of today (reference the Notre Dame de Paris for an example of said architecture). White towers of fine marble and stained glass windows composed of many different colors that truly bring the city to life with the vibrant characteristics that the Breale are typically known for. Although the castle is one of the largest, oldest, and finest establishments in the Providences, within the center of the city stands something far greater and older still. A single oak tree. The tree stands about 4 stories high and looks completely normal save for the fact that the trunk is of the purest whites and the leaves are the shade of a vibrant and rich gold. The tree was planted in rememberance of the day that the Providences were founded wherein all of the Breale swore to live lives of peace and love rather than a lives of war and sorrow that so often could be found around Emoria. With the heralding of the great ceremony all of the Brealen gathered around this great tree, but a seed at the time, and with this promise of peace awoke the sleeping giant that came to life within that second and grew to be the fierce oak that still thrives on today.
Aom: Located towards the west of Zin, Aom isn't as grand as the Providences' Capital, but it is all the same a beautiful city. About half the size of Zin, it is the second largest city and home to the Harvest Festival - a huge celebration every four years in relation with Quendi, wherein all peace treaties and negoations are reinstated. When it comes to architectural design, it is much the same as with Zin only less dramatic and sized down quite a deal. There are stalls all on the outskirts of the city wherein the live stock is kept for certain puposes such as breeding and slaughter and then from there on the city moves inward metting around a giant square that better serves as the market.
Candridge: Located north west of Zin, Candridge is much the same as Aom only slightly smaller however much, much richer and green! Not much is particularly important about Candridge save for the fact that they're surrounded by literally thousands of acres of fields of crops all of which are dotted with various houses in relevation to each particular plot of land.
Racial Breakdown: Saying Breale is as easy as saying "bre-ail" only difference being when you pronounce the "bre-" roll your tongue lightly as you would in a Spanish course. It makes it sound more exotic in my opinion. Ok now further into who and what the Breale are! A Breale is first and foremost a healer, and secondly they are gifted with possessing great abilities bestowed upon them through nature.
If you will, think them as the hippies of this world, in that they're devout beings of peace, and yet still festive and bright and yes they are quite famous for the herbal weed known as 'flor' - the 'r' is practically silent - and it is often used typically as a medicinal herbs by the Breale. Flor is very well known across the map and the usage of it for pleasure is quite often however too much of it is ill advised due hallucinatory side effects...among other things.
Abilities: Able to heal the simplest wounds by using the earth to extend one's own life force and transferring it to another in need. It is very dangerous however, the Breale are taught since birth how to harness this power and know well enough of their own limitations.
Religion/ Deity: They do worship a single deity whom they call Mira but Mira is more or less the spirit of the earth, mother nature herself. As there is no specific term for their religion those who do refer to Mira are often known as simply the Divine.
What is Mira: Mira IS the earth. She is Gaia. The spirit of Emoria. Now this doesn't have to do anything with your country or whatnot if you don't want it too. Regardless she does exist, but not everyone is aware of her existence or they just don't believe in her, or perhaps they call her by another name. She is NOT a person. She is an essence. A great power that moves the seas and heralds the seasons.
Mira to the Breale: Emoria has thus far been portrayed as a world of war and violence, and whether unbeknown or known to them Mira grew tired of being used for such. So, by way of will and the great power that allowed her to create the towering mountains and winding rivers she took the greater two species (Elvin kin and humans) and together molded the first of the Breale. They would be of both worlds and able to walk among them belonging to both while at the same time being of their own people. They would be the peace keepers and healers meant to undo the centuries of damage done to her and one another.
Re: Emoria: Information
Deleted this stuff. Sorry guys.
Last edited by Shadow Moonseye on Wed Sep 07, 2011 5:08 pm; edited 1 time in total
Re: Emoria: Information
Username: Plaguewalker
Character Name: Siade Ayurent
Species/Race: Tynir
Physical Description: Standing at 7’8, Ayurent is an oddity for Tynir males. Years of combat and hardship have hardened his body and strengthen his muscles. His onyx black hair has a sense of organized chaos about it, tied up out of his eyes by a purple headband. His face is heavily scarred, and few know the origins of the deep gashes across his face.
His eyes are sharp jade, and seem to pierce the thoughts of those he gazes upon. His expression almost always remains neutral, with only the strongest of emotions managing to break through. Around his neck hangs a small blade, a strange token that he is never seen without. He wears a blackened jacket, with soft purple along it’s trim, at almost all times, some even going so far as to speculate that he never takes it off. How it manages to stay so clean is often beyond most people. A thick belt coils around his waist, with the scabbard of his sword attached to it. Dark pants cover his legs, although no shoes can be seen on the general. All of his clothing seems to shrug off water, the droplets simply running off the sides.
His hands are bandaged, giving many the impression of weakness. This is not the case, as the bandages are covered in small runic markings of great power, which allow him to block blows from the fiercest of blades with nothing but mere cloth protecting his arms.
Character Bio: Siade Ayurent was always considered to be hot-blooded, and shortly after he came of age, the young Tynir left his Kindred and began to wander Korun Otak in search of greatness, understanding, and several other foolish fantasies that all young men have. He dreamt of what lurked beyond the mountains of the razors, and what lived across the sea. As he wandered, he fought both man and beast, Tynir and Khajiiti.
Every battle made him wiser, stronger, and soon he found himself standing amongst the strange buildings of the Shelkon cohabitation, where Tynir, I’nak and Khajiiti met and lived together. At 15, Ayurent quickly began to learn all he could from the people of Shelkon, and before long he had learnt much of common from the Khajiiti traders, and had made many friends amongst the Tynir and I’nak residents. One of his friends always stood apart, the mighty and beautiful Enu’nat. No matter how hard he tried, the girl always managed to best him. His rivalry with her grew and grew, until finally the Tynir decided that he would simply have to train with a weapon that she had never fought until he finally stood triumphant.
With fire in his heart, Ayurent depart into Korun Otak once more, now a man of 25. Around his hands, tight bandages covered in strange runes, a parting gift from a Khajiiti merchant he had known in the cohabitation. The warrior wandered the marshes endlessly, fighting ever foe he could handle, and many whom he couldn’t. Days became months, and months slipped into years, and he stilled had not perfected his craft. No doubt that Enu’nat had been practicing while he had been training, he thought, and she would still be far too strong even with his new found might. Perhaps she was truly unbeatable…
Fate soon showed him it‘s plan, as he bested a mighty Tynir warrior and was awarded with both her mighty blade, and rule over her Kinnat. With no other option, he settled into his role with minimal difficulty. He began to learn to use his new weapon, finding the elegant movements. much to his liking. Time slipped by, and soon he found himself at the age of 100, and the Liel found himself puzzled at life’s strange twists. Had he not set out on this journey to become a great warrior?
Weren’t Liels considered the most powerful of the Tynir warriors? With a thunderous laugh, he announced to his Kinat that he would depart from them for a short while, and return once he had finally settled the score with his old rival.
Once again, Fate intervened. Alone in the marshes, far from the safety of the Under caves, he found a child, no older than 5 sitting amidst the saw grass. Bruised and bleeding, it was clear the runt of a child would not survive the night without his aid, and Ayurent soon found himself a surrogate father for the young girl. He named her Ukarahu
Years slowly slipped by, as the warrior trained his new daughter in the ways of combat, and regaled her with tales of mighty beasts, and fearsome warriors and a particularly powerful I’nak named Enu’nat. The girl was smart, and she learnt quickly from him, and soon her mind began to flood with thoughts of power, and the ability to rule. Determined to outdo her father, Ukarahu declared that she would someday rule over all of the Tynir, and she demanded that when that day came, that her father help her guide them to greatness and glory.
Ayurent agreed.
As she aged even more into a beautiful mature Tynir, Ayurent began to take note of her more…peculiar traits. She could easily over-power the older Tynir, even though her muscles had yet to even fully develop, and she could withstand even the mightiest of his blows. Even his memories of Enu’nat were humbled by the sheer power Ukarahu possessed, and when she reached the age of 20, he found himself unable to compete with her seemingly limitless power.
One night, as the storm clouds above roared and spilt their tears upon the earth, she spoke with him of what was to come.
“We have to leave tomorrow, father. We need to go to your old Kinat, and I will challenge their Liel.”
Curious, he asked her why.
“Because it is time to do what I swore I would do. The time for training is over, father. There is much to be done, and I have a pact that I must see through.”
He could see the fire in her eyes, and he found himself agreeing before he even had time to process what she had said.
In five years, Siade Ukarahu swept across Korun Otak, gathering hundreds upon hundreds of Kinats to her banner. One day, as the Tynir stirred from their sleep, a thunderous horn sounded.
Dressed in strange garb, Ukarahu stood tall amongst her kin, towering over even the mightiest of warriors. And as she spoke to them, she spoke not of war, nor of survival. She spoke of unity, and of glory, and not even the coldest of the Tynir was not stirred by her words. Her voice rose in volume, rival to even the greatest of thunderclap, igniting long dead fires within her followers. They shouted their approval, and rose to their feet like a wave.
As the banner of Ukarahu rose above their heads, the Tynir roared as one, deafening even the rampaging storms above, and causing the creatures of the marshes to flee from the sound. United they would stand. This would be their home, and none would dare to take it from them.
Ayurent could scarcely believe what he saw, as the thousands upon thousands of warriors swore their allegiance to his daughter. It was a feat that he had never dreamed of seeing within his life time. At 120 years old, Siade Ayurent became the first general of Siade Ukarahu.
Soon, metals and rocks and supplies began to pour in, and the Tynir quickly began work on what would be their greatest achievement of their species short existence. Construction progressed rapidly, thanks mostly to the strange designs that Ukarahu had received from the unknown ally. Kamon’Belkar slowly rose upwards into the skies, much to Ukarahu’s approval. Ordering her father to oversee the training of her rapidly growing army, the Tynir ensured that her forces would be strong and capable of defending all that she sought to build for her kind. Before long, Ayurent entered the spire for the first time, at the age of 210.
That night, she summoned her father to the top of the black spire. When he arrived, his daughter revealed who their benefactor was, and the one who gave her all the power she now possessed. Morgarath, the lord of Shadow and master of the Mountains of Night. Alliance was all the Dark Lord sought, she explained, and in exchange for the power to unite her people and guide them into glory, she was more than willing to provide that. The old Tynir understood, and knew all too well what would happen should this become know by the soldiers.
Since that night, the general has done all he can to ensure the true meaning behind their alliance with the Mountains never becomes known, for fear of what it might do to all his daughter has achieved.
Soon after Kamon’Belkar’s completion, Siade Ukarahu was renamed Meyul, which roughly translates to “The Lady”. None but her closest allies and friends know her name, and even fewer dare to speak it in her presence. Ayurent is one of those few, and is often called Nos’hia, meaning “Father” by Ukarahu.
Age: 220
Gender: Male
Occupation: General and Advisor
Skills: Ayurent holds his rank due to his formidable skill in both combat and diplomacy. Near constant battle have honed his reflexes and sharpened his sense, to the point where he can almost pinpoint the weakest point on any man with merely a glance. His fists are his primary weapon, and his whirlwinds of strikes are a sight to behold upon the battlefield. Second, comes his blade, which he wields with one hand despite its great size. Moving with gentle grace and brutal swiftness, his blade moves far too fast for a common soldier to even hope to catch.
In politics, Ayurent is known by his people as a Shekor‘canai, which roughly translates into “Creature of the Silver Tongue.” Having learnt common from his journeys to the cohabitations, he speaks it fluently enough that most would think it is his first language. He serves as the Voice of the Lady when the world needs to listen, and knows all too well that diplomacy is a far different battle than war. The old Tynir often finds himself enjoying the subtle tricks and traps, treating the deadly games as a test of wit to sharpen his mind for the battles to come.
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Character Name: Meyul (Siade Ukarahu)
Species/Race: Tynir (Marsh Sub-branch)
Physical Description: Meyul is a perplexing creature, dwarfing even the tallest of Tynir with her monstrous height of 8’6. Her skin is lighter than the average Tynir, a soft golden colour that is all but unheard of amongst her kind. Her jet black hair is long, reaching well down her back, and mostly undecorated, save for her ‘crown’ which consists of only of several pieces of dark green fabric, held together by small rings of gold with a small ruby dangling down onto her forehead.
Her body is well toned, and although she appears to lack the strength of her larger kin, Meyul’s strength is far beyond that of any other Tynir, a daunting prospect should she ever take the time to fully train her body into it’s peak condition. She boasts a large scar across her shoulder, and several smaller ones litter her frame with little rhyme or reason.
Her gaze rarely shifts from boredom, and she exudes an aura of exotic danger, and destructive curiosity. While she lacks the patience of her adoptive father, Meyul learns quickly, and will waste no time in using her considerable might to get her point across.
Little is truly known about the Lady, as she is reclusive and rarely seen. Even the efforts of the Khajiiti have borne little fruit, and she remains a figure shrouded in mystery.
Character Bio: Meyul’s original Kinnat died when she saw only five years old, although how they died is unknown, simply leaving Meyul as the lone survivor. She was adopted by Siade Ayurent, and raised as his own child, Siade Ukarahu. She was eager to learn, and proved herself to be a formidable student, soon surpassing her father despite her young age. What she lacked in skill, she more than made up for in brutal, un-natural strength.
Ayurent taught her of everything he knew, of the world beyond the marshes, of the great wars of their past, and of their collapse from the greatness in the Shattering. The tales ignited a passion inside her, dreams of seeing the power of her kind unified into something beyond roaming warriors battling to survive. She trained relentlessly under her father, learning of the history of her kind, as her dreams grew greater and greater until the passion drove her into action.
She had no reputation amongst the Tynir, no tales of glory, nor trophies of mighty hunts, but she stood defiant in the face of her daunting task, striking out to challenge one of the strongest Kinnats for her first victory. The Damkha are renowned amongst the Tynir, controlling the intake of fresh blood into the Kinnat to ensure they breed only the strongest of warriors. Damkha Shientai was the leader of the Kinnat, feared for her skill with the blade, and rumoured to have descended from the Kinta who lead the Marsh Tynir from the jungles in ages past.
Only 27 years of age, Meyul was no match for the older female’s skill, but her seemingly endless strength levelled the playing field as the two weaved a deadly dance of sparks and blood, their power and rage silencing even the great storms. Knowing the elder would outlast her in stamina, Ukarahu gambled to strike the decisive blow, allowing the great Kinta to lodge her blade into the young challenger’s side, only to cleave her own sword through the Kinta’s neck.
It was a shock to the proud Kinnat, and for a brief moment, it seemed as though the Damkha would slaughter the victorious Ukarahu, Shientai’s daughter, Ea’kau stepped forward, and congratulated Ukarahu on her victory. Leadership of the Kinnat was hers. Her wounds were treated, and the new Kinta moved her new followers on to gather more of the Kinnats.
Battle became a way of life, as she challenge the many Kinta of Korun Otak’s numerous Kinnats. One by one they were bested, as Ukarahu grew more and more into her awe-inspiring strength. Her mind was honed by the wise teachings of her father, and her hand tempered by combat. While mighty, the Kinta could not truly challenge the young Tynir’s might, and fell rapidly to her. Before long, she stood alone amongst the Kinta, and she gained the title of Meyul.
Soon, construction of Kamon’Belkar began, using materials brought in from the Mountains of Night, part of the secret alliance with the Lord of Shadow, and the Tynir, whilst unused to the work of constructing such a monolith, strove to build it with all their usual tenacity. The ‘great crusade’ of unification complete for now, Meyul seemingly disappeared, appearing to give instructions and address problems, but vanishing shortly afterwards. Rumours of her grew, some Tynir claiming her to be their once great leader reborn, whilst some even claimed her to be the embodiment of Death itself, a goddess amongst them. It is around this time that Kyne appeared in service to Meyul, a loyal ‘runt’ who served her no matter what the task.
Her enigmatic nature has kept her shrouded from the prying eyes of the outside world, even from the Khajiiti, and since it’s completion, Meyul has rarely left the protective spires of Kamon’Belkar, a fact that has soured her personality immensely, and a hunger for battle has settled into her gut that would make most races worried for their safety if they knew of it. Her veil of secrecy is lifting, and she has spent many a year preparing for the world to finally behold the fabled Lady of Korun Otak.
Age: 123
Gender: Female
Occupation: Monarch/Lady
Skills: Meyul is a being few have faced in combat, and the number who have survived are almost non-existent. Her strength is unmatched in the world, and her ever blow threatens to shatter the bones of her foes. Whilst her experience may lack, she makes up for it in raw power, allowing her to compensate for her lack of combat experience.
She speaks Tynir and Common fluently, although she seems to dislike using common unless she has no real choice in the matter. She is well versed in the history of her kind, and years of tutoring under Ayurent and some of the Shadow Lord’s generals have given her a very firm grasp of the battlefield. Diplomacy is not her forte, and though she shows some signs of improvement, she still has a long way to go before being able to handle tender matters without her father.
(Currently under advanced construction)
Species information
Lifespan: Up to 300 years
Height: 7 to 8 feet
Bone structure: The Tynir have the same basic bone structure as other humanoids. However, there are a few distinct differences. The bones of the Tynir are far stronger than those of other humanoids, an adaptation coming from living in the harsh environment where everything is out to kill you. They can take blows that would shatter bones and come away with nothing more than a bruise. The bones of the face are longer and sleeker than humans, with more prominent cheek bones. Tynir have 32 teeth, however it is the front six that draw the most attention. Rather than having just four canines (two on top and two on bottom) they have twelve. This is due to a more carnivorous diet. These teeth do not change the appearance of a smile though, and it often only becomes apparent when the teeth part.
Musculature: Being that the Tynir have a humanoid form, there are little to no differences with the arrangement of the muscles from other humanoids. It is the muscles themselves that are different. The muscle fibres are coiled, thus allowing them to react faster and put more force in the muscle movement. This allows the Tynir to be far stronger than they appear and pack quite the punch.
-An important thing to note about the Tynir. They are a matriarchal species, both culturally and physically, As such the females are taller and stronger than the males.
Epidermis: The skin of the Tynir is thicker than other humanoid races, and even thicker if they are from the Marsh Sub-branch. Darker markings adorn the skin, the patterns closely resembling the stripes of tiger. The patter varies from individual to individual, though it is often hard for other species to tell the difference.
Ocular Features: The eyes of the Tynir are quite sharp, allowing them to pick up the tiniest of details that would often go unnoticed by other species and see extraordinarily well in the dark. The irises come in a verity of bright colors, ranging from blues and greens to reds, purples, and even yellows. One unique feature of the eyes is that they change color depending on the individual’s mood. The pupils of the eye slit, much like a cat, however they slit horizontally, rather than vertically. Due to their time in the marshes, the Tynir have developed a third inner eyelid that serves to protect the eyes while swimming. (Jungle Sub-branch does not have this adaptation)
Proboscis: The nose of the Tynir differs little from that of other humanoids in appearance. However, they have a far keener sense of smell than many of the other species.
Auricle: The ears of the Tynir are quite distinct. They sit much higher on the head than other species, at around temple height. The outer forward edge of the ear is made of a harder cartilage than the rest of the ear. This allows for the ear to swivel, much like a cat, allowing the Tynir to pinpoint sources of noises. The ears are four to five inches long, depending on the individual. The hearing of the Tynir is above that of many humanoids, due to the structure of their ears.
Capillus: Like many humanoids, the Tynir have hair. There is little variation in the coloration of the hair, seeing as it comes strictly in dark browns and blacks. Other than the hair on their heads, the Tynir are utterly hairless; they don’t even have eyebrows.
Reproductive Cycle: The Tynir have a much different reproductive cycle than other species. The females go into a “cycle” which takes place once every 4 months and lasts roughly one to two weeks. The females are fertile only when on the cycle, any other time they simply cannot become pregnant. One interesting note is that the Tynir cannot breed with other species; they can only breed with other Tynir. Gestation lasts for roughly seven months.
Immune System: The Tynir come from a location where there is little to no medicine and the jungle is full of a multitude of nasty diseases. This has led to the adaptation of a very strong immune system. Only the most severe of diseases will kill a Tynir.
Biology: There several differences with the internal systems of the Tynir versus those of other humanoids. The most noticeable ones being that many food other species are capable of ingesting do not sit well with the Tynir, in fact, some are down right toxic. The most obvious examples being alcohol, “domestic” meat (as in cows, sheep, things like that), and dairy. However, most “refined” foods will bother them.
Marsh Tynir Culture
Society: Since Meyul’s rise to power, she has changed much of the tribal ways of her people, first and foremost amongst it being their more nomadic life-style. Kamon’Belkar functions as the capital of her fledgling nation, numerous dens being built in the shadow of the ominous spire to form their homes. Larger Kinnats have claimed more of the surrounding area for their own, working on their own smaller spires to form the seat of their own Kinnats.
Food is a resource worth more than any amount of gold to the Tynir, and to waste it is something they would never dream of. To ensure the strength of all under Meyul’s banner, all Kinnats contribute to the stores inside Kamon’Belkar, allowing all Tynir, regardless of strength or skill to feed without worry, although they only take what they need to survive, or else they risk upsetting the tender balance they have struck with the surrounding lands. Food is rarely shared willingly between two Tynir, and to be offered food by another Tynir is a deep sign of affection, and is often one of the first steps in fledgling relationships between young Tynir.
Fathers hold a special place in Tynir society, often charged with protecting the young while they scavenge so that the females may focus on their hunts. To attack the pup of a Tynir is foolish, as males will battle ruthlessly and without hesitation to protect their young. They possess ferocity and passion that often scares off would be predators at their simple approach, and many a foolish merchant has lost his life for wandering too close to a Tynir pup.
Most Tynir are part of the Sects, large powerful groups with fearsome reputations, and the number of Kinnats is rapidly diminishing as the Sects consume them to grow in strength. (More information in the Sects section)
Government: Tynir are governed by the Korun’moklai, a council created under the command of Kon’ost Ayurent to help the Lady rule over the Tynir. It is composed as follows:
Meyul: Ultimate and final authority of all Tynir matters, once a final decision has been made by her, it is to be done, with any arguments or protests to be made after the conclusion of the session.
The Kon’osts: Ea’kau and Ayurent hold these ranks, answerable only to Meyul herself. When Meyul is not present, it falls unto the Kon’osts to make decisions for the Tynir, and should they disagree over which course of action to take, it usually falls to ritual combat to decide which course to take.(Rarely do they actually fight, one will normally concede to the other before blows are traded.)
Councillors: Leaders of the Sects that function under Meyul, they speak on behalf of their own personal Sects, for needs, requests, and problems and offer their opinion on matters of the whole group. Notable members are Damkha Ushaul, daughter of Ea’kau and head of the Damkha Sect; Nyit Kyne, honoured servant of Meyul, and head of the Nyit Sect; Borna’Sha’Rai, head of the Reaper Born(working title); Grim Lady Sect(Working Title)
Religion: Marsh Tynir have varied beliefs, here are some common ones.
Guiding Star: A faith which despises the Gods, seeing them as fickle, and those that rely on them for strength as pathetic. The faith believes that each star in the sky is a being that has passed on, and was placed in the sky by Death (Death is not viewed as a god, just a natural force with a disturbing level of sentience), their brightness showing the strength of that creature in life. These Tynir often call upon guidance from their fallen allies, or families, some even calling upon legendary Tynir from ages past. Most other faiths take elements from Guiding Star. Notable Practitioners are Meyul and Siade Ayurent.
Grim Lady: Once members of the Reaper Born Sect, practitioners of this faith now conflict directly with their former brethren over what is truly the Tynir “God.” Those who follow the GL creed view Meyul as the Avatar of Death, or Grim Lady, living representative of Death on the material plane. They are her most ruthless followers, slaughtering any who threaten her reign and hunting down those who dare to abandon their service to her. Where the Reaper Born consume their dead (and any other dead they can get their hands on without causing TOO much trouble), GL only consume the bodies of the betrayers, oath breakers and enemies of the Lady. Once consumed, the GL believe the wayward soul will be eventually ‘purified’ by their acts of worship, and it will be placed amongst the stars when they die if it has been cleansed of its heresy.
Divine Death: The Reaper Born Sect only practices this faith, the bloody worship of Death itself, the grand god of all Tynir. They constantly conflict with the GL, for whilst they honour the Lady as their leader, they follow her only because they believe Death has marked her to lead them the Tynir. Ritual cannibalism is frequent in their faith, and they often consume their own dead in these rituals, although they sometimes take the dead of other Sects, causing numerous conflicts within Kamon‘Belkar, most often with the GL.
Bow before None: All Tynir to some extent believe in Gods/Goddesses, however, the BBN practice no worship of them. They stand free of spirits, demons and beings from above, leading their lives as they deem fit, and often stand in open defiance of what might consider their fate. Notable Practitioners: Kon’ost Damkha Ea’kau
Magic: Tynir are a magically deadened species, not capable of producing it, nor being affected by its sways. To try and cloud their senses is impossible with magical arts, but if one flings a fireball at one, it will burn them as any fire would.
Language:
The language of the Tynir is surprisingly complex given it‘s creators disposition for solving things with violence. Its complexity is due to the fact that half of their language is made up of body language and simple movements, the spoken part of their language is also littered with vocalizations that are hard to reproduce. They can communicate silently and effectively using the body movements, cutting the need for speech while in combat, or even amongst unwanted company. An outsider listening in on a conversation would wind up missing over half the conversation if they paid attention to the vocals alone.
Courtship: A private affair between a female and male, courtship is often done far from the prying eyes of other Tynir. Contact is a heavy focus between courting pairs, as the pair will begin to learn of their partners body extensively, so much so as to the point where they are able to find long healed wounds and ancient breaks in bones with the slightest touch. While other species hold sexual relations till after, for the Tynir it is a common an accepted step of courtship, and it will often occur more than once. No young will be conceived during courtship, although almost all Tynir mate with those they first court. Different Sects use different marks for pairs that eventually become mates, but almost all are ritualized scars placed upon opposite eyelids of the mated pair.
Tynir mates often produce numerous pups, knowing full well that their young might not survive to adulthood. They are a primarily one mate species, and are deeply connected with their mates, often remaining alone should their mate pass on. Those who find a second mate are not scorned by their kin, instead considered lucky to have found such a connection twice in their life.
Death Rites: A single seed, from the Hi’rok’sa is planted in the chest of the fallen, as beacon for death. The Hi’rok’sa is a aquatic shrub found only in the marshes of Korun Otak, whose leaves glow when the plant absorbs the various nutrients found in the Tynir body. The soft red glow of these shrubs lights the many paths of Korun Otak at night, and shine from the depths of its blackened waters. The Tynir believe that the plant guides Death to the soul of the Tynir, freeing it from its body, and the leaves glow as the essence of the fallen flows through it to freedom, before Death weaves them into the tapestry of the sky.
Mates commonly enter a period of solitude after the passing of their partner, as will the young of a fallen parent. Mourning Tynir are given space by others, and the few travelers of Korun Otak know quite well to avoid the haunting songs that echo across the marshes.
Weapons and Armour: As of late, the Tynir have become predominantly armed with steel based weaponry and armours. Spears are most common, followed closely by long swords. These weapons are far larger than that of the average species, and possess edges that are jaggedly sharp. Dressed in armours of blackened metal and violet trim, they have even taken to shields, a defensive weapon almost unheard of amongst their kind, although most Tynir are more than capable of killing something with the blunted edges.
State of Advancement: A fledgling nation, the Tynir are still growing into their own skin as a unified whole, but their growth seems unhindered by their uncertainty. Stonework and Masonry have surged to the fore front of their non-combative skills, with the forging of metal falling just behind it. Metals are rare in their homeland, forcing them to rely on others for their weaponry, although they are using left over, or damaged weaponry to learn the trade. Although they are far from being masters over the forge, those whom have taken to the hammer’s flame are striving to master it without delay.
Character Name: Siade Ayurent
Species/Race: Tynir
Physical Description: Standing at 7’8, Ayurent is an oddity for Tynir males. Years of combat and hardship have hardened his body and strengthen his muscles. His onyx black hair has a sense of organized chaos about it, tied up out of his eyes by a purple headband. His face is heavily scarred, and few know the origins of the deep gashes across his face.
His eyes are sharp jade, and seem to pierce the thoughts of those he gazes upon. His expression almost always remains neutral, with only the strongest of emotions managing to break through. Around his neck hangs a small blade, a strange token that he is never seen without. He wears a blackened jacket, with soft purple along it’s trim, at almost all times, some even going so far as to speculate that he never takes it off. How it manages to stay so clean is often beyond most people. A thick belt coils around his waist, with the scabbard of his sword attached to it. Dark pants cover his legs, although no shoes can be seen on the general. All of his clothing seems to shrug off water, the droplets simply running off the sides.
His hands are bandaged, giving many the impression of weakness. This is not the case, as the bandages are covered in small runic markings of great power, which allow him to block blows from the fiercest of blades with nothing but mere cloth protecting his arms.
Character Bio: Siade Ayurent was always considered to be hot-blooded, and shortly after he came of age, the young Tynir left his Kindred and began to wander Korun Otak in search of greatness, understanding, and several other foolish fantasies that all young men have. He dreamt of what lurked beyond the mountains of the razors, and what lived across the sea. As he wandered, he fought both man and beast, Tynir and Khajiiti.
Every battle made him wiser, stronger, and soon he found himself standing amongst the strange buildings of the Shelkon cohabitation, where Tynir, I’nak and Khajiiti met and lived together. At 15, Ayurent quickly began to learn all he could from the people of Shelkon, and before long he had learnt much of common from the Khajiiti traders, and had made many friends amongst the Tynir and I’nak residents. One of his friends always stood apart, the mighty and beautiful Enu’nat. No matter how hard he tried, the girl always managed to best him. His rivalry with her grew and grew, until finally the Tynir decided that he would simply have to train with a weapon that she had never fought until he finally stood triumphant.
With fire in his heart, Ayurent depart into Korun Otak once more, now a man of 25. Around his hands, tight bandages covered in strange runes, a parting gift from a Khajiiti merchant he had known in the cohabitation. The warrior wandered the marshes endlessly, fighting ever foe he could handle, and many whom he couldn’t. Days became months, and months slipped into years, and he stilled had not perfected his craft. No doubt that Enu’nat had been practicing while he had been training, he thought, and she would still be far too strong even with his new found might. Perhaps she was truly unbeatable…
Fate soon showed him it‘s plan, as he bested a mighty Tynir warrior and was awarded with both her mighty blade, and rule over her Kinnat. With no other option, he settled into his role with minimal difficulty. He began to learn to use his new weapon, finding the elegant movements. much to his liking. Time slipped by, and soon he found himself at the age of 100, and the Liel found himself puzzled at life’s strange twists. Had he not set out on this journey to become a great warrior?
Weren’t Liels considered the most powerful of the Tynir warriors? With a thunderous laugh, he announced to his Kinat that he would depart from them for a short while, and return once he had finally settled the score with his old rival.
Once again, Fate intervened. Alone in the marshes, far from the safety of the Under caves, he found a child, no older than 5 sitting amidst the saw grass. Bruised and bleeding, it was clear the runt of a child would not survive the night without his aid, and Ayurent soon found himself a surrogate father for the young girl. He named her Ukarahu
Years slowly slipped by, as the warrior trained his new daughter in the ways of combat, and regaled her with tales of mighty beasts, and fearsome warriors and a particularly powerful I’nak named Enu’nat. The girl was smart, and she learnt quickly from him, and soon her mind began to flood with thoughts of power, and the ability to rule. Determined to outdo her father, Ukarahu declared that she would someday rule over all of the Tynir, and she demanded that when that day came, that her father help her guide them to greatness and glory.
Ayurent agreed.
As she aged even more into a beautiful mature Tynir, Ayurent began to take note of her more…peculiar traits. She could easily over-power the older Tynir, even though her muscles had yet to even fully develop, and she could withstand even the mightiest of his blows. Even his memories of Enu’nat were humbled by the sheer power Ukarahu possessed, and when she reached the age of 20, he found himself unable to compete with her seemingly limitless power.
One night, as the storm clouds above roared and spilt their tears upon the earth, she spoke with him of what was to come.
“We have to leave tomorrow, father. We need to go to your old Kinat, and I will challenge their Liel.”
Curious, he asked her why.
“Because it is time to do what I swore I would do. The time for training is over, father. There is much to be done, and I have a pact that I must see through.”
He could see the fire in her eyes, and he found himself agreeing before he even had time to process what she had said.
In five years, Siade Ukarahu swept across Korun Otak, gathering hundreds upon hundreds of Kinats to her banner. One day, as the Tynir stirred from their sleep, a thunderous horn sounded.
Dressed in strange garb, Ukarahu stood tall amongst her kin, towering over even the mightiest of warriors. And as she spoke to them, she spoke not of war, nor of survival. She spoke of unity, and of glory, and not even the coldest of the Tynir was not stirred by her words. Her voice rose in volume, rival to even the greatest of thunderclap, igniting long dead fires within her followers. They shouted their approval, and rose to their feet like a wave.
As the banner of Ukarahu rose above their heads, the Tynir roared as one, deafening even the rampaging storms above, and causing the creatures of the marshes to flee from the sound. United they would stand. This would be their home, and none would dare to take it from them.
Ayurent could scarcely believe what he saw, as the thousands upon thousands of warriors swore their allegiance to his daughter. It was a feat that he had never dreamed of seeing within his life time. At 120 years old, Siade Ayurent became the first general of Siade Ukarahu.
Soon, metals and rocks and supplies began to pour in, and the Tynir quickly began work on what would be their greatest achievement of their species short existence. Construction progressed rapidly, thanks mostly to the strange designs that Ukarahu had received from the unknown ally. Kamon’Belkar slowly rose upwards into the skies, much to Ukarahu’s approval. Ordering her father to oversee the training of her rapidly growing army, the Tynir ensured that her forces would be strong and capable of defending all that she sought to build for her kind. Before long, Ayurent entered the spire for the first time, at the age of 210.
That night, she summoned her father to the top of the black spire. When he arrived, his daughter revealed who their benefactor was, and the one who gave her all the power she now possessed. Morgarath, the lord of Shadow and master of the Mountains of Night. Alliance was all the Dark Lord sought, she explained, and in exchange for the power to unite her people and guide them into glory, she was more than willing to provide that. The old Tynir understood, and knew all too well what would happen should this become know by the soldiers.
Since that night, the general has done all he can to ensure the true meaning behind their alliance with the Mountains never becomes known, for fear of what it might do to all his daughter has achieved.
Soon after Kamon’Belkar’s completion, Siade Ukarahu was renamed Meyul, which roughly translates to “The Lady”. None but her closest allies and friends know her name, and even fewer dare to speak it in her presence. Ayurent is one of those few, and is often called Nos’hia, meaning “Father” by Ukarahu.
Age: 220
Gender: Male
Occupation: General and Advisor
Skills: Ayurent holds his rank due to his formidable skill in both combat and diplomacy. Near constant battle have honed his reflexes and sharpened his sense, to the point where he can almost pinpoint the weakest point on any man with merely a glance. His fists are his primary weapon, and his whirlwinds of strikes are a sight to behold upon the battlefield. Second, comes his blade, which he wields with one hand despite its great size. Moving with gentle grace and brutal swiftness, his blade moves far too fast for a common soldier to even hope to catch.
In politics, Ayurent is known by his people as a Shekor‘canai, which roughly translates into “Creature of the Silver Tongue.” Having learnt common from his journeys to the cohabitations, he speaks it fluently enough that most would think it is his first language. He serves as the Voice of the Lady when the world needs to listen, and knows all too well that diplomacy is a far different battle than war. The old Tynir often finds himself enjoying the subtle tricks and traps, treating the deadly games as a test of wit to sharpen his mind for the battles to come.
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Character Name: Meyul (Siade Ukarahu)
Species/Race: Tynir (Marsh Sub-branch)
Physical Description: Meyul is a perplexing creature, dwarfing even the tallest of Tynir with her monstrous height of 8’6. Her skin is lighter than the average Tynir, a soft golden colour that is all but unheard of amongst her kind. Her jet black hair is long, reaching well down her back, and mostly undecorated, save for her ‘crown’ which consists of only of several pieces of dark green fabric, held together by small rings of gold with a small ruby dangling down onto her forehead.
Her body is well toned, and although she appears to lack the strength of her larger kin, Meyul’s strength is far beyond that of any other Tynir, a daunting prospect should she ever take the time to fully train her body into it’s peak condition. She boasts a large scar across her shoulder, and several smaller ones litter her frame with little rhyme or reason.
Her gaze rarely shifts from boredom, and she exudes an aura of exotic danger, and destructive curiosity. While she lacks the patience of her adoptive father, Meyul learns quickly, and will waste no time in using her considerable might to get her point across.
Little is truly known about the Lady, as she is reclusive and rarely seen. Even the efforts of the Khajiiti have borne little fruit, and she remains a figure shrouded in mystery.
Character Bio: Meyul’s original Kinnat died when she saw only five years old, although how they died is unknown, simply leaving Meyul as the lone survivor. She was adopted by Siade Ayurent, and raised as his own child, Siade Ukarahu. She was eager to learn, and proved herself to be a formidable student, soon surpassing her father despite her young age. What she lacked in skill, she more than made up for in brutal, un-natural strength.
Ayurent taught her of everything he knew, of the world beyond the marshes, of the great wars of their past, and of their collapse from the greatness in the Shattering. The tales ignited a passion inside her, dreams of seeing the power of her kind unified into something beyond roaming warriors battling to survive. She trained relentlessly under her father, learning of the history of her kind, as her dreams grew greater and greater until the passion drove her into action.
She had no reputation amongst the Tynir, no tales of glory, nor trophies of mighty hunts, but she stood defiant in the face of her daunting task, striking out to challenge one of the strongest Kinnats for her first victory. The Damkha are renowned amongst the Tynir, controlling the intake of fresh blood into the Kinnat to ensure they breed only the strongest of warriors. Damkha Shientai was the leader of the Kinnat, feared for her skill with the blade, and rumoured to have descended from the Kinta who lead the Marsh Tynir from the jungles in ages past.
Only 27 years of age, Meyul was no match for the older female’s skill, but her seemingly endless strength levelled the playing field as the two weaved a deadly dance of sparks and blood, their power and rage silencing even the great storms. Knowing the elder would outlast her in stamina, Ukarahu gambled to strike the decisive blow, allowing the great Kinta to lodge her blade into the young challenger’s side, only to cleave her own sword through the Kinta’s neck.
It was a shock to the proud Kinnat, and for a brief moment, it seemed as though the Damkha would slaughter the victorious Ukarahu, Shientai’s daughter, Ea’kau stepped forward, and congratulated Ukarahu on her victory. Leadership of the Kinnat was hers. Her wounds were treated, and the new Kinta moved her new followers on to gather more of the Kinnats.
Battle became a way of life, as she challenge the many Kinta of Korun Otak’s numerous Kinnats. One by one they were bested, as Ukarahu grew more and more into her awe-inspiring strength. Her mind was honed by the wise teachings of her father, and her hand tempered by combat. While mighty, the Kinta could not truly challenge the young Tynir’s might, and fell rapidly to her. Before long, she stood alone amongst the Kinta, and she gained the title of Meyul.
Soon, construction of Kamon’Belkar began, using materials brought in from the Mountains of Night, part of the secret alliance with the Lord of Shadow, and the Tynir, whilst unused to the work of constructing such a monolith, strove to build it with all their usual tenacity. The ‘great crusade’ of unification complete for now, Meyul seemingly disappeared, appearing to give instructions and address problems, but vanishing shortly afterwards. Rumours of her grew, some Tynir claiming her to be their once great leader reborn, whilst some even claimed her to be the embodiment of Death itself, a goddess amongst them. It is around this time that Kyne appeared in service to Meyul, a loyal ‘runt’ who served her no matter what the task.
Her enigmatic nature has kept her shrouded from the prying eyes of the outside world, even from the Khajiiti, and since it’s completion, Meyul has rarely left the protective spires of Kamon’Belkar, a fact that has soured her personality immensely, and a hunger for battle has settled into her gut that would make most races worried for their safety if they knew of it. Her veil of secrecy is lifting, and she has spent many a year preparing for the world to finally behold the fabled Lady of Korun Otak.
Age: 123
Gender: Female
Occupation: Monarch/Lady
Skills: Meyul is a being few have faced in combat, and the number who have survived are almost non-existent. Her strength is unmatched in the world, and her ever blow threatens to shatter the bones of her foes. Whilst her experience may lack, she makes up for it in raw power, allowing her to compensate for her lack of combat experience.
She speaks Tynir and Common fluently, although she seems to dislike using common unless she has no real choice in the matter. She is well versed in the history of her kind, and years of tutoring under Ayurent and some of the Shadow Lord’s generals have given her a very firm grasp of the battlefield. Diplomacy is not her forte, and though she shows some signs of improvement, she still has a long way to go before being able to handle tender matters without her father.
(Currently under advanced construction)
Species information
Lifespan: Up to 300 years
Height: 7 to 8 feet
Bone structure: The Tynir have the same basic bone structure as other humanoids. However, there are a few distinct differences. The bones of the Tynir are far stronger than those of other humanoids, an adaptation coming from living in the harsh environment where everything is out to kill you. They can take blows that would shatter bones and come away with nothing more than a bruise. The bones of the face are longer and sleeker than humans, with more prominent cheek bones. Tynir have 32 teeth, however it is the front six that draw the most attention. Rather than having just four canines (two on top and two on bottom) they have twelve. This is due to a more carnivorous diet. These teeth do not change the appearance of a smile though, and it often only becomes apparent when the teeth part.
Musculature: Being that the Tynir have a humanoid form, there are little to no differences with the arrangement of the muscles from other humanoids. It is the muscles themselves that are different. The muscle fibres are coiled, thus allowing them to react faster and put more force in the muscle movement. This allows the Tynir to be far stronger than they appear and pack quite the punch.
-An important thing to note about the Tynir. They are a matriarchal species, both culturally and physically, As such the females are taller and stronger than the males.
Epidermis: The skin of the Tynir is thicker than other humanoid races, and even thicker if they are from the Marsh Sub-branch. Darker markings adorn the skin, the patterns closely resembling the stripes of tiger. The patter varies from individual to individual, though it is often hard for other species to tell the difference.
Ocular Features: The eyes of the Tynir are quite sharp, allowing them to pick up the tiniest of details that would often go unnoticed by other species and see extraordinarily well in the dark. The irises come in a verity of bright colors, ranging from blues and greens to reds, purples, and even yellows. One unique feature of the eyes is that they change color depending on the individual’s mood. The pupils of the eye slit, much like a cat, however they slit horizontally, rather than vertically. Due to their time in the marshes, the Tynir have developed a third inner eyelid that serves to protect the eyes while swimming. (Jungle Sub-branch does not have this adaptation)
Proboscis: The nose of the Tynir differs little from that of other humanoids in appearance. However, they have a far keener sense of smell than many of the other species.
Auricle: The ears of the Tynir are quite distinct. They sit much higher on the head than other species, at around temple height. The outer forward edge of the ear is made of a harder cartilage than the rest of the ear. This allows for the ear to swivel, much like a cat, allowing the Tynir to pinpoint sources of noises. The ears are four to five inches long, depending on the individual. The hearing of the Tynir is above that of many humanoids, due to the structure of their ears.
Capillus: Like many humanoids, the Tynir have hair. There is little variation in the coloration of the hair, seeing as it comes strictly in dark browns and blacks. Other than the hair on their heads, the Tynir are utterly hairless; they don’t even have eyebrows.
Reproductive Cycle: The Tynir have a much different reproductive cycle than other species. The females go into a “cycle” which takes place once every 4 months and lasts roughly one to two weeks. The females are fertile only when on the cycle, any other time they simply cannot become pregnant. One interesting note is that the Tynir cannot breed with other species; they can only breed with other Tynir. Gestation lasts for roughly seven months.
Immune System: The Tynir come from a location where there is little to no medicine and the jungle is full of a multitude of nasty diseases. This has led to the adaptation of a very strong immune system. Only the most severe of diseases will kill a Tynir.
Biology: There several differences with the internal systems of the Tynir versus those of other humanoids. The most noticeable ones being that many food other species are capable of ingesting do not sit well with the Tynir, in fact, some are down right toxic. The most obvious examples being alcohol, “domestic” meat (as in cows, sheep, things like that), and dairy. However, most “refined” foods will bother them.
Marsh Tynir Culture
Society: Since Meyul’s rise to power, she has changed much of the tribal ways of her people, first and foremost amongst it being their more nomadic life-style. Kamon’Belkar functions as the capital of her fledgling nation, numerous dens being built in the shadow of the ominous spire to form their homes. Larger Kinnats have claimed more of the surrounding area for their own, working on their own smaller spires to form the seat of their own Kinnats.
Food is a resource worth more than any amount of gold to the Tynir, and to waste it is something they would never dream of. To ensure the strength of all under Meyul’s banner, all Kinnats contribute to the stores inside Kamon’Belkar, allowing all Tynir, regardless of strength or skill to feed without worry, although they only take what they need to survive, or else they risk upsetting the tender balance they have struck with the surrounding lands. Food is rarely shared willingly between two Tynir, and to be offered food by another Tynir is a deep sign of affection, and is often one of the first steps in fledgling relationships between young Tynir.
Fathers hold a special place in Tynir society, often charged with protecting the young while they scavenge so that the females may focus on their hunts. To attack the pup of a Tynir is foolish, as males will battle ruthlessly and without hesitation to protect their young. They possess ferocity and passion that often scares off would be predators at their simple approach, and many a foolish merchant has lost his life for wandering too close to a Tynir pup.
Most Tynir are part of the Sects, large powerful groups with fearsome reputations, and the number of Kinnats is rapidly diminishing as the Sects consume them to grow in strength. (More information in the Sects section)
Government: Tynir are governed by the Korun’moklai, a council created under the command of Kon’ost Ayurent to help the Lady rule over the Tynir. It is composed as follows:
Meyul: Ultimate and final authority of all Tynir matters, once a final decision has been made by her, it is to be done, with any arguments or protests to be made after the conclusion of the session.
The Kon’osts: Ea’kau and Ayurent hold these ranks, answerable only to Meyul herself. When Meyul is not present, it falls unto the Kon’osts to make decisions for the Tynir, and should they disagree over which course of action to take, it usually falls to ritual combat to decide which course to take.(Rarely do they actually fight, one will normally concede to the other before blows are traded.)
Councillors: Leaders of the Sects that function under Meyul, they speak on behalf of their own personal Sects, for needs, requests, and problems and offer their opinion on matters of the whole group. Notable members are Damkha Ushaul, daughter of Ea’kau and head of the Damkha Sect; Nyit Kyne, honoured servant of Meyul, and head of the Nyit Sect; Borna’Sha’Rai, head of the Reaper Born(working title); Grim Lady Sect(Working Title)
Religion: Marsh Tynir have varied beliefs, here are some common ones.
Guiding Star: A faith which despises the Gods, seeing them as fickle, and those that rely on them for strength as pathetic. The faith believes that each star in the sky is a being that has passed on, and was placed in the sky by Death (Death is not viewed as a god, just a natural force with a disturbing level of sentience), their brightness showing the strength of that creature in life. These Tynir often call upon guidance from their fallen allies, or families, some even calling upon legendary Tynir from ages past. Most other faiths take elements from Guiding Star. Notable Practitioners are Meyul and Siade Ayurent.
Grim Lady: Once members of the Reaper Born Sect, practitioners of this faith now conflict directly with their former brethren over what is truly the Tynir “God.” Those who follow the GL creed view Meyul as the Avatar of Death, or Grim Lady, living representative of Death on the material plane. They are her most ruthless followers, slaughtering any who threaten her reign and hunting down those who dare to abandon their service to her. Where the Reaper Born consume their dead (and any other dead they can get their hands on without causing TOO much trouble), GL only consume the bodies of the betrayers, oath breakers and enemies of the Lady. Once consumed, the GL believe the wayward soul will be eventually ‘purified’ by their acts of worship, and it will be placed amongst the stars when they die if it has been cleansed of its heresy.
Divine Death: The Reaper Born Sect only practices this faith, the bloody worship of Death itself, the grand god of all Tynir. They constantly conflict with the GL, for whilst they honour the Lady as their leader, they follow her only because they believe Death has marked her to lead them the Tynir. Ritual cannibalism is frequent in their faith, and they often consume their own dead in these rituals, although they sometimes take the dead of other Sects, causing numerous conflicts within Kamon‘Belkar, most often with the GL.
Bow before None: All Tynir to some extent believe in Gods/Goddesses, however, the BBN practice no worship of them. They stand free of spirits, demons and beings from above, leading their lives as they deem fit, and often stand in open defiance of what might consider their fate. Notable Practitioners: Kon’ost Damkha Ea’kau
Magic: Tynir are a magically deadened species, not capable of producing it, nor being affected by its sways. To try and cloud their senses is impossible with magical arts, but if one flings a fireball at one, it will burn them as any fire would.
Language:
The language of the Tynir is surprisingly complex given it‘s creators disposition for solving things with violence. Its complexity is due to the fact that half of their language is made up of body language and simple movements, the spoken part of their language is also littered with vocalizations that are hard to reproduce. They can communicate silently and effectively using the body movements, cutting the need for speech while in combat, or even amongst unwanted company. An outsider listening in on a conversation would wind up missing over half the conversation if they paid attention to the vocals alone.
Courtship: A private affair between a female and male, courtship is often done far from the prying eyes of other Tynir. Contact is a heavy focus between courting pairs, as the pair will begin to learn of their partners body extensively, so much so as to the point where they are able to find long healed wounds and ancient breaks in bones with the slightest touch. While other species hold sexual relations till after, for the Tynir it is a common an accepted step of courtship, and it will often occur more than once. No young will be conceived during courtship, although almost all Tynir mate with those they first court. Different Sects use different marks for pairs that eventually become mates, but almost all are ritualized scars placed upon opposite eyelids of the mated pair.
Tynir mates often produce numerous pups, knowing full well that their young might not survive to adulthood. They are a primarily one mate species, and are deeply connected with their mates, often remaining alone should their mate pass on. Those who find a second mate are not scorned by their kin, instead considered lucky to have found such a connection twice in their life.
Death Rites: A single seed, from the Hi’rok’sa is planted in the chest of the fallen, as beacon for death. The Hi’rok’sa is a aquatic shrub found only in the marshes of Korun Otak, whose leaves glow when the plant absorbs the various nutrients found in the Tynir body. The soft red glow of these shrubs lights the many paths of Korun Otak at night, and shine from the depths of its blackened waters. The Tynir believe that the plant guides Death to the soul of the Tynir, freeing it from its body, and the leaves glow as the essence of the fallen flows through it to freedom, before Death weaves them into the tapestry of the sky.
Mates commonly enter a period of solitude after the passing of their partner, as will the young of a fallen parent. Mourning Tynir are given space by others, and the few travelers of Korun Otak know quite well to avoid the haunting songs that echo across the marshes.
Weapons and Armour: As of late, the Tynir have become predominantly armed with steel based weaponry and armours. Spears are most common, followed closely by long swords. These weapons are far larger than that of the average species, and possess edges that are jaggedly sharp. Dressed in armours of blackened metal and violet trim, they have even taken to shields, a defensive weapon almost unheard of amongst their kind, although most Tynir are more than capable of killing something with the blunted edges.
State of Advancement: A fledgling nation, the Tynir are still growing into their own skin as a unified whole, but their growth seems unhindered by their uncertainty. Stonework and Masonry have surged to the fore front of their non-combative skills, with the forging of metal falling just behind it. Metals are rare in their homeland, forcing them to rely on others for their weaponry, although they are using left over, or damaged weaponry to learn the trade. Although they are far from being masters over the forge, those whom have taken to the hammer’s flame are striving to master it without delay.
Last edited by Guilty Carrion on Tue Aug 23, 2011 1:06 am; edited 6 times in total (Reason for editing : Undergoing Revisions)
Guilty Carrion- Poltergeist
- Join date : 2010-01-12
Posts : 856
Age : 33
Location : The Underdark
Re: Emoria: Information
Silvone Elestahr
Character Name: Alys Rae
Species/Race: Valinyx (human)
Physical Description: Alys stands at a height of 5'6", and bears an image of striking beauty. Despite her graceful and elegant demeanor, she is known among her peers to be a fearsome woman. Alys flaunts her beauty, even going as far as wearing clothing that can hardly be regarded as such, in an effort to throw her potential victims off-guard.
Alys carries with her a sword known as Mithrodin. She keeps it in a leather scabbard strapped at her waist. The sword, in her deft hands, has known more kills than any other member of her sect, indeed the entire Order.
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: 24
Gender: Female
Occupation: High Sanguine of the Ordis Sect 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. Alys, as well as the rest of the Sect of Ordis, prefers this method. Each life she takes builds up a store of potential energy, which she can release when ready to perform a miracle. The amount of energy required depends on the relative difficulty of the miracle. 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 believe that singing hymns also improves the odds, a method Alys scorns.
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: Spire, Suituria, recent unknown affiliations
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) The Sect of Ordis defers to the high priestess, and though they typically act under her orders, due to the nature of their ways, and the necessary secrecy, they enjoy a larger degree of freedom than the other sects.
Character Name: Alys Rae
Species/Race: Valinyx (human)
Physical Description: Alys stands at a height of 5'6", and bears an image of striking beauty. Despite her graceful and elegant demeanor, she is known among her peers to be a fearsome woman. Alys flaunts her beauty, even going as far as wearing clothing that can hardly be regarded as such, in an effort to throw her potential victims off-guard.
Alys carries with her a sword known as Mithrodin. She keeps it in a leather scabbard strapped at her waist. The sword, in her deft hands, has known more kills than any other member of her sect, indeed the entire Order.
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: 24
Gender: Female
Occupation: High Sanguine of the Ordis Sect 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. Alys, as well as the rest of the Sect of Ordis, prefers this method. Each life she takes builds up a store of potential energy, which she can release when ready to perform a miracle. The amount of energy required depends on the relative difficulty of the miracle. 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 believe that singing hymns also improves the odds, a method Alys scorns.
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: Spire, Suituria, recent unknown affiliations
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) The Sect of Ordis defers to the high priestess, and though they typically act under her orders, due to the nature of their ways, and the necessary secrecy, they enjoy a larger degree of freedom than the other sects.
Last edited by Silvone Elestahr on Sat Oct 09, 2010 12:51 pm; edited 2 times in total
Guest- Guest
Re: Emoria: Information
Username: Spectre
Character Name: Dastan Imatari
Species/Race:Sage Human
Physical Description:
He has light colored skin, however mostly kept covered. He wears a white flowing shoulder cape that resembles a shirt, though only covers just below his chest, and has short sleeves that flow, and an upturned collar. Beneath this is a navy blue ribbed and woven short sleeved shirt. His shirt is tucked into a pair of dark navy [near black] pants, which are bloused into calf-length grayed blue-black flexible open-toed light boots, similar to a sandle. The shins of his boots have a covered metal shin-guard strapped around them. Draped around his waist like a rear skirt is folded a dark navy robe underneath a group of two leather belts, dangling a dark crimson skirt in the front. Tied into his belt in the back are two straight bladed, single edged short swords. He has nothing adoring his arms until the wrists. He wears Navy blue cloth gauntlets with a metallic plate on the back of the hand.
Character Bio:
Dastan was born to one of the most prominent Sage Clans- the Imatari clan. They are very skilled, noted for their abilities in perception and illusion nearly unmatched in the Sage Clans. As were the ones before him, Dastan was put into the Temple academy at the age of six. He studied the physical arts closely, as the chakra manipulation studies seemed to come naturally to him after some time. He was one of the most intelligent in his class, as was expected of him Though, there were always a couple in each 'class' to have this sort of expectancy. He was quickly rewarded with his skills as a Sage, and made a name for himself. He specialized in physical close combat, as well as reconnaissance. He was used as a guardian, and a shadow. His ability to tap into his chakra network is noteworthy, and has many abilities that supplement his physical actions. The Temple Sages/ Templars were a vague sect, and Dastan was one Sage who had talents enabling him to be used in many situations. He did most of his work on his own country and continent, however it wasn't until recently when the King of Suituria had ordered his departure for the Eastern continent... Emoria.
Age: 17
Gender: Male
Occupation: Elite, High Sage Templar.
Skills: Dastan was bred for Combat. He is built on reflex, agility, and speed, where technique can easily outmatch the greatest physical strength. He prides himself on his swordsmanship, however he is much better hand-to-hand. Despite this, he is also a Sage, enabling him to use life energies to preform Illusion/Charm Techniques, as well as harnessing some Electricity and Water manipulation techniques with his elemental nature. [his chakra abilities explained below] Despite being a warrior Templar, Dastan has lived a life of training and hard questing tasks. He is just as good in combat as he is in a classroom or a diplomatic negotiation. However, in a normal social situation- he may be a little awkward since his life hasn't known much leisure.
[*]-Able to adhere and walk on non-horizontal surfaces [ie:Walls Ceilings], as well as Water. Water walking is easy compared to walking on a ceiling.
[*]-Illusion Magics: He is able to extend his chakra flow through the cerebral nervous system of someone [as long as they are human or mammalian, {having the prosencephalon structure}] to affect the five senses. This allows Dastan to create false images, smells, and sensations. He can even create short lasting individual worlds in the person's mind, freezing them both in place in the real world as he may interact with them in their mind. This does not mean he can read their thoughts, however. He is required the time and concentration to do this, as it may take several seconds to begin affecting a certain person- thus, he is unable to do this whilst in mid-combat. Similar to a charm spell.
[*]Electricity manipulation- he is able to draw or create electricity within his body to harness and manipulate. This is very dangerous and can cause much self bodily harm if not careful. May harness this into physical strikes, or extend electricical arcs, or even 'bolts' from his appendages[causing much physical and mental strain].
[*]water manipulation- he is able to manipulate water, and only if it is available to him. He can manipulate it at close distance, at will- 'bending' as some could refer to it.
World-space:
southwestern peninsula in the Misty Gulf of Kuton.
Country- Suituria [swee-turr-ee-ah]
Has two major cities in the country. One on the north-eastern end of the peninsula which happens to be the Capital: Fortona- a mercantile and fishing centered economy. Not unlike a sort of 'Venice, Italy'. It has many splendid bays and canals running through the city. The architechture is much like fifteenth or sixteenth century Venice, and built from the water-up in many places due to the number of rivers and canals. The capital sits on the western shoreline, one of the most populated ports on the continent, due to its vast popularity. The climate is a general temperate climate, however it gets fairly humid due to the proximity to water. The economy is largely mercantile, as well as fishing based. There are many farms, as well, however not enough to bolster the economy on it's own. Wildlife outside the cities is diverse as any other, with many birds and mammals, insects and fish. However moving further east, and into the dense forests, the wildlife becomes savage, and very dangerous. Large predatory animals tend to wander. The mountain range that separates a third of the country is also hard to cross, only having a single way through, and that in itself is a treacherous journey. High cliffs and sharp rocks supplement windy, cold, and wet climates don't ease the travels.
Suituria is generally a militaristic country. Military service being a requisite to citizenship makes it so. They have a very strong Army, and Navy (being located on a shoreline, they haven't forgotten their maritime duties). After each person's term of five years, they are able to extend their time. If they don't extend their time, most end up joining, or at least- being affiliated with one of the major Mercenary groups about. Some even seek the legendary hidden sage village to the east past the mountain range.
The people of this city and the outlying towns and villages have a high human populous. The populous is governed by a patriarchal Monarchy, following the line of a regent. The King then has several advocates and emissaries that work with him as advisers, guards, generals, accountants, and marshals, not excluding his Templar adviser.
Further east you run into a small, yet treacherous mountain range that separates a third of the country from the rest.There's a lot of dangerous game here, and even a fabled family of giant snakes live within the misty valley and wood. It tends to rain often in the valleys and mountains, much like a rain forest. Leaving it foggy and misty about sixty percent of the time. It's mostly just forested area, with a dense fog that comes from the gulf. Nestled within the dense fog, and between mountain ranges, is a surprisingly large, yet obscured village: Kiri-Nokune. The architechture resembles a mix between indian and japanese architechture. Lots of rounded edges and roofs are seen as much as standard angular and spacious styles. Carved in the side of a large cliff and mountain is a large temple of the six paths. At the center of this sprawled village is a bulbous building, appearing to be two bubbles overlapping each other. This is the building for the village leader.
The people of this village however aren't all normal humans. Some people here are different indeed... The people of their country call them sages, and are mostly just fabled according to other countries and continents. The nickname sage comes from the majority's upbringing through the Temple. These Sage Humans are said to be descended from an old priest who appeared long ago during an 'endless war'. He discovered a sort of magical energy within the living- called 'chakra', and tried to use his power and wisdom to lead the world to peace instead of war. He travelled, spreading his ideas and religion, the Ninshou, which eventually came to be the sort of 'magic' that the 'Sage's are able to use.
Now, more about the Sages... They are sometimes referred to as witches, demons, assassins, monks, mist spirits, templars, and ghosts. Think of them as the Jedi, Grey Wardens, or what have you. They are sort of the country's secret order of Templars. Everyone knows about them, however a majority have not seen them. They don't really have a standard 'uniform', and they very rarely wear heavy armors into battle, as it restricts their movements. They typically wear some sort of variation of Temple robe in some manner. Nothing bold, or anything that sticks out, usually neutral colors, drab and matte. Often a blue-gray undertunic and a navy overtunic. Pants tend to match the over or undertunic in some way, and they wear sandal-like shoes. They appear to be boots, though are much more lightweight, missing cover for the toes, and/or heels, depending. They are governed by the 'King', however the head of their village, the Master Sage, is equal in power. The Master Sage, or High Templar works alongside the King, mostly as head adviser. The Master Sage/High Templar takes orders only from the King, considering most of their work is done through the shadows of the regency. Their main goal is peace, however the Sages are often a last resort when peace cannot be negotiated for. Not to say that the sages are all about extreme prejudice, because many are incredibly adept negotiators.
The trained sages often act as a shadowed hand of the King. Taking complicated and often un-reputable jobs. Involving tasks beginning with manual labor, and as far as assassination. They also work hand in hand with the military, being highly trained in combat and diplomacy. Since the Temple's actual numbers aren't very high, but are elite- trained, the Sages are often given control of military battalions, and squads, ranking the sage from captain-commander-general comparatively. Most soldiers and seamen often consider it a blessing, and a great morale boost when accompanied by a Sage.
These sages, while living in a large village, are few in number, seeing that usually only 3 in every 10 actually get accepted by the academies. Reason being that very few people can actually attain and understand the ways of the sage, and chakra manipulation. It seems to mostly be a genetic trait that allows them to understand- or tap into their chakras-, so there are certain families, or clans, that the most prominent come from. They study after the age of six in a temple academy until they are ready to graduate. Some only take a year, where others can be in the academy until the latest age of thirteen. Graduation is in a form of a final examination, different each year, and always ending in a combat tournament.
After going through a trial of rites, they are able to call themselves low/junior sages. This is when the start their lives anew. They begin assisting with the village's economy by completing tasks given to them by the Master Sage, which are often manual labor, and low risk. From there, after another examination given every several months. The Sage is able to test their resolve in a Journeyman Sage ritual, which is different, however usually involving several tests of cunning, intelligence, problem solving, diplomacy, as well as physical combat. This rank of Sage are given more difficult missions, and contracts, and are often used as teachers, and as a 'main force' for the Temple. From here, they are elected by the Master to become High Sages, highly experienced with great individual skill who serve as captains. They are sent on dangerous missions, and it isn't unusual for them to work alone, even when going overseas.
Once given Elite status, they are able to travel alone, and work alongside the Suiturian military. They work very closely with the King and Generals, and much like said generals, appear on the battlefield. It is a fairly rare occurrence, and is seen to be a major morale boost when a Sage is accompanying the military.
However- the biggest thing most will notice is the Sage's age. Most Sages don't often live past their late sixties. This means that many of them are very powerful even before their twenties. This is due to the way that they manipulate their body's energies. It can often contort and put un-necessary strain on their bodies. They reproduce younger, and don't live as long as normal humans. However, it is said that the current High Sage is in his eighties, which is nearly unheard of. Their prime is generally around the age of 20-26, and they can posses surprising maturity and wisdom even at these ages most would perceive to be as very young.
Allies:
Enemies:
Religion/Deity(s): In the west is Mostly a monotheistic religion involving a great savior they call their God. [the original Sage]. Second, and closer to the east would be a Karma-esque religion. However religion is open to the people of Suituria, having freedom to choose.
Governing Body: Suiturian Regency. Governed by King Thallus, the King has full executive and diplomatic power. He however governs by mostly listening to his people, the populous generally agrees with the King and like him. He keeps them in work, and keeps taxes at an average level. The Regency is a patriarch, so the Queen doesn't hold much- if any diplomatic power. However the King is able to send anyone as his emissary- and often can send his Queen[or other family] if she[they] so wishes, to other countries or parts of his own country to deliver messages, or otherwise manage his kingdom.
The military is generally the main executive branch, however the King does have a separate group under the Suiturian Sheriff: Allan. The Suiturian military is incredibly large, seeing as all citizens are required to serve a minimum term- however many stay in for life. The other part of the executive branch would be the Templar Sages. They often get called in when things get troubled, to solve problems quietly before they escalate.
This way, most people listen to the King and Templars first, then the military and police officials.
Character Name: Dastan Imatari
Species/Race:Sage Human
Physical Description:
- basic imagery:
He has light colored skin, however mostly kept covered. He wears a white flowing shoulder cape that resembles a shirt, though only covers just below his chest, and has short sleeves that flow, and an upturned collar. Beneath this is a navy blue ribbed and woven short sleeved shirt. His shirt is tucked into a pair of dark navy [near black] pants, which are bloused into calf-length grayed blue-black flexible open-toed light boots, similar to a sandle. The shins of his boots have a covered metal shin-guard strapped around them. Draped around his waist like a rear skirt is folded a dark navy robe underneath a group of two leather belts, dangling a dark crimson skirt in the front. Tied into his belt in the back are two straight bladed, single edged short swords. He has nothing adoring his arms until the wrists. He wears Navy blue cloth gauntlets with a metallic plate on the back of the hand.
Character Bio:
Dastan was born to one of the most prominent Sage Clans- the Imatari clan. They are very skilled, noted for their abilities in perception and illusion nearly unmatched in the Sage Clans. As were the ones before him, Dastan was put into the Temple academy at the age of six. He studied the physical arts closely, as the chakra manipulation studies seemed to come naturally to him after some time. He was one of the most intelligent in his class, as was expected of him Though, there were always a couple in each 'class' to have this sort of expectancy. He was quickly rewarded with his skills as a Sage, and made a name for himself. He specialized in physical close combat, as well as reconnaissance. He was used as a guardian, and a shadow. His ability to tap into his chakra network is noteworthy, and has many abilities that supplement his physical actions. The Temple Sages/ Templars were a vague sect, and Dastan was one Sage who had talents enabling him to be used in many situations. He did most of his work on his own country and continent, however it wasn't until recently when the King of Suituria had ordered his departure for the Eastern continent... Emoria.
Age: 17
Gender: Male
Occupation: Elite, High Sage Templar.
Skills: Dastan was bred for Combat. He is built on reflex, agility, and speed, where technique can easily outmatch the greatest physical strength. He prides himself on his swordsmanship, however he is much better hand-to-hand. Despite this, he is also a Sage, enabling him to use life energies to preform Illusion/Charm Techniques, as well as harnessing some Electricity and Water manipulation techniques with his elemental nature. [his chakra abilities explained below] Despite being a warrior Templar, Dastan has lived a life of training and hard questing tasks. He is just as good in combat as he is in a classroom or a diplomatic negotiation. However, in a normal social situation- he may be a little awkward since his life hasn't known much leisure.
[*]-Able to adhere and walk on non-horizontal surfaces [ie:Walls Ceilings], as well as Water. Water walking is easy compared to walking on a ceiling.
[*]-Illusion Magics: He is able to extend his chakra flow through the cerebral nervous system of someone [as long as they are human or mammalian, {having the prosencephalon structure}] to affect the five senses. This allows Dastan to create false images, smells, and sensations. He can even create short lasting individual worlds in the person's mind, freezing them both in place in the real world as he may interact with them in their mind. This does not mean he can read their thoughts, however. He is required the time and concentration to do this, as it may take several seconds to begin affecting a certain person- thus, he is unable to do this whilst in mid-combat. Similar to a charm spell.
[*]Electricity manipulation- he is able to draw or create electricity within his body to harness and manipulate. This is very dangerous and can cause much self bodily harm if not careful. May harness this into physical strikes, or extend electricical arcs, or even 'bolts' from his appendages[causing much physical and mental strain].
[*]water manipulation- he is able to manipulate water, and only if it is available to him. He can manipulate it at close distance, at will- 'bending' as some could refer to it.
World-space:
southwestern peninsula in the Misty Gulf of Kuton.
Country- Suituria [swee-turr-ee-ah]
Has two major cities in the country. One on the north-eastern end of the peninsula which happens to be the Capital: Fortona- a mercantile and fishing centered economy. Not unlike a sort of 'Venice, Italy'. It has many splendid bays and canals running through the city. The architechture is much like fifteenth or sixteenth century Venice, and built from the water-up in many places due to the number of rivers and canals. The capital sits on the western shoreline, one of the most populated ports on the continent, due to its vast popularity. The climate is a general temperate climate, however it gets fairly humid due to the proximity to water. The economy is largely mercantile, as well as fishing based. There are many farms, as well, however not enough to bolster the economy on it's own. Wildlife outside the cities is diverse as any other, with many birds and mammals, insects and fish. However moving further east, and into the dense forests, the wildlife becomes savage, and very dangerous. Large predatory animals tend to wander. The mountain range that separates a third of the country is also hard to cross, only having a single way through, and that in itself is a treacherous journey. High cliffs and sharp rocks supplement windy, cold, and wet climates don't ease the travels.
Suituria is generally a militaristic country. Military service being a requisite to citizenship makes it so. They have a very strong Army, and Navy (being located on a shoreline, they haven't forgotten their maritime duties). After each person's term of five years, they are able to extend their time. If they don't extend their time, most end up joining, or at least- being affiliated with one of the major Mercenary groups about. Some even seek the legendary hidden sage village to the east past the mountain range.
The people of this city and the outlying towns and villages have a high human populous. The populous is governed by a patriarchal Monarchy, following the line of a regent. The King then has several advocates and emissaries that work with him as advisers, guards, generals, accountants, and marshals, not excluding his Templar adviser.
Further east you run into a small, yet treacherous mountain range that separates a third of the country from the rest.There's a lot of dangerous game here, and even a fabled family of giant snakes live within the misty valley and wood. It tends to rain often in the valleys and mountains, much like a rain forest. Leaving it foggy and misty about sixty percent of the time. It's mostly just forested area, with a dense fog that comes from the gulf. Nestled within the dense fog, and between mountain ranges, is a surprisingly large, yet obscured village: Kiri-Nokune. The architechture resembles a mix between indian and japanese architechture. Lots of rounded edges and roofs are seen as much as standard angular and spacious styles. Carved in the side of a large cliff and mountain is a large temple of the six paths. At the center of this sprawled village is a bulbous building, appearing to be two bubbles overlapping each other. This is the building for the village leader.
The people of this village however aren't all normal humans. Some people here are different indeed... The people of their country call them sages, and are mostly just fabled according to other countries and continents. The nickname sage comes from the majority's upbringing through the Temple. These Sage Humans are said to be descended from an old priest who appeared long ago during an 'endless war'. He discovered a sort of magical energy within the living- called 'chakra', and tried to use his power and wisdom to lead the world to peace instead of war. He travelled, spreading his ideas and religion, the Ninshou, which eventually came to be the sort of 'magic' that the 'Sage's are able to use.
- Spoiler:
- Chakra and Chakra Control...
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. Having these two energies become more powerful will in-turn make the created chakra more powerful. Therefore, practicing a chakra technique['magic' related] repeatedly will build-up experience, building up one's spiritual energy, and thus allowing more chakra to be created. As a result, the Sage is able to do that same technique with more power. This same cycle applies for physical energy, except this time, instead of doing things like meditation, the Sage could, say, do push-ups.
Chakra takes time and a great deal of training to gradually build up; thus, the key is not actually having chakra, but being able to sufficiently control and conserve it. Everyone has chakra, but only the skilled can correctly mold and manipulate it to its fullest extent.
This chakra manipulation can accomplish great feats. For example, focusing much to the lower body and feet, one can adhere themselves to vertical surfaces, or walk on water [given the training, they need to understand the waves, etc.], and increasing their run and movement speed. They can also manipulate it around the hands, able to assist in cutting locks, trees, flesh and bone. Just as examples- taken to some extremes to prove a point.
There is also Chakra Nature affinities. Basically, Elemental Chakra. Consisting of Fire, Wind, Lightning, Earth, and Water. In general, every person has chakra that has an affinity towards one of these types, a characteristic that seems to be genetic, since whole clans sometimes share the same affinity. This affinity makes it easier to learn how to create and control the nature in question, although even with an affinity this process will usually take any number of years. Sages are not limited to the nature they have an affinity to, though. By the time they reach the rank of High Sage, most have mastered two natures. However, because of the difficulty of mastering a nature and the time required to learn it, it is basically impossible to master all five natures in a normal way.
These nature techniques enable people for example.. to breathe fire, manipulate and create water, harness lightning balls, raise and split cliffs, and create slicing gusts of wind.
Now, more about the Sages... They are sometimes referred to as witches, demons, assassins, monks, mist spirits, templars, and ghosts. Think of them as the Jedi, Grey Wardens, or what have you. They are sort of the country's secret order of Templars. Everyone knows about them, however a majority have not seen them. They don't really have a standard 'uniform', and they very rarely wear heavy armors into battle, as it restricts their movements. They typically wear some sort of variation of Temple robe in some manner. Nothing bold, or anything that sticks out, usually neutral colors, drab and matte. Often a blue-gray undertunic and a navy overtunic. Pants tend to match the over or undertunic in some way, and they wear sandal-like shoes. They appear to be boots, though are much more lightweight, missing cover for the toes, and/or heels, depending. They are governed by the 'King', however the head of their village, the Master Sage, is equal in power. The Master Sage, or High Templar works alongside the King, mostly as head adviser. The Master Sage/High Templar takes orders only from the King, considering most of their work is done through the shadows of the regency. Their main goal is peace, however the Sages are often a last resort when peace cannot be negotiated for. Not to say that the sages are all about extreme prejudice, because many are incredibly adept negotiators.
The trained sages often act as a shadowed hand of the King. Taking complicated and often un-reputable jobs. Involving tasks beginning with manual labor, and as far as assassination. They also work hand in hand with the military, being highly trained in combat and diplomacy. Since the Temple's actual numbers aren't very high, but are elite- trained, the Sages are often given control of military battalions, and squads, ranking the sage from captain-commander-general comparatively. Most soldiers and seamen often consider it a blessing, and a great morale boost when accompanied by a Sage.
These sages, while living in a large village, are few in number, seeing that usually only 3 in every 10 actually get accepted by the academies. Reason being that very few people can actually attain and understand the ways of the sage, and chakra manipulation. It seems to mostly be a genetic trait that allows them to understand- or tap into their chakras-, so there are certain families, or clans, that the most prominent come from. They study after the age of six in a temple academy until they are ready to graduate. Some only take a year, where others can be in the academy until the latest age of thirteen. Graduation is in a form of a final examination, different each year, and always ending in a combat tournament.
After going through a trial of rites, they are able to call themselves low/junior sages. This is when the start their lives anew. They begin assisting with the village's economy by completing tasks given to them by the Master Sage, which are often manual labor, and low risk. From there, after another examination given every several months. The Sage is able to test their resolve in a Journeyman Sage ritual, which is different, however usually involving several tests of cunning, intelligence, problem solving, diplomacy, as well as physical combat. This rank of Sage are given more difficult missions, and contracts, and are often used as teachers, and as a 'main force' for the Temple. From here, they are elected by the Master to become High Sages, highly experienced with great individual skill who serve as captains. They are sent on dangerous missions, and it isn't unusual for them to work alone, even when going overseas.
Once given Elite status, they are able to travel alone, and work alongside the Suiturian military. They work very closely with the King and Generals, and much like said generals, appear on the battlefield. It is a fairly rare occurrence, and is seen to be a major morale boost when a Sage is accompanying the military.
However- the biggest thing most will notice is the Sage's age. Most Sages don't often live past their late sixties. This means that many of them are very powerful even before their twenties. This is due to the way that they manipulate their body's energies. It can often contort and put un-necessary strain on their bodies. They reproduce younger, and don't live as long as normal humans. However, it is said that the current High Sage is in his eighties, which is nearly unheard of. Their prime is generally around the age of 20-26, and they can posses surprising maturity and wisdom even at these ages most would perceive to be as very young.
Allies:
Enemies:
Religion/Deity(s): In the west is Mostly a monotheistic religion involving a great savior they call their God. [the original Sage]. Second, and closer to the east would be a Karma-esque religion. However religion is open to the people of Suituria, having freedom to choose.
Governing Body: Suiturian Regency. Governed by King Thallus, the King has full executive and diplomatic power. He however governs by mostly listening to his people, the populous generally agrees with the King and like him. He keeps them in work, and keeps taxes at an average level. The Regency is a patriarch, so the Queen doesn't hold much- if any diplomatic power. However the King is able to send anyone as his emissary- and often can send his Queen[or other family] if she[they] so wishes, to other countries or parts of his own country to deliver messages, or otherwise manage his kingdom.
The military is generally the main executive branch, however the King does have a separate group under the Suiturian Sheriff: Allan. The Suiturian military is incredibly large, seeing as all citizens are required to serve a minimum term- however many stay in for life. The other part of the executive branch would be the Templar Sages. They often get called in when things get troubled, to solve problems quietly before they escalate.
This way, most people listen to the King and Templars first, then the military and police officials.
Last edited by Spectre on Wed Sep 19, 2012 2:46 pm; edited 3 times in total
Spectre- Spectral Light
- Join date : 2009-06-07
Posts : 376
Age : 37
Location : United States- Ohio
Re: Emoria: Information
Username: Quakernuts
Character Name: Jarileh Ky'ley
Species/Race: Durake (Der-a-key)
Physical Description: Jarileh stands at an imposing 6'5, and weighs around 220 lbs. Short black hair covers his scalp, and a scar running from his right temple straight down to the right side of his jaw is easily visible. His pupils glow a deep red, and tend to gain intensity when he enters battle. Tribal-like tattoos cover his face and body, so much so that barely any of his natural grey skin can be seen. During times of great stress, anxiety, fear, or anger, these tattoos can be seen to glow an unnatural color of red or blue depending on what the situation is. All of Jarileh's teeth are sharpened to points, with the exception of a few back teeth for grinding his food. His tongue is split, much like that of a snake, but he doesn't have a tendency to lick the air. This particular portion of his anatomy is used to taste for poisons safely.
What he can be seen to be wearing almost all the time is a vest that looks like it has been blackened by hanging over a fire. It is ratty, worn, and yet completely durable. Pockets appear everywhere, and a couple knives hang from the bottom of the vest for easy access. On his arms, which are also covered in tribal-like tattoos, are a couple of armbands on each limb. Each one black, small, and carrying a dagger within it. On his legs are the only form of armour he has ever come to wear. Black pants, with dulled metal greaves tied closely to the limbs. On his hips rests a sword of straight forward design. it is a simple steel katana, but etched into the blade itself are more symbols that are not yet understood by the rest of the world save for the Durake. On his back rests a mighty warhammer, again straight forward in design, but etched with symbols along the actual hammer itself. Well built and bred for combat and survival, Jarileh is the very core of an illusive Durake male.
About the Durake
Physicality
The Durake are a very hardy, very durable, and nearly indestructible through indirect means. They are bred simply to survive, and through this trait, and this trait alone, have they gotten through the years to gain the wisdom and the knowledge to continue to carry on as a species. Normally the individual Durake is smarter than the average bandit or mercenary, and is an expert in linguistics due to the nature that they fight for anyone and anything.
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, the ash from the volcanoes genetically changing their skin colour through the years. Normally their eyes can take on a variety of colors, but all of them include the ability of limited night vision. They are excellent swimmers due to it being forced on them with their mating grounds being on islands. Both genders of the race are covered in tribal tattoos from birth, and all normally have short hair although there is the one or two exceptions throughout the race's history. A high metabolism and high healing rate actually shorten a Durake's natural life, where the oldest one to ever live expired at an age of 62. A variety of clothing is worn, depending on where a Durake has travelled, so there is no 'normal' attire for a member of this race.
Culture
First off, there is no civilization, period. Their numbers range in the low tens of thousands at best. They are more akin to a species than a race because of a lack of centralized government, land, or even territory. The only thing that could be classified as their own land, would have to be the volcanic Islands of Triarch. It is through these islands that their race as a whole is able to reproduce, and the loss of such a land would catastrophically change their way of life, and most likely wipe them out permanently. Each Durake is incredibly solitary, often one Durake not seeing another until the mating ritual, which happens every ten years.
During the mating ritual, which lasts anywhere between 2 to 4 months, every Durake returns unless they are dead, or their contracts forbids them from leaving. Once the mating is finished, the males all leave to further their own ambitions while a handful of the eldest woment remain to teach the new borns through the first five years of their life. there, they learn the fundementals of their life, named, and painted in tattoos that represent what the elder women will believe will help them through their life. It is very much a psychological interview, as the tattoos vary depending on your personality, fighting style, and fundementals. For example, a Durake which has been seen to be very angry, have a beserker fighting style, and cares for nothing but himself will be painted with tattoos that enhance his aggressiveness ten fold.
The women of the race tend to stay within their own continent, although they are far from the weaker sex. They can hold their own in a fight, and are often hired by hulking bruisers of men as hunters, assassins, or straight up fighters. The reason for the lack of absence from the continent is the high fatality rate from the men that leave the land mass. A little less than half the men that leave come back every ten years, and for a hardy race like the Durake, that number is incredibly high. The women typically invoke tattoos of the self-improvement variety.
The men of the race tend to be more risky, or daring as they would call it. They take contracts that not even hardened killers would consider, and often come out on top. The leading cause of death for a Durake is old age, but with the coming of the darkness, death in battle is quickly climbing the ranks. Normally the males tend to not care who they are fighting for, as long as they are fighting something, and often only employ their brains when tasked on how to kill something. Due to this, their tattoos tend to reflect more towards the aggressive side of things, but some of the males have come across the very dark tattoos of the self-inflicting powers. These normally end in the death of the user, much like a suicide bomber, but are incredibly powerful and are capable of enhancing the user so much that little can stand in the way of one until the enhancement eventually kills them.
Religion wise, they do not believe in gods, planes, or even the Earth. They believe in one single entity, that being the maker of the Mating Ritual; Geroth. During the very early years of their existance, the Durake were nothing more than wandering husks of survivors. they barely managed to get through their own lives with their body intact, let alone worry about their entire race as a whole. These first years were touch and go with the race as a whole, as the population would dip dangerously, only to spike once the danger had passed for but a moment. Geroth was a Durake who managed to get off of the Islands of Triarch. He managed to find the civilizations of the world, and he saw just what was happening. He saw the people fluorishing, and he knew that in order for his race to survive, he and he alone would have to do something.
So he set off across the continent. He found individual Durake, and he lured them in with the promise of survival and wealth of knowledge. With these words on his lips, he had managed to gather the largest group of Durakes ever assembled, and stood upon the largest Island of Triarch. There, with his new found knowledge and purpose, he labelled things clearly out to the Durake. He pointed out he wasn't going to change who they were, but that he was going to set a ground rule so their race would never come close to extinction ever again. He made the mating ritual, and made every single Durake swear in blood that they would return every ten years. It was here that the security of the race was established, and would be forever held by generations yet to come.
Geroth died of natural causes years later. He managed to oversee the entire mating ritual for a few times before his body finally gave up on him. Due to his nature as being labelled as the saviour of the Durake, they tossed his body in the volcano that rests at the center of the biggest island, and the entire island was renamed 'Geroth' in his honour. Now they worship him as a primarch, and for those who are lost in their path among life, they can be found on top of the volcano talking to it.
Technology wise, they are scavengers. They will gather whatever happens to be nearest, and are currently upgrading for something better when the opportunity presents itself. Some of the Durake have developed mild skill in craftsmanship or smithing, but those Durake are incredibly rare even among the Durake themselves. Normally they rely on their wits and their durability to get them by most situations.
Finally, concerning magic, they have none of the flashy stuff that happens to be around the world. They can't control any of the elements, nor can they manipulate them in any way or form. Instead, they happen to use something that has become known as cultural magic over the years. The tattoos that the Durake are painted with during their first few years of life are more than superstitious icons of their race. They originated among a few of the Durake who were near the top of the volcano on one of the smaller islands. Legend holds that they heard a voice from inside the volcano tell them to create certain symbols on their bodies to unlock their full potential. All of them were incredibly doubtful this would work, but how could they deny that of a talking volcano? So, they started painting themselves with the ashes of said volcano, and found that the ash turned into an sludge-like liquid, which once applied to the skin, is nearly impossible to remove save from tearing that skin off of your body. It was through these that they learned the three cultural enhancements, each glowing a different colour when activated.
Red = Aggressive
Blue = Defensive
Green = Self-Improvement
When these Durake tried to talk to the others of their race, they were met with disbelief in the so called volcano god, and prefered to believe that the few Durake were actually shamans of some sort. Preferring not to argue the whole situation over. Three islands were named after each of them; Krelger, Targren, and Isalda. Over the years, Durake found a fourth cultural magic, but upon usage, was deemed to dangerous to be used on the new borns. the fourth, being the dangerous Self-Destructive magic which glowed an unearthly black when activated. An unfortunate Durake by the name of Fraksa Ju'lita happened upon these symbols, and when he was forced to use them to show the other Durake what exactly they did, he became incredibly powerful but died shortly after use. The Durake named the last island after him for his sacrifice in the name of knowledge, and forever labelled those symbols as forbidden to all but the most desperate of Durake. All of these powers activate during times when adrenaline is pumping through the bodies of the Durake, almost like a dam that is broken when too much water hits it. Over the years, Durake can learn to manually start these powers, but it takes intense concentration, and sometimes doesn't activate the right one if a Durake is infused with more than one type of power.
The uses differ in accordance to their names. Aggressive enhances reflexes and strength to untold levels. Stories tell of Durake taking ogres on in hand to hand combat and winning. Defensive hardens the skin, making it impervious to all but the sharpest of blades or the hardest of thrusts. Self-Improvement heals the user of their wounds, and when used properly, can be used on others through physical contact. Self-Destructive grants all of these traits for a short amount of time, the time being when the Durake dies due to the stress on their bodies from the excess amount of energy running through their bodies. They simply can't take it, and their entire body shuts down and dies. These powers also have some side benefits other than these, but these are the main benefits from the powers. Durake can only stand to have two different powers, because much like the Self-Destructive power, their bodies can't handle all of that energy running through their body.
Character Bio: Jarileh had the same beginning as the other Durake. He was born during one of the Mating Rituals, and there started his five years of life lessons. He was given the name of Jarileh Ky'ley, roughly translating into "Possesed One" in Durake dialect. His name was given to him because of his calm and reserved manner during anything but battle, when he would turn into a savage animal and rip apart his opponents with brutal effeciency. Jarileh was a rarity among the Durake for his thinking of the race as a whole rather than just himself and his obligation to the Mating Ritual.
Once the five years of learning was up and he had reached maturity, he was off on his own quickly, as was the Durake custom. He started working for the random factions of his home continent first, earning himself some spare coin, equipment, and reputation. There, he lasted ten years, and went to his first mating ritual. When he arrived, he was sorely disappointed what he saw, and what he was forced to confront.
The Mating Ritual was an obligation to their race, but that was it. There was no idle chatter, no sense of wonder or excitement. In fact, had he not seen the bodies with his own eyes, he would have guessed the island to be empty. His way of thinking led him to the fact that they couldn't live like this. They couldn't simply be brainless zombie killing machines. So, after several unsuccessful attempts to talk to some of them, and a couple of death threats from the more aggressive ones, he made a decision that would forever mark him as either a deserter, or a creator of ways.
He left the Mating Ritual, and his native land, and has not gone back since.
Over the course of his life, he has fought, killed, saved, and destroyed more people than any roving band of mercenaries, and his reputation grew to the level of underground. If you needed him, he was there, and when you didn't want him there, he was there. However, a pattern emerged over the years for those who frequently worked with him. He wasn't asking for money, equipment, or even supplies, he kept asking for favors. When asked to do a task, he would simply say; "I do this, you owe me a favor."
Why he is collecting favors, no one knows. It is worrying a few people, as they know he is usually not the most subtle of creatures among Emoria. A few have deemed it to suspicious, and have hired other mercenaries to either find out the reason he is being paid in favors, or kill him before he can collect. One way or another, no one knows, and he refuses to tell anyone about them.
Age: 29
Gender: Male
Occupation: Wandering Mercenary
Skills: Jarileh is accompanied by an assortment of skills that he has managed to hone over the years.
Linguistics: Jarileh has learned all but the most illusive languages in his short life due to a promise to himself to never let himself be counted out of the conversation.
Fighting Prowess: Jarileh is fluent with all close combat weapons. Things such as elemental magic and archery are not among his armory.
Poison-Tasting: A skill that all Durake are born with. Their forked tongue allows them to taste for poisons safely, but not ingest them.
Cultural Magic Red: As stated before, enhanced reflexes and strength along with several side effects/bonuses, such as enhanced situational awareness and increased temper.
Cultural Magic Blue: As stated before, the hardening of the skin along with several side effects/bonues such as clarity of thought, and serenity.
Swimming: Living on islands, a Durake has to be a good swimmer lest they be dragged out to sea and forever forgotten.
High metabolism/Healing rate: High metabolism means they can process foods and other chemicals in their body at twice the rate of a regular human's. The healing rate is accelerated as well, to about half the time it takes a human to heal. Due to these conditions, a Durake's natural life only reaches 55 on average, and they need to eat twice as often as other species in order to keep up with said metabolism.
World-space: The Durake derive from the Islands of Triarch. These islands are primarily volcanoes with little vegetation, but dense in volcanic-dwelling beasts. Ash often clouds the air and soil, and the only real liveable areas of the islands is near the coast where sparse trees and vegetation grow along with the small wildlife. The plants are nearly all poisonous, and the animals have parts in there that are lethal if ingested. The islands are hard to look upon, let alone live on, and kill off those who are not accustomed to the ways of the climate. It takes a special build to survive on these islands, with the heavy mix of ash and poisonous clouds from toxic plants that are disrupted. Barren, destructive, ugly, and home to the Durake.
Allies: TBA
Enemies: TBA
Religion/Deity(s): Geroth the Ritual Maker
Last edited by quakernuts on Wed Oct 06, 2010 11:25 pm; edited 1 time in total
quakernuts- Poltergeist
- Join date : 2009-09-19
Posts : 702
Age : 32
Location : Sask. Canada
Re: Emoria: Information
Character Name: Reyabel Garrin
Species/Race: Breale
Physical Description: Reyabel at one time had long flowing blond hair. It has now been cropped short because she no longer has the means to care for it, and it gets in the way. She is of medium height, about 5’7’’, and about 150 pounds. She has the build of a fighter, but years of non-use have made her weak and clumsy. She has sparkling green eyes, and a beautiful smile, though she never smiles anymore.
Age: 23
Gender: Female
Occupation:Before the attack she was a lowly priestess of Zin, one of many who cared for the gardens surrounding the great tree.
Biography: Reyabel was born in Zin, and trained as a Breale healer. She took up the position of priestess at a young age, and had been serving the gardens of the great tree for many years. She did her duties and never strived for more than what she had, though when she was younger she used to feint sword fighting with her older brother. Violence is condemned in Sretin, so the habit was squashed out of her quickly. Who had known that it was the very habit which would save her life.
most info below was created by Sighlent
General: A born blessing of the four elements, the Sretin Provinces are among the organically richest in the world and thus far the leading suppliers in fruits, vegetables, and livestock. With wide scale farmlands that lead from the edge of the capital city Zin, which is located towards the very east upon a cliff overlooking the Talonian Ocean, 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 with several small forks and then one larger fork that curves south of Zin and north of the cliff that Zin resides upon flowing directly into the Sea.There are currently only three cities within the Sretin Provinces and of those three the capital, Zin, is by far the most beneficiary as the head factor to the Provinces. The other two, Aom and Candridge are typically the working hands that keep the Provinces so wealthy. Aom is home to the largest livestock ranch in the known world, wherein Candridge is home to the largest produce farm.
Zin: Zin was the first of the three cities founded, and was established by Diedric Sretin (said to be one of the first of the Breale). The city is built on top a slopping hill that leads off into a cliff that overlooks the Talonian Ocean, and features architecture that would closely resemble Gothic cathedrals in our society of today (reference the Notre Dame de Paris for an example of said architecture). White towers of fine marble and stained glass windows composed of many different colors that truly bring the city to life with the vibrant characteristics that the Breale are typically known for. Although the castle is one of the largest, oldest, and finest establishments in the Provinces, within the center of the city stands something far greater and older still. A single oak tree. The tree stands about 4 stories high and looks completely normal save for the fact that the trunk is of the purest whites and the leaves are the shade of a vibrant and rich gold. The tree was planted in remembrance of the day that the Providences were founded wherein all of the Breale swore to live lives of peace and love rather than a lives of war and sorrow that so often could be found around Emoria. With the heralding of the great ceremony all of the Brealen gathered around this great tree, but a seed at the time, and with this promise of peace awoke the sleeping giant that came to life within that second and grew to be the fierce oak that still thrives on today.
Aom: Located towards the west of Zin, Aom isn't as grand as the Provinces' Capital, but it is all the same a beautiful city. About half the size of Zin, it is the second largest city and home to the Harvest Festival - a huge celebration every four years in relation with Quendi, wherein all peace treaties and negoations are reinstated. When it comes to architectural design, it is much the same as with Zin only less dramatic and sized down quite a deal. There are stalls all on the outskirts of the city wherein the live stock is kept for certain puposes such as breeding and slaughter and then from there on the city moves inward metting around a giant square that better serves as the market.
Candridge: Located north west of Zin, Candridge is much the same as Aom only slightly smaller however much, much richer and green! Not much is particularly important about Candridge save for the fact that they're surrounded by literally thousands of acres of fields of crops all of which are dotted with various houses in relevation to each particular plot of land.
Racial Breakdown: Saying Breale is as easy as saying "bre-ail" only difference being when you pronounce the "bre-" roll your tongue lightly as you would in a Spanish course. It makes it sound more exotic in my opinion. Ok now further into who and what the Breale are! A Breale is first and foremost a healer, and secondly they are gifted with possessing great abilities bestowed upon them through nature.
If you will, think them as the hippies of this world, in that they're devout beings of peace, and yet still festive and bright and yes they are quite famous for the herbal weed known as 'flor' - the 'r' is practically silent - and it is often used typically as a medicinal herbs by the Breale. Flor is very well known across the map and the usage of it for pleasure is quite often however too much of it is ill advised due hallucinatory side effects...among other things.
Abilities: Able to heal the simplest wounds by using the earth to extend one's own life force and transferring it to another in need. It is very dangerous however, the Breale are taught since birth how to harness this power and know well enough of their own limitations.
* The Breale have a suppressed ability to take strength from their enemy. It is the reverse of their healing power, a power to weaken their enemy while giving them a short burst of strength, no more than a few minutes long. With the strength comes any sicknesses, physical or mental, that the person might possess. These also go away within minutes, but the enemy is weakened for much longer. This skill was suppressed by the peace-loving Breale and quickly forgotten. None living now know of it.
Religion/ Deity: They do worship a single deity whom they call Mira but Mira is more or less the spirit of the earth, mother nature herself. As there is no specific term for their religion those who do refer to Mira are often known as simply the Divine.
What is Mira: Mira is the earth, The spirit of Emoria. She is NOT a person. She is an essence. A great power that moves the seas and heralds the seasons.
Mira to the Breale: Emoria has thus far been portrayed as a world of war and violence, and whether unbeknown or known to them Mira grew tired of being used for such. So, by way of will and the great power that allowed her to create the towering mountains and winding rivers she took the greater two species (Elvin kin and humans) and together molded the first of the Breale. They would be of both worlds and able to walk among them belonging to both while at the same time being of their own people. They would be the peace keepers and healers meant to undo the centuries of damage done to her and one another.
*alteration by Ryona
Last edited by Ryona Noel on Sat Oct 09, 2010 2:30 pm; edited 2 times in total
Gadreille- ★ Administrator ★
- Join date : 2009-07-26
Posts : 5277
Re: Emoria: Information
Username: Eternity
Character Name: Amala Qep'Ze Ehm
Species/Race: Apahov | Pronounced: Apahov (Ah-pa-ōv) | The people call themselves Weavers for the most part
Physical Description:
Body- She stands about 5'6, average human height for a female. Her skin is rather tanned, naturally in the manner of a slight olive tone, though when the light strikes her skin, she has a strange golden touch to her as most of her race does. She is lean, from running and the training that her people go through at an early age to better themselves in survival and aid within their tribe. Her strongest areas are her upper arms and upper legs. Her core is rather untrained, but Amala is in no way out of shape. She has no scars, save for one upon her outer left ankle. Things about her body that differ her people from humans are evident though. One such beyond the Apahov golden and bronze touch, is nails. Her nails grow in golden, and are smooth and glass-like though near impossible to break. Apahov file their nails on stones, and it is usually the best way to find an Apahov's trail is by finding scratched rocks or trees. Their palms and fingers do not bear fingerprints in the way humans do, but instead are engraved with unique symbols into their skin just as deep as a fingerprint and palm marks. Usually these markings on the hands and feet are signs of what family an Apahov descended from. Amala's palms have been tattooed along the deepest ridges of her palms, so the inside of her hands bear a design on the outsides of her palms that curves around the edge of her hand and is echoed through the rest of the lining in her hand. Also, another sign, is that sometimes her skin can appear rippling or as if it is wrapped over coils. Usually this is a sign of illness, weakness, or loss of control over their abilities.
Face/Head- Amala's face is regarded as one of beauty amongst her tribe. Her softer features and gently sloping jaw line are admirable. Her nose is small, with a rather feminine bridge and rounded tip. Full lips are naturally a shade of rich reddish violet, with the upper lip more prominent than the lower. Her eyebrows are thin and black, easily accentuating of her emotions when she wears them in plain view. Her eyes however are probably the most unusual of her features. While human in shape of iris and whatnot, they are unique no less. Her iris' background is dark- like most Apahov. Her own are specifically a shade of dark dark burgundy. Within her iris though, are a series of circles that form a ringlet of small circles within her iris. They circle around the black pupil, and contain the lightest pigments of her eyes. The circlet in her eyes is a shade of bright cerise with silvery flecks along the edges of the circles. But also, her eyelids over her eyes appear almost charcoal gray in color, and the insides of her eyelids are an equal color. this gives the appearance of eyeliner or shadow, but only to a certain degree. Her lashes are also unique, in the manner that they are very feather-like. In that, her lashes like most Apahov are able to stick together and when not messed with create a smooth edge that can collect water or protect the eyes from whatever may fall. If an Apahov ran their nails through their lashes, they would disconnect and look more like a humans. The bottom lashes do not connect as easily and look more human for there are less of them. Amala then adorns a head of long black hair that is somewhat silky and yet tougher than normal hair. Hers is pulled back with one full piece that crosses her forehead and wraps around her left cheek while not once covering her eyes. From the back, it is pulled into something like a high bun, that then drops into a long black braid that hangs down to the middle of her back. Completely undone, Amala's hair falls to be along her thighs. Apahov ears are almost elven in appearance, as her tips are pointed. Her ears also are closer to hear head, and do not stick out much. The edges of her ears are gold, and her lobes appear a bit silvery like her eyelids. The lobes are detached, and almost pointed. Most men wear plugs in their lobes, and women wear smaller plugs, or bars, but Amala instead wears more normal ear embellishments.
Attire-
Base Outfit:
-Beige chest wrap with halter-straps
-Beige shorts that are just shorter than her armor shorts
Over-clothes:
-An outfit that is woven of dyed sienna reeds and leather. Water Woven- it gives it a snug fit against her form and withholds very well from physical damage. It is a pair of shorts that fall to the center of her upper legs, and a top that has a turtleneck and is sleeveless. The appearance and texture is leather, but on the edges and seams the leather parts and the sides, neck, belt-line, and upper back as well as sleeves can be seen as woven pieces of tight reed that has a hint of green to it, and with it one can note that the outfit she wears is rather shiny in appearance, as if always wet. That is the note of water woven armors.
-A dark red water-woven sleeveless jacket of reeds. It ties in criss-crossed fashions over the front, leaving the front of her outfit able to be seen. The back of the back covers her down to just above her knees. Because it is fully woven of thick reed and water, it has a coarser, tough appearance and texture to it.
-A burgundy cloth wrap of sorts that is worn over the head like a bandanna. The edges are woven with small silvery beads hanging from them, the beads which create a diagonal line from the top of her head down to just over her right temple. The wrap leaves her forehead and the back of her hair visible, tying beneath her bun and underneath her braid.
-Dark chocolate colored water-woven bracers that reach from her wrist to the inside of her elbow. Along the top of them is painted her family's print- the design that is tattooed and engraved naturally into her palm.
-Dark chocolate colored water-woven greaves that reach from her ankle within her boots up to her knees. They extend out of her boots, and leave only a few inches between her upper knees and where the bottom of her shorts begin.
Shoes:
-Black leather boots that come to the middle of the shin. They bear a slight heel to them, but nothing large that would make walking or running through tough terrain difficult.
Accessories:
-2 Beige belts of aged leather that hug her waist and have belt loops for a belt or other purpose. One of the belts does not have loops, but instead three pouches- one on each hip and one in the front.
-Bracelet over her left wrist that has an eagle down feathers tied into it.
-A choker over her turtleneck that consists of oblong beads shaped of a panther's ribs. Every other one is painted black or bleached, so it creates a black white pattern.
-Earrings that are made of painted, stained bamboo and unlike normal earrings, are wooden shapes that have a slot for a needlepoint to go through. They are put to the lobe, and then a fine needle of black oak is then slid through one hole, then the lobe, and then the other hole. Because one end of the needlepoint is larger than the other, if inserted correctly, they are secured and do not come undone easily.
Weapon:
-Beads- Beads are a weapon type unique and commonly used amongst the Apahov. It is a strap of leather with several small easy snap hooks that rarely ever comes undone on its own but is easy to undo by hand. There are four hooks throughout the length of leather. On this leather strap, there are fifteen metal beads that are the size of marbles, and then a varying number of daggers. Amala has four small knife-blades on her band. These knives are about six inches in length, and have no handle. Instead, they are pointed on both ends and have an oblong hollowed out center on which they hang on the leather strap. The band goes around the waist, and the blades hang over the waist.
Her beads are made of hematite, fifteen in number, and her daggers are six inches long, four in number.
----
Character Bio: -will edit-
----
Age: 35 {It's about the equivalent of 20 in human lifespan comparison, as they age slower than normal beings do}
Gender: female
Occupation: Weaver | Medic :
As a Weaver, Amala is an armor maker. She makes leather and reed armor (and some of other things depending on materials given). She provides wind and water woven armor for the Warriors of her tribe, and is easily one of the best at armor making though it is definitely a time-consuming task unless she simply sits and dumps all of her time and concentration into it.
As a Medic, Amala is learning a newer skill that had once been forgotten by her people. She's learning to use her weaving abilities to stitch wounds and halt or slow bleeding. Because she is so new at it, and has not had a lot of practice, she is quite nervous about doing it, but under pressure, she can offer her aid however she can.
Skills:
-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. The things woven with elements are much stronger and more durable to certain things than normal armor or things.
-Fighting- Amala has learned from her childhood and training how to fight using her set of beads. Fighting amongst the Apahov is an art and a battle all at once. It takes focus, inner control, and their existent abilities. While some Warriors weaker to the ability of weaving choose to fight by hand and sword, most fight using Beads- a far greater challenge than hand to hand or close combat.
-Gathering- Amala has always traveled with the children of her tribe and been a helper of the gatherers. She knows how to find fruits, berries, nuts, and other edibles amongst the wild, though she does not like to hunt unless she has to.
-Outspoken- Amala is fearless in conversation. And while her people tend to differentiate women from men, she refuses to be sat away where her opinion is quieted. She is fiery and loves nothing more than to do all she can for whatever purpose falls before her.
World-space: Miran Isles-
Seven small islands on the inner western edge of Arcona.
Example: Amala lives on the largest of the islands, upon the center mountain. This island is called Ramadi, the Gray Isle. It is known for this for its tall mountain and great amounts of rocks and mineral formations. The homes are all upon a thick shelf that juts out from the side of the mountain and overlooks the western edge of Ramadi, as well as can see just faintly the land of Arcona in the distance. The homes are formed in the manner of elaborate huts that are shaped like domes. The people are very intellectual and yet they are also very strict upon their beliefs and ideals. The society is built around the foundations of tradition and magic, and it is obvious in the way that the center of villages are populated by larger huts or more lavish housing, while the outer edges and scattered homes amongst the beaches and forests are smaller and filled by people who are less likely to have the pronounced or best of their abilities. Amala's home is within a larger hut with the Sintag, the leader of their tribe.
Username: Eternity
Character Name: Zafir Qep'Zu Key
Species/Race: Apahov
Physical Description:
Body- Zafir is lean, and toned to quite some definition. Like Amala, he has a natural tan skin tone, save for his skin is bronze in the light. His muscles are wiry, and fits well against his height of 6 feet and 3 inches. His abdomen is long, and his legs are longer, giving him a very limber appearance. His hands are callous from hunting, fishing, and teaching younger boys how to make their Beads. Upon his palm is tattooed the engraving print of his family crest within his palm. The design is like the others, in that it is tribal in shape and design and is marked upon some of his things to show his family line. His fingernails are rather blunt, and not very long, but grow in a shade of copper which is unusual to some degree amongst the Apahov. As far as scars go, he only has a few. A few marks on his lower back from a challenging scuffle he had with a panther, and several along his chest from his lovable mate-to-be, Amala. Tattoos, he has one, and it is the mark of Sinbao upon the back of his neck. He had this tattoo done when the Sintag chose him to be the next Leader and to wed his daughter Amala in the future. The mark of Sinbao is a great honor, and the only other person who has such a tattoo is the Sintag himself.
Face/Head- Zafir has a lean, gaunt face. His eyes are somewhat narrow, and piercing by all means. His eyelids are coppery and his lashes a shade of dark maroon. His iris' background is an off shade of midnight blue, while the circles that ring around his pupil are a shade of brilliant azure. His brows are arched, and form a good amount of strong expressions using the thinner inner brow compared to the slight thickness it gains on the outer edge. The brows are shaded as his hair is, which is a shade of rosewood- or a very earthy dark reddish brown. His nose bears a slender bridge, with a rounded tip and a smooth overall shape. It falls over his lips, full and shaded to be a reddish brown shade of carnelian (imagine a shade of brown with red tints and lightened up enough to be a shade of lipstick). His face bears no dimples or sign of baby fat whatsoever. His jawline is almost Roman in appearance, with a strong and visible structure that makes him rather handsome and again compliments his strength in appearance. His hair is long and the same shade of rosewood as his brows, and is tied up into a ponytail that lets his hair flow down to the center of his back. At his widow's peak, a few tendrils of his smooth hair fall from the ponytail to curtain along his cheeks and dance over his forehead. His ears are peaked like the Apahov, and bear a coppery tint to them. Again, they are close to his head and his lobes are as well slightly pointed.
Attire
Base Outfit-
-A pair of long rust-colored leather pants woven by his mother with water. Thus, they are given that slightly wet sheen to them as well. They have a lace-up spot where the zipper/button would lie, and the ties are tucked into the pants. They also have pockets sewn into the front sides of the outer thighs, where normal pockets lie. They fall in a boot-cut fashion, and are made long for his height and stature.
-A cotton white quarter-sleeve top that hugs his skin very well and has a low "V" neck that goes to the middle or bottom of his chest.
Over-clothes-
-Rust colored vest that hangs open over his front. It is woven of wind, and is leather. As well, it has two pockets, one on each side of the bottom, nearest the hips or sides of the abdomen. The vest's length ends just before the shirt does, and that line falls only about two inches below his pants' belt line.
-Water-woven bracers of leather that are rust colored in appearance. They have the wet sheen to them. As well, they carry Zafir's palm mark on them. They are shorter than Amala's, instead only starting at his wrist and being about four inches in length- like cuffs almost.
-Fingerless gloves of a dark chocolate shade that are woven of wind. The fingers only extend to the first knuckle, leaving the majority of the finger, or at least half of it, unveiled. The glove begins an inch up from the wrist, an unusual starting place, but is secure no less and the palm hooks to the bottom side of the bracer to keep the glove on and in place regardless.
Shoes-
-A pair of dark chocolate leather boots. Flat, and with ridges engraved into the bottom for better grip during running. They come up a few inches above the ankle, with a cut down the center over a piece of leather with a softer cloth inside. The laces come up there, and are wrapped around the boot several times before it is tied over the front.
Accessories-
-Black solid hook earrings made of stained black panther bone
-Loose leather necklace with a single marble-sized bead of amethyst on it's end, having belonged to his elder sister who passed away.
Weapon-
-Beads: Zafir's beads consist of 10 rough, stone beads, and three long blades that reach almost two feet in length, averaging about 20-21 inches. One of the daggers is uniquely shaped like an "S" almost in the manner of saying it has hooks on both ends with a straighter center. He keeps his beads around his waist, the band looped into the back loops of his pants, while the front hangs over his waist.
Character Bio: -will edit-
Age: 50 {Equivalent of 27 in human age}
Gender: male
Occupation: Hunter | Warrior
As a Hunter, Zafir is one of the fastest and strongest of the Hunters. He grew up with the intention of becoming a warrior, but also aiding in the path of his brother Yazo who became a Hunter alone. As well, he was given the path of a Warrior- Warriors being the powerful Apahov fighters who are trained in intense combat to protect their people and themselves using the art of Weaving.
Skills:
-Fighting
-Hunting
-Surviving on minimal supplies
-Being cold when he needs to be (and sometimes when he doesn't)
-Being an idol for the Apahov people to look forward to in a Sintag
-Good speaking skills when he chooses to open his mouth and say something nice
World-space Miran Isles
Example: Zafir lives on the western beach of Ramadi, where he can overlook the ocean. That side of the island is least populated, but as well meant for the less socially powerful people. Zafir chooses to leave in solitude there because he can train next to the ocean and in the crisp cool air freely. He believes that his home is his temple for which he hones his body and mind. His home is a hut that is something like half a dome. It is open, with no door and anyone passing by can look inside. He does this for the feeling of being able to escape should he need to. Also, Zafir grows honeysuckles in the earth where the sand ends. Beyond that, the beach is fairly open and the back of his hut faces the woods and mountain behind on the center of Ramadi.
_______________________________________________
Allies:
Enemies:
Religion: Sinbaoism. The worship of Sinbao, the prophet of ages past who was originally a human who made a pact with the Elements. He succeeded in said pact, and thus became the first Apahov. In the belief of Sinbaoism, Nature is praised, the blood and flesh of Emoria that offers them power. They believe that Sinbao was the first to bridge the gap, and took the world's power and made it so that every Apahov is born with power within them. There are other traditions and habits, which of course I will go into further detail later.
Governing Body: The Sintag. 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. He leads his people with iron will, and tends to be rather merciless when it comes to the crimes of others.
Character Name: Amala Qep'Ze Ehm
Species/Race: Apahov | Pronounced: Apahov (Ah-pa-ōv) | The people call themselves Weavers for the most part
Physical Description:
Body- She stands about 5'6, average human height for a female. Her skin is rather tanned, naturally in the manner of a slight olive tone, though when the light strikes her skin, she has a strange golden touch to her as most of her race does. She is lean, from running and the training that her people go through at an early age to better themselves in survival and aid within their tribe. Her strongest areas are her upper arms and upper legs. Her core is rather untrained, but Amala is in no way out of shape. She has no scars, save for one upon her outer left ankle. Things about her body that differ her people from humans are evident though. One such beyond the Apahov golden and bronze touch, is nails. Her nails grow in golden, and are smooth and glass-like though near impossible to break. Apahov file their nails on stones, and it is usually the best way to find an Apahov's trail is by finding scratched rocks or trees. Their palms and fingers do not bear fingerprints in the way humans do, but instead are engraved with unique symbols into their skin just as deep as a fingerprint and palm marks. Usually these markings on the hands and feet are signs of what family an Apahov descended from. Amala's palms have been tattooed along the deepest ridges of her palms, so the inside of her hands bear a design on the outsides of her palms that curves around the edge of her hand and is echoed through the rest of the lining in her hand. Also, another sign, is that sometimes her skin can appear rippling or as if it is wrapped over coils. Usually this is a sign of illness, weakness, or loss of control over their abilities.
Face/Head- Amala's face is regarded as one of beauty amongst her tribe. Her softer features and gently sloping jaw line are admirable. Her nose is small, with a rather feminine bridge and rounded tip. Full lips are naturally a shade of rich reddish violet, with the upper lip more prominent than the lower. Her eyebrows are thin and black, easily accentuating of her emotions when she wears them in plain view. Her eyes however are probably the most unusual of her features. While human in shape of iris and whatnot, they are unique no less. Her iris' background is dark- like most Apahov. Her own are specifically a shade of dark dark burgundy. Within her iris though, are a series of circles that form a ringlet of small circles within her iris. They circle around the black pupil, and contain the lightest pigments of her eyes. The circlet in her eyes is a shade of bright cerise with silvery flecks along the edges of the circles. But also, her eyelids over her eyes appear almost charcoal gray in color, and the insides of her eyelids are an equal color. this gives the appearance of eyeliner or shadow, but only to a certain degree. Her lashes are also unique, in the manner that they are very feather-like. In that, her lashes like most Apahov are able to stick together and when not messed with create a smooth edge that can collect water or protect the eyes from whatever may fall. If an Apahov ran their nails through their lashes, they would disconnect and look more like a humans. The bottom lashes do not connect as easily and look more human for there are less of them. Amala then adorns a head of long black hair that is somewhat silky and yet tougher than normal hair. Hers is pulled back with one full piece that crosses her forehead and wraps around her left cheek while not once covering her eyes. From the back, it is pulled into something like a high bun, that then drops into a long black braid that hangs down to the middle of her back. Completely undone, Amala's hair falls to be along her thighs. Apahov ears are almost elven in appearance, as her tips are pointed. Her ears also are closer to hear head, and do not stick out much. The edges of her ears are gold, and her lobes appear a bit silvery like her eyelids. The lobes are detached, and almost pointed. Most men wear plugs in their lobes, and women wear smaller plugs, or bars, but Amala instead wears more normal ear embellishments.
Attire-
Base Outfit:
-Beige chest wrap with halter-straps
-Beige shorts that are just shorter than her armor shorts
Over-clothes:
-An outfit that is woven of dyed sienna reeds and leather. Water Woven- it gives it a snug fit against her form and withholds very well from physical damage. It is a pair of shorts that fall to the center of her upper legs, and a top that has a turtleneck and is sleeveless. The appearance and texture is leather, but on the edges and seams the leather parts and the sides, neck, belt-line, and upper back as well as sleeves can be seen as woven pieces of tight reed that has a hint of green to it, and with it one can note that the outfit she wears is rather shiny in appearance, as if always wet. That is the note of water woven armors.
-A dark red water-woven sleeveless jacket of reeds. It ties in criss-crossed fashions over the front, leaving the front of her outfit able to be seen. The back of the back covers her down to just above her knees. Because it is fully woven of thick reed and water, it has a coarser, tough appearance and texture to it.
-A burgundy cloth wrap of sorts that is worn over the head like a bandanna. The edges are woven with small silvery beads hanging from them, the beads which create a diagonal line from the top of her head down to just over her right temple. The wrap leaves her forehead and the back of her hair visible, tying beneath her bun and underneath her braid.
-Dark chocolate colored water-woven bracers that reach from her wrist to the inside of her elbow. Along the top of them is painted her family's print- the design that is tattooed and engraved naturally into her palm.
-Dark chocolate colored water-woven greaves that reach from her ankle within her boots up to her knees. They extend out of her boots, and leave only a few inches between her upper knees and where the bottom of her shorts begin.
Shoes:
-Black leather boots that come to the middle of the shin. They bear a slight heel to them, but nothing large that would make walking or running through tough terrain difficult.
Accessories:
-2 Beige belts of aged leather that hug her waist and have belt loops for a belt or other purpose. One of the belts does not have loops, but instead three pouches- one on each hip and one in the front.
-Bracelet over her left wrist that has an eagle down feathers tied into it.
-A choker over her turtleneck that consists of oblong beads shaped of a panther's ribs. Every other one is painted black or bleached, so it creates a black white pattern.
-Earrings that are made of painted, stained bamboo and unlike normal earrings, are wooden shapes that have a slot for a needlepoint to go through. They are put to the lobe, and then a fine needle of black oak is then slid through one hole, then the lobe, and then the other hole. Because one end of the needlepoint is larger than the other, if inserted correctly, they are secured and do not come undone easily.
Weapon:
-Beads- Beads are a weapon type unique and commonly used amongst the Apahov. It is a strap of leather with several small easy snap hooks that rarely ever comes undone on its own but is easy to undo by hand. There are four hooks throughout the length of leather. On this leather strap, there are fifteen metal beads that are the size of marbles, and then a varying number of daggers. Amala has four small knife-blades on her band. These knives are about six inches in length, and have no handle. Instead, they are pointed on both ends and have an oblong hollowed out center on which they hang on the leather strap. The band goes around the waist, and the blades hang over the waist.
Her beads are made of hematite, fifteen in number, and her daggers are six inches long, four in number.
----
Character Bio: -will edit-
----
Age: 35 {It's about the equivalent of 20 in human lifespan comparison, as they age slower than normal beings do}
Gender: female
Occupation: Weaver | Medic :
As a Weaver, Amala is an armor maker. She makes leather and reed armor (and some of other things depending on materials given). She provides wind and water woven armor for the Warriors of her tribe, and is easily one of the best at armor making though it is definitely a time-consuming task unless she simply sits and dumps all of her time and concentration into it.
As a Medic, Amala is learning a newer skill that had once been forgotten by her people. She's learning to use her weaving abilities to stitch wounds and halt or slow bleeding. Because she is so new at it, and has not had a lot of practice, she is quite nervous about doing it, but under pressure, she can offer her aid however she can.
Skills:
-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. The things woven with elements are much stronger and more durable to certain things than normal armor or things.
-Fighting- Amala has learned from her childhood and training how to fight using her set of beads. Fighting amongst the Apahov is an art and a battle all at once. It takes focus, inner control, and their existent abilities. While some Warriors weaker to the ability of weaving choose to fight by hand and sword, most fight using Beads- a far greater challenge than hand to hand or close combat.
-Gathering- Amala has always traveled with the children of her tribe and been a helper of the gatherers. She knows how to find fruits, berries, nuts, and other edibles amongst the wild, though she does not like to hunt unless she has to.
-Outspoken- Amala is fearless in conversation. And while her people tend to differentiate women from men, she refuses to be sat away where her opinion is quieted. She is fiery and loves nothing more than to do all she can for whatever purpose falls before her.
World-space: Miran Isles-
Seven small islands on the inner western edge of Arcona.
Example: Amala lives on the largest of the islands, upon the center mountain. This island is called Ramadi, the Gray Isle. It is known for this for its tall mountain and great amounts of rocks and mineral formations. The homes are all upon a thick shelf that juts out from the side of the mountain and overlooks the western edge of Ramadi, as well as can see just faintly the land of Arcona in the distance. The homes are formed in the manner of elaborate huts that are shaped like domes. The people are very intellectual and yet they are also very strict upon their beliefs and ideals. The society is built around the foundations of tradition and magic, and it is obvious in the way that the center of villages are populated by larger huts or more lavish housing, while the outer edges and scattered homes amongst the beaches and forests are smaller and filled by people who are less likely to have the pronounced or best of their abilities. Amala's home is within a larger hut with the Sintag, the leader of their tribe.
_____________________________________________________________
Username: Eternity
Character Name: Zafir Qep'Zu Key
Species/Race: Apahov
Physical Description:
Body- Zafir is lean, and toned to quite some definition. Like Amala, he has a natural tan skin tone, save for his skin is bronze in the light. His muscles are wiry, and fits well against his height of 6 feet and 3 inches. His abdomen is long, and his legs are longer, giving him a very limber appearance. His hands are callous from hunting, fishing, and teaching younger boys how to make their Beads. Upon his palm is tattooed the engraving print of his family crest within his palm. The design is like the others, in that it is tribal in shape and design and is marked upon some of his things to show his family line. His fingernails are rather blunt, and not very long, but grow in a shade of copper which is unusual to some degree amongst the Apahov. As far as scars go, he only has a few. A few marks on his lower back from a challenging scuffle he had with a panther, and several along his chest from his lovable mate-to-be, Amala. Tattoos, he has one, and it is the mark of Sinbao upon the back of his neck. He had this tattoo done when the Sintag chose him to be the next Leader and to wed his daughter Amala in the future. The mark of Sinbao is a great honor, and the only other person who has such a tattoo is the Sintag himself.
Face/Head- Zafir has a lean, gaunt face. His eyes are somewhat narrow, and piercing by all means. His eyelids are coppery and his lashes a shade of dark maroon. His iris' background is an off shade of midnight blue, while the circles that ring around his pupil are a shade of brilliant azure. His brows are arched, and form a good amount of strong expressions using the thinner inner brow compared to the slight thickness it gains on the outer edge. The brows are shaded as his hair is, which is a shade of rosewood- or a very earthy dark reddish brown. His nose bears a slender bridge, with a rounded tip and a smooth overall shape. It falls over his lips, full and shaded to be a reddish brown shade of carnelian (imagine a shade of brown with red tints and lightened up enough to be a shade of lipstick). His face bears no dimples or sign of baby fat whatsoever. His jawline is almost Roman in appearance, with a strong and visible structure that makes him rather handsome and again compliments his strength in appearance. His hair is long and the same shade of rosewood as his brows, and is tied up into a ponytail that lets his hair flow down to the center of his back. At his widow's peak, a few tendrils of his smooth hair fall from the ponytail to curtain along his cheeks and dance over his forehead. His ears are peaked like the Apahov, and bear a coppery tint to them. Again, they are close to his head and his lobes are as well slightly pointed.
Attire
Base Outfit-
-A pair of long rust-colored leather pants woven by his mother with water. Thus, they are given that slightly wet sheen to them as well. They have a lace-up spot where the zipper/button would lie, and the ties are tucked into the pants. They also have pockets sewn into the front sides of the outer thighs, where normal pockets lie. They fall in a boot-cut fashion, and are made long for his height and stature.
-A cotton white quarter-sleeve top that hugs his skin very well and has a low "V" neck that goes to the middle or bottom of his chest.
Over-clothes-
-Rust colored vest that hangs open over his front. It is woven of wind, and is leather. As well, it has two pockets, one on each side of the bottom, nearest the hips or sides of the abdomen. The vest's length ends just before the shirt does, and that line falls only about two inches below his pants' belt line.
-Water-woven bracers of leather that are rust colored in appearance. They have the wet sheen to them. As well, they carry Zafir's palm mark on them. They are shorter than Amala's, instead only starting at his wrist and being about four inches in length- like cuffs almost.
-Fingerless gloves of a dark chocolate shade that are woven of wind. The fingers only extend to the first knuckle, leaving the majority of the finger, or at least half of it, unveiled. The glove begins an inch up from the wrist, an unusual starting place, but is secure no less and the palm hooks to the bottom side of the bracer to keep the glove on and in place regardless.
Shoes-
-A pair of dark chocolate leather boots. Flat, and with ridges engraved into the bottom for better grip during running. They come up a few inches above the ankle, with a cut down the center over a piece of leather with a softer cloth inside. The laces come up there, and are wrapped around the boot several times before it is tied over the front.
Accessories-
-Black solid hook earrings made of stained black panther bone
-Loose leather necklace with a single marble-sized bead of amethyst on it's end, having belonged to his elder sister who passed away.
Weapon-
-Beads: Zafir's beads consist of 10 rough, stone beads, and three long blades that reach almost two feet in length, averaging about 20-21 inches. One of the daggers is uniquely shaped like an "S" almost in the manner of saying it has hooks on both ends with a straighter center. He keeps his beads around his waist, the band looped into the back loops of his pants, while the front hangs over his waist.
Character Bio: -will edit-
Age: 50 {Equivalent of 27 in human age}
Gender: male
Occupation: Hunter | Warrior
As a Hunter, Zafir is one of the fastest and strongest of the Hunters. He grew up with the intention of becoming a warrior, but also aiding in the path of his brother Yazo who became a Hunter alone. As well, he was given the path of a Warrior- Warriors being the powerful Apahov fighters who are trained in intense combat to protect their people and themselves using the art of Weaving.
Skills:
-Fighting
-Hunting
-Surviving on minimal supplies
-Being cold when he needs to be (and sometimes when he doesn't)
-Being an idol for the Apahov people to look forward to in a Sintag
-Good speaking skills when he chooses to open his mouth and say something nice
World-space Miran Isles
Example: Zafir lives on the western beach of Ramadi, where he can overlook the ocean. That side of the island is least populated, but as well meant for the less socially powerful people. Zafir chooses to leave in solitude there because he can train next to the ocean and in the crisp cool air freely. He believes that his home is his temple for which he hones his body and mind. His home is a hut that is something like half a dome. It is open, with no door and anyone passing by can look inside. He does this for the feeling of being able to escape should he need to. Also, Zafir grows honeysuckles in the earth where the sand ends. Beyond that, the beach is fairly open and the back of his hut faces the woods and mountain behind on the center of Ramadi.
_______________________________________________
Allies:
Enemies:
Religion: Sinbaoism. The worship of Sinbao, the prophet of ages past who was originally a human who made a pact with the Elements. He succeeded in said pact, and thus became the first Apahov. In the belief of Sinbaoism, Nature is praised, the blood and flesh of Emoria that offers them power. They believe that Sinbao was the first to bridge the gap, and took the world's power and made it so that every Apahov is born with power within them. There are other traditions and habits, which of course I will go into further detail later.
Governing Body: The Sintag. 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. He leads his people with iron will, and tends to be rather merciless when it comes to the crimes of others.
Last edited by Eternity on Sun Sep 26, 2010 10:02 pm; edited 1 time in total
Eternity- Corporeal Spirit
- Join date : 2009-05-25
Posts : 3144
Age : 32
Location : SoBo, VA
Re: Emoria: Information
Username: THE COUNCIL OF STEWARDS OF THE MOUNTAINS OF NIGHT. (CSMN for short)
Character Name: Morgarath
Species/Race: Quasi-Immortal being
Physical Description: Morgarath is shorter than most humans, roughly five feet in height.He keeps his face mostly hooded, and rarely reveals it. His presence, however, is truly imposing, a feeling of a dark pressure all around him. Something about Morgarath himself seems shrouded in darkness, and shadows tend to behave unnaturally in his presence, seeming darker and more twisted. His eyes glow a bright yellow. They stare out of darkness with a terrifying intensity. His hands are usually covered by gloves of black silk and he carries a large unlabeled tome with him at all times.
Morgarath lacks a true physical body, but this avatar is how he chooses to appear most of the time. Some have noticed in his presence that he does not appear to breathe, and never eats or sleeps. It has even been supposed that the real Morgarath may be dead, and that the current incarnation is a vengeful ghost or imposter. Regardless of his living or dead state, he is unbelievably dangerous.
Morgarath generally wears long flowing robes of an indeterminate material, though certainly of something more malleable than normal cotton. It seems to hover just above the surface of his body, mostly obscuring what is beneath it.
When Morgarath speaks, he does not have a booming, powerful voice, but rather one that simply demands attention. Somehow all his words seem whispered, as if speaking of secrets centuries old, but seem to worm their way through any other conversation, regardless of loudness. When he is thinking deeply, he often touches his chin or holds his hands crossed. He particularly likes music, though the things he keeps around to produce it are some of the most tortured souls in Emoria.
Character Bio: Under construction
Age: Unknown. Even the oldest historical accounts mention him somewhere, and Morgarath himself isn’t willing to divulge this.
Gender: Male
Occupation: Dra’neth ka Morgarath is his official title, though it has not been used in centuries. Some call him the Lord of the Black. He is content with simply “Morgarath” or “my lord Morgarath”.
Skills: Morgarath is THE most powerful practitioner of magic in Emoria. He is also one of a very few who remembers the old magics, and one of the very few who also control the shadows. While he is not restricted to shadow magic, he favors it very heavily, and many of his abilities are based from it. He also is capable of shadowwalking, essentially meaning he can teleport himself to anywhere there are many shadows. Because he is of both the shadow and material plane, Morgarath also possesses the power to travel from the plane of Shadows to the Material plane without a portal. This process can cause rifts in the fabric of the universe.
In addition to his unparalleled magical strength, Morgarath is simply very difficult to kill. In the past, there are legends of his disembowelings, beheading, and the like, both from heroes of the light and followers who decided to take his place. He has weathered them all, and still lives. While there may be a secret to killing him, none yet have discovered it.
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.
Allies: Many of the southern countries, some pirate clans
Enemies: Vatienne, Taurë Arda, Aendrel
Religion/Deity(s): Morgarath is worshipped as a god.
Governing Body: Tyranny, centered around himself
Local Species/Minions of Morgarath
Ordingaunt
Ordingaunt Origin
Ordingaunt are not a true species, nor are they truly living beings in the conventional standards of the word. In the dark reaches of the world, exist Shadow Veins, pits of black, shadowy matter from which crawl the Ordingaunt, the endless tide which composes the bulk of Morgarath’s horde. They are beings born of need, and tossed aside without care by their infernal master. Seemingly limitless in number, great swaths will toss themselves into the gates of oblivion, forcing foes into a battle of attrition that no force can hope to win against the screeching horde.
Ordingaunt Appearance
Ordingaunt have a body that speaks of their unnatural design. Standing on double jointed hind legs, a set of arms sprouts from their waist to balance and give them extra speed when their four limbs work in unison to propel them across the ground. Their upper half consists mostly of their bulky upper arms, ideal for grappling and scaling fortifications. Their head juts out of their chest sharply, and massive trios of tusks sprout out from the sides of their mouths, which are lined with rows of razor sharp teeth. Their skin comes in various shades of dirty, earthen brown, and it darkens the longer the Ordingaunt has survived.
Ordingaunt ‘Culture’
When left to their own devices, Ordingaunt are surprisingly harmless, finding refuge in caves, mines and in rarer cases, deep forests. Functioning in small herds, they carve out small areas for their own, and rarely stray from it, unless something threatens the group, in which case they will either fight the invader or flee in search of a new nest. Without the presence of an Orfardin, Ordingaunt are rarely dangerous to anything with proper combat training.
Ordingaunt Powers
Ordingaunt possess strength just below that of the average human male, making them fairly harmless in single combat. Their true strength lies in numbers, and in the fact that they do not need to eat nor sleep to function, capable of endlessly marching without the fatigue that plagues most armies. They also possess a natural instinct to arm themselves with whatever they can scrounge, making it a common sight to see some carrying tree branches whilst others are hefting axes, as Morgarath makes no effort to arm the tide.
Orfardin
(To Be Revealed)
Sythen
Origin
In a time long before the great wars of Illuria, and the great rise of shadow, there existed the Sythen, or as they were once know by the primitive species of the world, krisshauth. As thick as a man, and fast as a worg, krisshauth relentlessly slithered through the catacombs and pathways of the Mountains of Night, always seeking the necessary food to sustain them. Despite the absence of legs, they could easily scale up the sides of mountains, and tunnel their way through solid rock, thanks to the reptile’s naturally occurring earth magic, fastening their frames to the mountain or allowing them to push through solid stone as if it was loose sand.
When Morgarath claimed the mountains as his own, he saw the krisshauth and their power, and the dark lord deemed them fit for his designs. With a patience only a being of darkness could possess, he began to corrupt, and change the krisshauth into what would become the Sythen. Countless generations passed, and slowly, the serpents began to sprout arms, and move more upright, and their magical talents grew darker and more inspired by their corrupter.
As the first glimmers of sentience entered their mind, Morgarath appeared before them, announcing himself as their creator, and the great god that raised them out of savagery. He cast of their old title, and renamed them the Sythen, the children of Shadow. They believed his words, and drank the poison of his promises eagerly, learning great and potent dark magicks in exchange for their unwavering loyalty. Since their creation, they have worked tirelessly in his name, and are his most loyal of servants.
Appearance
Sythen still look much like their serpentine ancestors, their bodies barely humanoid enough to recognize the intent, but still more than mostly alien to the other species of Emoria. Their heads are broad and long, with thin ‘fin’ like crests sprouting out just behind their ear hole. They possess a forked tongue, although these have the disturbing ability to seemingly ‘fold’ into a single tongue, enabling them to speak common without difficulty should they be so inclined. Their upper torso resembles that of a human, save for the absence of any breasts and/or nipples, as the Sythen are of reptilian descent. They are covered in thick scales from head to toe, that range from light black, to ashen grey. Sythen have thin ‘fin’ crests on the top of their skull, which flare up when they are threatened and also when using their magic. These crests are often varying shades of crimson. Males also possess a set of crimson scales that runs down the center of their back, and is one of the few ways to tell the gender of a Sythen.
As a whole, Sythen rarely wear clothing, as they are most comfortable in their own skin, and there is really nothing to see, as all their reproductive organs are internal until in use, making clothing a truly pointless affair.
Culture
The Sythen live in large groups in the numerous cave systems of the MON, happy to move amongst ash fall and their own kind.
Fervent worshippers of the dark lord, the Sythen eagerly seek to gain his favour however they can, be it through the completion of his tasks, capturing of slaves, or even ritualistic sacrifice. Their prayers are spoken in a tongue no species can understand naturally, and it is not uncommon for people to feel…unsettled in the presence of a praying Sythen.
Despite their ‘evolution’, the serpents still breed slowly, an adaptation from their early existence they are incapable of overcoming. When a female Sythen is fertilized, she lays dozens of eggs, but most of these eggs serve as decoys. Two or three eggs will actually be fertilized, whilst the others are meant to simply increase the odds of those eggs surviving long enough to hatch. As such, Sythen do not practice ‘mate’ exclusivity, instead breeding freely with others to ensure the survival of the species as a whole. Most Sythen have what is known as a Melding, their equivalent to a marriage or a mating rite.
Melding occurs between Sythen pairs
Melding is a process which, through the use of the Sythen’s potent magicks, allows the Melded full access into their partner’s minds. The two become linked permanently, able to sense the thoughts of their partner, feel their emotions, some even capable of experiencing the pain and pleasure of their partner. Thanks to the Melding, despite the ‘unfaithful’ ways of the Sythen, it allows the two to truly feel connected unlike any other, and it is only amongst Melded that any ‘recreational’ sex occurs, as normally, Sythen simply lack the drive.
Powers
Under construction(suggestions are welcome, as I am drawing a total and absolute blank)
Liches
(To Be Revealed)
Sirens(working title)
(To Be Revealed)
Information to be updated as relevant.
Character Name: Morgarath
Species/Race: Quasi-Immortal being
Physical Description: Morgarath is shorter than most humans, roughly five feet in height.He keeps his face mostly hooded, and rarely reveals it. His presence, however, is truly imposing, a feeling of a dark pressure all around him. Something about Morgarath himself seems shrouded in darkness, and shadows tend to behave unnaturally in his presence, seeming darker and more twisted. His eyes glow a bright yellow. They stare out of darkness with a terrifying intensity. His hands are usually covered by gloves of black silk and he carries a large unlabeled tome with him at all times.
Morgarath lacks a true physical body, but this avatar is how he chooses to appear most of the time. Some have noticed in his presence that he does not appear to breathe, and never eats or sleeps. It has even been supposed that the real Morgarath may be dead, and that the current incarnation is a vengeful ghost or imposter. Regardless of his living or dead state, he is unbelievably dangerous.
Morgarath generally wears long flowing robes of an indeterminate material, though certainly of something more malleable than normal cotton. It seems to hover just above the surface of his body, mostly obscuring what is beneath it.
When Morgarath speaks, he does not have a booming, powerful voice, but rather one that simply demands attention. Somehow all his words seem whispered, as if speaking of secrets centuries old, but seem to worm their way through any other conversation, regardless of loudness. When he is thinking deeply, he often touches his chin or holds his hands crossed. He particularly likes music, though the things he keeps around to produce it are some of the most tortured souls in Emoria.
Character Bio: Under construction
Age: Unknown. Even the oldest historical accounts mention him somewhere, and Morgarath himself isn’t willing to divulge this.
Gender: Male
Occupation: Dra’neth ka Morgarath is his official title, though it has not been used in centuries. Some call him the Lord of the Black. He is content with simply “Morgarath” or “my lord Morgarath”.
Skills: Morgarath is THE most powerful practitioner of magic in Emoria. He is also one of a very few who remembers the old magics, and one of the very few who also control the shadows. While he is not restricted to shadow magic, he favors it very heavily, and many of his abilities are based from it. He also is capable of shadowwalking, essentially meaning he can teleport himself to anywhere there are many shadows. Because he is of both the shadow and material plane, Morgarath also possesses the power to travel from the plane of Shadows to the Material plane without a portal. This process can cause rifts in the fabric of the universe.
In addition to his unparalleled magical strength, Morgarath is simply very difficult to kill. In the past, there are legends of his disembowelings, beheading, and the like, both from heroes of the light and followers who decided to take his place. He has weathered them all, and still lives. While there may be a secret to killing him, none yet have discovered it.
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.
Allies: Many of the southern countries, some pirate clans
Enemies: Vatienne, Taurë Arda, Aendrel
Religion/Deity(s): Morgarath is worshipped as a god.
Governing Body: Tyranny, centered around himself
Local Species/Minions of Morgarath
Ordingaunt
Ordingaunt Origin
Ordingaunt are not a true species, nor are they truly living beings in the conventional standards of the word. In the dark reaches of the world, exist Shadow Veins, pits of black, shadowy matter from which crawl the Ordingaunt, the endless tide which composes the bulk of Morgarath’s horde. They are beings born of need, and tossed aside without care by their infernal master. Seemingly limitless in number, great swaths will toss themselves into the gates of oblivion, forcing foes into a battle of attrition that no force can hope to win against the screeching horde.
Ordingaunt Appearance
Ordingaunt have a body that speaks of their unnatural design. Standing on double jointed hind legs, a set of arms sprouts from their waist to balance and give them extra speed when their four limbs work in unison to propel them across the ground. Their upper half consists mostly of their bulky upper arms, ideal for grappling and scaling fortifications. Their head juts out of their chest sharply, and massive trios of tusks sprout out from the sides of their mouths, which are lined with rows of razor sharp teeth. Their skin comes in various shades of dirty, earthen brown, and it darkens the longer the Ordingaunt has survived.
Ordingaunt ‘Culture’
When left to their own devices, Ordingaunt are surprisingly harmless, finding refuge in caves, mines and in rarer cases, deep forests. Functioning in small herds, they carve out small areas for their own, and rarely stray from it, unless something threatens the group, in which case they will either fight the invader or flee in search of a new nest. Without the presence of an Orfardin, Ordingaunt are rarely dangerous to anything with proper combat training.
Ordingaunt Powers
Ordingaunt possess strength just below that of the average human male, making them fairly harmless in single combat. Their true strength lies in numbers, and in the fact that they do not need to eat nor sleep to function, capable of endlessly marching without the fatigue that plagues most armies. They also possess a natural instinct to arm themselves with whatever they can scrounge, making it a common sight to see some carrying tree branches whilst others are hefting axes, as Morgarath makes no effort to arm the tide.
Orfardin
(To Be Revealed)
Sythen
Origin
In a time long before the great wars of Illuria, and the great rise of shadow, there existed the Sythen, or as they were once know by the primitive species of the world, krisshauth. As thick as a man, and fast as a worg, krisshauth relentlessly slithered through the catacombs and pathways of the Mountains of Night, always seeking the necessary food to sustain them. Despite the absence of legs, they could easily scale up the sides of mountains, and tunnel their way through solid rock, thanks to the reptile’s naturally occurring earth magic, fastening their frames to the mountain or allowing them to push through solid stone as if it was loose sand.
When Morgarath claimed the mountains as his own, he saw the krisshauth and their power, and the dark lord deemed them fit for his designs. With a patience only a being of darkness could possess, he began to corrupt, and change the krisshauth into what would become the Sythen. Countless generations passed, and slowly, the serpents began to sprout arms, and move more upright, and their magical talents grew darker and more inspired by their corrupter.
As the first glimmers of sentience entered their mind, Morgarath appeared before them, announcing himself as their creator, and the great god that raised them out of savagery. He cast of their old title, and renamed them the Sythen, the children of Shadow. They believed his words, and drank the poison of his promises eagerly, learning great and potent dark magicks in exchange for their unwavering loyalty. Since their creation, they have worked tirelessly in his name, and are his most loyal of servants.
Appearance
Sythen still look much like their serpentine ancestors, their bodies barely humanoid enough to recognize the intent, but still more than mostly alien to the other species of Emoria. Their heads are broad and long, with thin ‘fin’ like crests sprouting out just behind their ear hole. They possess a forked tongue, although these have the disturbing ability to seemingly ‘fold’ into a single tongue, enabling them to speak common without difficulty should they be so inclined. Their upper torso resembles that of a human, save for the absence of any breasts and/or nipples, as the Sythen are of reptilian descent. They are covered in thick scales from head to toe, that range from light black, to ashen grey. Sythen have thin ‘fin’ crests on the top of their skull, which flare up when they are threatened and also when using their magic. These crests are often varying shades of crimson. Males also possess a set of crimson scales that runs down the center of their back, and is one of the few ways to tell the gender of a Sythen.
As a whole, Sythen rarely wear clothing, as they are most comfortable in their own skin, and there is really nothing to see, as all their reproductive organs are internal until in use, making clothing a truly pointless affair.
Culture
The Sythen live in large groups in the numerous cave systems of the MON, happy to move amongst ash fall and their own kind.
Fervent worshippers of the dark lord, the Sythen eagerly seek to gain his favour however they can, be it through the completion of his tasks, capturing of slaves, or even ritualistic sacrifice. Their prayers are spoken in a tongue no species can understand naturally, and it is not uncommon for people to feel…unsettled in the presence of a praying Sythen.
Despite their ‘evolution’, the serpents still breed slowly, an adaptation from their early existence they are incapable of overcoming. When a female Sythen is fertilized, she lays dozens of eggs, but most of these eggs serve as decoys. Two or three eggs will actually be fertilized, whilst the others are meant to simply increase the odds of those eggs surviving long enough to hatch. As such, Sythen do not practice ‘mate’ exclusivity, instead breeding freely with others to ensure the survival of the species as a whole. Most Sythen have what is known as a Melding, their equivalent to a marriage or a mating rite.
Melding occurs between Sythen pairs
Melding is a process which, through the use of the Sythen’s potent magicks, allows the Melded full access into their partner’s minds. The two become linked permanently, able to sense the thoughts of their partner, feel their emotions, some even capable of experiencing the pain and pleasure of their partner. Thanks to the Melding, despite the ‘unfaithful’ ways of the Sythen, it allows the two to truly feel connected unlike any other, and it is only amongst Melded that any ‘recreational’ sex occurs, as normally, Sythen simply lack the drive.
Powers
Under construction(suggestions are welcome, as I am drawing a total and absolute blank)
Liches
(To Be Revealed)
Sirens(working title)
(To Be Revealed)
Information to be updated as relevant.
Last edited by Guilty Carrion on Mon Aug 29, 2011 1:16 am; edited 2 times in total
Guilty Carrion- Poltergeist
- Join date : 2010-01-12
Posts : 856
Age : 33
Location : The Underdark
Re: Emoria: Information
Name: Caret Vanung
Race: Vangara
[A brief paper descripting the Vangara of Selton and their so called Blood Magic]
Physical Description: See the Vangara section for the general look of a vangara.
Caret is 24 years old, stands at 7’2, and weighs about 220 pounds. His hair is black and wiry, reaching his shoulders and is usually kept loose. He is strong and flexible, as all monks are, and usually don’t wield any other weapon than his trusty staff. Usually, he wears a vest of black leather and shorts, also made from the same leather. In addition he wears battle sandals which reinforce his feet, making him more agile, and a red loincloth, for no particular reason. His tattoos denote his rank and family, the Vanung.
Gender: Male
Occupation: Warrior Monk in the Seltonian national army.
Character Bio:
There is not much to say about Caret. He is a skillful warrior with a great potent in blood magic, he got a great sense of righteousness, but is cynical, and he knows how to follow an order.
Caret was born in the Vanung family, a Noble family. He was, after showing himself promising in blood magic, enlisted in the army as a warrior monk. And that’s about it. He has always been a Warrior Monk, and has therefore never been outside of Selton, as there have not been any wars in the last years.
Skills:
Caret is proficient in many types of blood magic; Blood crafting, blood weaving and blood mastery. He is also a very good staff fighter and can easily stand ground against several sword wielding opponents. His staff was made by a master Blood Smith, who enhanced its strength to that of steel. He then proceeded to weave it himself, to greatly increases his blood crafting.
Fluesopp- Mist
- Join date : 2009-09-07
Posts : 60
Age : 36
Location : in ur
Re: Emoria: Information
Character Sheet-
Username: Chainlinc3
Character Name: Xiana
Species/Race: Fae
Physical Description: She's a Fae. See the race's physical characteristics section for most details. Xiana is an exception to the norm in that she never differentiated; her glow remains the light blue of of youth. She's has yet to earn her wings, other than the first pair for reaching adulthood.
Character Bio: Xiana is a young adult by Fae standards, maybe twenty-something in human years. She has had very little experience outside the Citadel, only having spent a little over twenty years being able to leave it's safety. During this period, she's mostly just be the harvesting the world's latent magic, stockpiling it for future use while she got the lay of the land. She feels ready for a real challenge, to earn her wings, and to find something to relieve her boredom. She's currently affiliated with the Fae Vyron.
Age: 104
Gender: Asexual, like all Fae, but she identifies as a female.
Occupation: Wanderer? The Fae don't have a real concept of employment, other than a few within the Citadel.
Skills: She has the basic Fae abilities of flight, shapeshifting, and teleportation, as well as a sizable amount of mana to bend to her will. She does not, however, have any significant practice in controlling this magic, or efficiency in it's usage. As such, she can unleash blasts of energy and create fields of raw magic, but not much more complicated than that at the moment. She has a moderately detailed knowledge of geography; enough to keep from getting lost, but not so much that she can identify most geographical features..
(I'll probably add characters for the leaders of the three Fae clans, but I just don't have the inspiration for them quite yet)
World-space: The Fae Citadel is the center of Fae civilization, and it's only settlement. Geographically, it's to the south of Arcona, off the map below the central "bay." The easiest way to get there is to have one of the Fae transport you there.
Citadel (the city) is wide, blue and white platform of metal and crystal. In the center of the platform is the actual Citadel (the building and namesake of the city). It's rather fluidly shaped, something like this handy picture:
At the top of the tower is the meeting chambers for the Fae Ring, the Citadel's governing body. Most of the rest is academic-- the Fae have acquired quite a bit of knowledge over the years, and have documented most of it in their libraries. On the ground floor is a marketplace, the only one in the Citadel-- Known only as the Bazaar, it hawks the many and sundry rare goods that the Fae have either acquired or crafted over the years. Radiating outward from the Citadel, various residences, workshops, and meeting halls fill the platform, though none come anywhere near as tall as the Citadel. Surrounding the platform are four, verdant islands, referred to only as the Isles. The Northern Isle holds livestock that the Fae breed for their own entertainment, and for usage on the South Isle. The Southern Isle is an arena of sorts; a wilderness where the Fae release animals they've bred to see what survives. Initially, it was supposed to be a sort of nature reserve, a place where the Fae could commune with the natural world. Now, however, it's closer to a gladiatorial arena, particularly favored among the Fae Nocturne. The Eastern Isle is a fishery, catching and cleaning fish for consumption. The Western Isle is farmland, made fertile by the blessing of the Fae.
The food produced by the Isles is necessary due to the Citadel's large non-Fae residential population. Over the years, the Fae have brought many mortals to the Citadel whom they were fond of. The Citadel's magic elongates most lives by up to 50%; enough time for some of them to breed and lay the foundation for what is now a thriving community with representatives from almost every race and culture. While the mortals are not bound by Fae law in the same sense that the Fae are, they must still obey the core principles; violence in the Citadel is not tolerated, which has, over the years, resulted in a remarkably homogenous society. There are minor schisms between those of differing beliefs, and lingering racism effects a small minority, but it's far better than most places.
The Citadel was created over the years using the waste mana from the creation of new Fae. As energy radiated off, the Fae recaptured as much as they could and used it to support the construction of the Citadel. It's a slow process, but the expansion continues to this day.
Allies: While the Fae don't particularly have allies or enemies, due to the fact that each Fae is allowed a fair amount of freedom in picking it's own allegiance, most of them are on good relations with:
The Veloran- The Veloran practically worship the Fae due to their high levels of magical power, which makes it a rather pleasant place for them. As a result, many Fae would support this nation in battle if the need arose. While the Veloran are not a particularly evil race, most of the Fae enjoy having their ego stroked, which means that even the fickle Fae Nocturne tend to be friendly with them.
The Apahov- Many of the Fae are intrigued by the style of magic practiced by the Weavers. Some have experimented with the style themselves, to little success. Nevertheless, the Fae do harbor some affection for the Apahov people, if for no other reason than curiosity regarding the magic they wield. Furthermore, the Apahov are on good relations with the Veloran, which strengthens the bond along the premise of "My friend's friend is probably my friend." The Fae Nocturne are the exception to this relationship, considering the Apahov to be too "good" for their own tastes.
Enemies: Similar to how the Fae have factions they are mostly on friendly terms with, they also have factions they are more antagonistic towards. Namely:
Shienienaran Trading Confederation- The Veloran are hostile towards them, and a sub-faction of the Fae who are friendly with the Veloran also share this hostility. While this group has of a higher-than-average percent of Fae Nocturne (genocidal wars are right up their alley) it contains representatives of all three clans. To the Fae, this hostility is nothing personal, simply just that "the enemy of my friend is probably my enemy."
Religion/Deity(s): They are strictly atheist, preferring to take matters of morality into their own hands, rather than leaving them to some superior being.
Governing Body: They are ruled by the Fae Ring, which is described below!
The Fae Children (Aka: the Fae)-
Quick note, the race as a whole is called the Fae Children. If I mention a Fae child, I mean a young Fae, not just a singular Fae. So,
Physical Characteristics:
The Fae technically fall into the category of "non-living," with no actual matter as a part of them. Matter is to normal creatures as magic is to them; they are composed entirely of magic, and they derive all sustenance from it. This makes them rather vulnerable to magical disturbances, like direct spells (fireballs, lightning, etc)-- they have to counter the spell with one of their own, because taking even a small amount of magical damage will destabilize them and cause the mana they've stored up to erupt outward in a large explosion, killing them in the process. On the same note, they are magical powerhouses, able to unleash devastatingly powerful spells at a moment's notice, and able to overpower most indirect spells (shields, glamours, etc). Although they have no physical form, their enchantment is bound to a fragile crystal at the core of the Fae. If the crystal is destroyed, the Fae dies in the normal way. Also, due to their lack of true physical form, small tasks, like lifting a walnut, are the extent of their direct strength. 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. Due to the fact that only their silhouette is really visible, and that their body is consumed in a flare of magic on their death, very little is know about anatomy that their magic presents. The color with which they glow reflects their favored type of magic, which in turn reflects their personality. In their youth, their glows are not differentiated, and thus are a generic light blue. Despite these physical similarities, the Fae can recognize each other using each other's unique magical signature. Wing-like projections of energy protrude from the back of the Fae, and match the color of their glow. These wings are theorized to function like magical batteries, storing magic for future use. The number of pairs of wings varies according to certain events, see the Life Cycle section on how they acquire additional pairs (the first pair is obtained shortly after "birth"). On a final note, they (obviously) do not suffer from hunger, disease, old age, and only need to sleep after exerting themselves.
Origins:
Basically, they came into being the same way natural life did. Just as an interesting chemical was formed in some puddle somewhere that was able to make copies of itself, the Fae were formed as a side-effect of a spell cast centuries ago, an enchantment that was able to reproduce itself. From there, it multiplied and mutated until it achieved sentience, thus creating the first Fae. It's evolution, but with magic!
Clans:
Fae Vyron-
The Vyron are the first and largest clan of the Fae, and represent a sort of balance. They are mischief-loving, but also compassionate; destructive, but also creative. They support the status quo, almost regardless of what the status quo might be. Typically, they pass their time harassing mortals, and tend to bond with roguish types-- people who aren't inherently bad, but definitely aren't good.
Fae Illus-
The Illus are the smallest clan of the Fae, representing purity and honor. They are the typical do-gooders, and tend to side with like-minded mortals. The concepts of pain, death, and suffering are not only alien to them, but represent blasphemy against everything they hold true. They can often be found helping the helpless, defending the defenseless, saving small woodland creatures; you get the drill.
Fae Nocturne-
The Nocturne were initially formed by members of the Vyron clan who recognized how the Illus clan was throwing the world out of it's natural balance, and sought to balance it. They represent basically every vice and pleasure of the flesh imaginable; anger, lust, greed, gluttony, envy, it's all under the banner of Nocturne. Ironically, although they were formed in the name of balance, they now more than counter the influence of the Illus, and threaten to tip the scales in the other direction. They typically bond with criminals and murderers-- if there's a famous criminal or outlaw, it's a solid bet that there's a Fae helping him or her.
Life Cycle:
The Fae life cycle is relatively simple. From the moment they leave the Citadel to they day they are slain, they do nothing but meddle with the affairs of mortals. Depending on their affiliation, they may wish to hunt, help, or just harass the other denizens of the world, but they always are in search of bonds. When one of the Fae find someone they take a fancy to, they often decide to tag along-- the different clans of Fae obviously would take a liking to different kinds of people, but, nevertheless, they want to associate themselves with a mortal, for only by developing this relationship can they earn their wings. Every bond formed by the Fae, if it reaches sufficient strength, will grant them a pair of wings and allow them to stockpile additional magic in their bodies. The more experience one of the Fae becomes, regardless of it's number of wings, the more efficient it becomes at using it's magic-- so the Fae can become stronger by practice, or by bonding with mortals. The Fae also have a tendency to whisk those they have bonded with away to the Citadel when their life reaches an end, using the Citadels' latent magic to prolong their life.
Abilities:
Several abilities are "core" to the Fae. Namely, these are the ability to fly, to teleport (both themselves and others), and to shapeshift. Flying is the easiest of the three, as it is the normal means of short distance transport for the Fae-- it is practically instinctive. Teleporting takes a large amount of energy, is limited to going to and from the Citadel, and leaves the Fae in question exhausted for about 24 hours afterwords. Furthermore, the average Fae can safely teleport no more than two other people at once; if they overexert themselves, they run a high risk of killing themselves. Shapeshifting has no such side-effects, but it takes unusual power for a Fae to be able to switch forms within three hours of taking on its current one.
Reproduction:
The Fae are entirely asexual-- many believe them to be female because they often have very effeminate characteristics, but any gender identification is entirely the choice of the particular Fae. Reproduction is a long and arduous process for the Fae-- they need to mass an enormous amount of magic, enough to easily level a small city in the blink of an eye. After the month or so of harvesting raw mana necessary for a small team of Fae to acquire this quantity of energy, it must be "ignited" -- seeded with the enchantment that gives the Fae form. As the enchantment takes form, waves of magic burn off, causing massive devastation to the surrounding areas, meaning that the process is typically handled at sea. This phase continues for a little over a two years, during which the existing Fae must keep feeding the reaction with mana or else risk the creation of a Lesser Fae (see below). As the oceans became more and more populated by seafaring vessels, the Fae constructed a chamber for the process to safely take place in (this chamber was the first structure of what would eventually become the Fae Citadel). When the reaction finally settles down, a new Fae is born, but it will take another three decades before it is able to take on the form of a human or other species and is ready to leave the Citadel. This newborn Fae typically contains an infinitesimally small fraction of the energy that went into it's creation-- the rest was radiated harmlessly away. usually takes another fifty years before one of the Fae has fully differentiated and is considered full grown. There have been attempts to create more reaction chambers, but all the Fae powerful enough to create one respect that if the Fae bred more rapidly it would cause an imbalance of power and jeopardize their fragile position in the workings of the world. Currently, roughly 150 Fae are in existence, and with less than one "birth" a year, every death is sorely grieved. Most unnerving is the fact that the reactions seem to be taking longer and longer; if the problem isn't addressed, it could spell doom for the Fae.
The Lesser Fae are created when a reaction is cut short, and are more numerous than "true" Fae, numbering about 250. They also do not have the power of teleportation or shapeshifting, and do not explode when they are killed. The extent of an adult Lesser Fae's power is hurling a fireball or other elemental attack. Finally, their enchantment is so weak that they WILL eventually die "of old age" after about 400 years, because their enchantment destabilizes and they just kinda... vanish.
The Fae Ring:
The Fae Ring is the closest thing the Fae have to a governing body. They represent the elder Fae, those who have lived long enough and absorbed enough energy to pass the barrier in the entranceway to the Ring's chamber. If your confused, just roll with it-- I'll explain it in a second. The Fae Ring, when working together, is powerful enough to utilize the oldest relic the Fae possess-- the Crystal Crown. Legend says that the first Fae, after witnessing the growing schisms between fellow Fae, sacrificed itself to create the Crystal Crown. The Crown is a channel by which the Fae Ring can edit the spell that holds all Fae in existence. As such, rules enacted by a majority of the Fae Ring become unbreakable by any Fae-- they literally cannot break them in any way, unless the rule in question is later repealed. The Fae Ring is led by the three members of the High Council, who are the leaders of each of the Fae clans. They set the discussion topics for the Fae Ring, and can halt debates with a two-thirds vote if things are getting too tense. They are also the only Fae who can initiate the usage of the Crystal Crown; without at least one of the High Council backing it, it doesn't matter how many Fae Ring wish to pass a law, it's automatically denied. The first eight laws passed by the Fae Ring are referred to as the Sanctified Code, and are the most core laws of Fae civilization. They are:
1. No Fae with the power to single handedly cause irreversible damage to the outside world are permitted to exit the Citadel and it's surrounding Isles without forfeiting the excess power to be regained upon their return.
2. Fae will not attempt to band together in an attempt to violate the First Law.
3. If one of the Fae should come in violation of the First Law while outside the Citadel shall have it's power drained and stored until it is in compliance without he First Law.
4. Fae will not band together in groups of greater than 13 outside of the Citadel, no matter the cause.
5. No Fae shall turn its power against another Fae.
6. No Fae will violate the sanctity of life by creating lifeforms of their own.
7. No Fae will use magic within the Citadel and it's surrounding Isles with the intent of damaging or destroying the Citadel and it's surrounding Isles.
8. Any Fae who harbors ill intent against it's fellow Fae shall be confined within the Citadel proper.
Also, with a 90% vote, the Fae Ring can use the Crystal Crown to create a Beacon at a location they decide and determine it's area of effect (maximum of a ten mile radius). These Beacons allow the Fae to use a higher extent of their power outside of the Citadel, but only within the Beacon's range of influence-- it would only really effect maybe 20 or 30 of the most powerful Fae, but the rest wouldn't be powerful enough to exceed it's limits. The Beacon itself is very fragile and could easily collapse from a single attack. Finally, only one Beacon can exist at a time. Out of character, I will state that the Fae are never going to come anywhere close to a 90% vote unless you do something that they literally can't ignore, like if you attack and fail to seize the Citadel, and possibly not even then.
Username: Chainlinc3
Character Name: Xiana
Species/Race: Fae
Physical Description: She's a Fae. See the race's physical characteristics section for most details. Xiana is an exception to the norm in that she never differentiated; her glow remains the light blue of of youth. She's has yet to earn her wings, other than the first pair for reaching adulthood.
Character Bio: Xiana is a young adult by Fae standards, maybe twenty-something in human years. She has had very little experience outside the Citadel, only having spent a little over twenty years being able to leave it's safety. During this period, she's mostly just be the harvesting the world's latent magic, stockpiling it for future use while she got the lay of the land. She feels ready for a real challenge, to earn her wings, and to find something to relieve her boredom. She's currently affiliated with the Fae Vyron.
Age: 104
Gender: Asexual, like all Fae, but she identifies as a female.
Occupation: Wanderer? The Fae don't have a real concept of employment, other than a few within the Citadel.
Skills: She has the basic Fae abilities of flight, shapeshifting, and teleportation, as well as a sizable amount of mana to bend to her will. She does not, however, have any significant practice in controlling this magic, or efficiency in it's usage. As such, she can unleash blasts of energy and create fields of raw magic, but not much more complicated than that at the moment. She has a moderately detailed knowledge of geography; enough to keep from getting lost, but not so much that she can identify most geographical features..
(I'll probably add characters for the leaders of the three Fae clans, but I just don't have the inspiration for them quite yet)
World-space: The Fae Citadel is the center of Fae civilization, and it's only settlement. Geographically, it's to the south of Arcona, off the map below the central "bay." The easiest way to get there is to have one of the Fae transport you there.
Citadel (the city) is wide, blue and white platform of metal and crystal. In the center of the platform is the actual Citadel (the building and namesake of the city). It's rather fluidly shaped, something like this handy picture:
At the top of the tower is the meeting chambers for the Fae Ring, the Citadel's governing body. Most of the rest is academic-- the Fae have acquired quite a bit of knowledge over the years, and have documented most of it in their libraries. On the ground floor is a marketplace, the only one in the Citadel-- Known only as the Bazaar, it hawks the many and sundry rare goods that the Fae have either acquired or crafted over the years. Radiating outward from the Citadel, various residences, workshops, and meeting halls fill the platform, though none come anywhere near as tall as the Citadel. Surrounding the platform are four, verdant islands, referred to only as the Isles. The Northern Isle holds livestock that the Fae breed for their own entertainment, and for usage on the South Isle. The Southern Isle is an arena of sorts; a wilderness where the Fae release animals they've bred to see what survives. Initially, it was supposed to be a sort of nature reserve, a place where the Fae could commune with the natural world. Now, however, it's closer to a gladiatorial arena, particularly favored among the Fae Nocturne. The Eastern Isle is a fishery, catching and cleaning fish for consumption. The Western Isle is farmland, made fertile by the blessing of the Fae.
The food produced by the Isles is necessary due to the Citadel's large non-Fae residential population. Over the years, the Fae have brought many mortals to the Citadel whom they were fond of. The Citadel's magic elongates most lives by up to 50%; enough time for some of them to breed and lay the foundation for what is now a thriving community with representatives from almost every race and culture. While the mortals are not bound by Fae law in the same sense that the Fae are, they must still obey the core principles; violence in the Citadel is not tolerated, which has, over the years, resulted in a remarkably homogenous society. There are minor schisms between those of differing beliefs, and lingering racism effects a small minority, but it's far better than most places.
The Citadel was created over the years using the waste mana from the creation of new Fae. As energy radiated off, the Fae recaptured as much as they could and used it to support the construction of the Citadel. It's a slow process, but the expansion continues to this day.
Allies: While the Fae don't particularly have allies or enemies, due to the fact that each Fae is allowed a fair amount of freedom in picking it's own allegiance, most of them are on good relations with:
The Veloran- The Veloran practically worship the Fae due to their high levels of magical power, which makes it a rather pleasant place for them. As a result, many Fae would support this nation in battle if the need arose. While the Veloran are not a particularly evil race, most of the Fae enjoy having their ego stroked, which means that even the fickle Fae Nocturne tend to be friendly with them.
The Apahov- Many of the Fae are intrigued by the style of magic practiced by the Weavers. Some have experimented with the style themselves, to little success. Nevertheless, the Fae do harbor some affection for the Apahov people, if for no other reason than curiosity regarding the magic they wield. Furthermore, the Apahov are on good relations with the Veloran, which strengthens the bond along the premise of "My friend's friend is probably my friend." The Fae Nocturne are the exception to this relationship, considering the Apahov to be too "good" for their own tastes.
Enemies: Similar to how the Fae have factions they are mostly on friendly terms with, they also have factions they are more antagonistic towards. Namely:
Shienienaran Trading Confederation- The Veloran are hostile towards them, and a sub-faction of the Fae who are friendly with the Veloran also share this hostility. While this group has of a higher-than-average percent of Fae Nocturne (genocidal wars are right up their alley) it contains representatives of all three clans. To the Fae, this hostility is nothing personal, simply just that "the enemy of my friend is probably my enemy."
Religion/Deity(s): They are strictly atheist, preferring to take matters of morality into their own hands, rather than leaving them to some superior being.
Governing Body: They are ruled by the Fae Ring, which is described below!
The Fae Children (Aka: the Fae)-
Quick note, the race as a whole is called the Fae Children. If I mention a Fae child, I mean a young Fae, not just a singular Fae. So,
Physical Characteristics:
The Fae technically fall into the category of "non-living," with no actual matter as a part of them. Matter is to normal creatures as magic is to them; they are composed entirely of magic, and they derive all sustenance from it. This makes them rather vulnerable to magical disturbances, like direct spells (fireballs, lightning, etc)-- they have to counter the spell with one of their own, because taking even a small amount of magical damage will destabilize them and cause the mana they've stored up to erupt outward in a large explosion, killing them in the process. On the same note, they are magical powerhouses, able to unleash devastatingly powerful spells at a moment's notice, and able to overpower most indirect spells (shields, glamours, etc). Although they have no physical form, their enchantment is bound to a fragile crystal at the core of the Fae. If the crystal is destroyed, the Fae dies in the normal way. Also, due to their lack of true physical form, small tasks, like lifting a walnut, are the extent of their direct strength. 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. Due to the fact that only their silhouette is really visible, and that their body is consumed in a flare of magic on their death, very little is know about anatomy that their magic presents. The color with which they glow reflects their favored type of magic, which in turn reflects their personality. In their youth, their glows are not differentiated, and thus are a generic light blue. Despite these physical similarities, the Fae can recognize each other using each other's unique magical signature. Wing-like projections of energy protrude from the back of the Fae, and match the color of their glow. These wings are theorized to function like magical batteries, storing magic for future use. The number of pairs of wings varies according to certain events, see the Life Cycle section on how they acquire additional pairs (the first pair is obtained shortly after "birth"). On a final note, they (obviously) do not suffer from hunger, disease, old age, and only need to sleep after exerting themselves.
Origins:
Basically, they came into being the same way natural life did. Just as an interesting chemical was formed in some puddle somewhere that was able to make copies of itself, the Fae were formed as a side-effect of a spell cast centuries ago, an enchantment that was able to reproduce itself. From there, it multiplied and mutated until it achieved sentience, thus creating the first Fae. It's evolution, but with magic!
Clans:
Fae Vyron-
The Vyron are the first and largest clan of the Fae, and represent a sort of balance. They are mischief-loving, but also compassionate; destructive, but also creative. They support the status quo, almost regardless of what the status quo might be. Typically, they pass their time harassing mortals, and tend to bond with roguish types-- people who aren't inherently bad, but definitely aren't good.
Fae Illus-
The Illus are the smallest clan of the Fae, representing purity and honor. They are the typical do-gooders, and tend to side with like-minded mortals. The concepts of pain, death, and suffering are not only alien to them, but represent blasphemy against everything they hold true. They can often be found helping the helpless, defending the defenseless, saving small woodland creatures; you get the drill.
Fae Nocturne-
The Nocturne were initially formed by members of the Vyron clan who recognized how the Illus clan was throwing the world out of it's natural balance, and sought to balance it. They represent basically every vice and pleasure of the flesh imaginable; anger, lust, greed, gluttony, envy, it's all under the banner of Nocturne. Ironically, although they were formed in the name of balance, they now more than counter the influence of the Illus, and threaten to tip the scales in the other direction. They typically bond with criminals and murderers-- if there's a famous criminal or outlaw, it's a solid bet that there's a Fae helping him or her.
Life Cycle:
The Fae life cycle is relatively simple. From the moment they leave the Citadel to they day they are slain, they do nothing but meddle with the affairs of mortals. Depending on their affiliation, they may wish to hunt, help, or just harass the other denizens of the world, but they always are in search of bonds. When one of the Fae find someone they take a fancy to, they often decide to tag along-- the different clans of Fae obviously would take a liking to different kinds of people, but, nevertheless, they want to associate themselves with a mortal, for only by developing this relationship can they earn their wings. Every bond formed by the Fae, if it reaches sufficient strength, will grant them a pair of wings and allow them to stockpile additional magic in their bodies. The more experience one of the Fae becomes, regardless of it's number of wings, the more efficient it becomes at using it's magic-- so the Fae can become stronger by practice, or by bonding with mortals. The Fae also have a tendency to whisk those they have bonded with away to the Citadel when their life reaches an end, using the Citadels' latent magic to prolong their life.
Abilities:
Several abilities are "core" to the Fae. Namely, these are the ability to fly, to teleport (both themselves and others), and to shapeshift. Flying is the easiest of the three, as it is the normal means of short distance transport for the Fae-- it is practically instinctive. Teleporting takes a large amount of energy, is limited to going to and from the Citadel, and leaves the Fae in question exhausted for about 24 hours afterwords. Furthermore, the average Fae can safely teleport no more than two other people at once; if they overexert themselves, they run a high risk of killing themselves. Shapeshifting has no such side-effects, but it takes unusual power for a Fae to be able to switch forms within three hours of taking on its current one.
Reproduction:
The Fae are entirely asexual-- many believe them to be female because they often have very effeminate characteristics, but any gender identification is entirely the choice of the particular Fae. Reproduction is a long and arduous process for the Fae-- they need to mass an enormous amount of magic, enough to easily level a small city in the blink of an eye. After the month or so of harvesting raw mana necessary for a small team of Fae to acquire this quantity of energy, it must be "ignited" -- seeded with the enchantment that gives the Fae form. As the enchantment takes form, waves of magic burn off, causing massive devastation to the surrounding areas, meaning that the process is typically handled at sea. This phase continues for a little over a two years, during which the existing Fae must keep feeding the reaction with mana or else risk the creation of a Lesser Fae (see below). As the oceans became more and more populated by seafaring vessels, the Fae constructed a chamber for the process to safely take place in (this chamber was the first structure of what would eventually become the Fae Citadel). When the reaction finally settles down, a new Fae is born, but it will take another three decades before it is able to take on the form of a human or other species and is ready to leave the Citadel. This newborn Fae typically contains an infinitesimally small fraction of the energy that went into it's creation-- the rest was radiated harmlessly away. usually takes another fifty years before one of the Fae has fully differentiated and is considered full grown. There have been attempts to create more reaction chambers, but all the Fae powerful enough to create one respect that if the Fae bred more rapidly it would cause an imbalance of power and jeopardize their fragile position in the workings of the world. Currently, roughly 150 Fae are in existence, and with less than one "birth" a year, every death is sorely grieved. Most unnerving is the fact that the reactions seem to be taking longer and longer; if the problem isn't addressed, it could spell doom for the Fae.
The Lesser Fae are created when a reaction is cut short, and are more numerous than "true" Fae, numbering about 250. They also do not have the power of teleportation or shapeshifting, and do not explode when they are killed. The extent of an adult Lesser Fae's power is hurling a fireball or other elemental attack. Finally, their enchantment is so weak that they WILL eventually die "of old age" after about 400 years, because their enchantment destabilizes and they just kinda... vanish.
The Fae Ring:
The Fae Ring is the closest thing the Fae have to a governing body. They represent the elder Fae, those who have lived long enough and absorbed enough energy to pass the barrier in the entranceway to the Ring's chamber. If your confused, just roll with it-- I'll explain it in a second. The Fae Ring, when working together, is powerful enough to utilize the oldest relic the Fae possess-- the Crystal Crown. Legend says that the first Fae, after witnessing the growing schisms between fellow Fae, sacrificed itself to create the Crystal Crown. The Crown is a channel by which the Fae Ring can edit the spell that holds all Fae in existence. As such, rules enacted by a majority of the Fae Ring become unbreakable by any Fae-- they literally cannot break them in any way, unless the rule in question is later repealed. The Fae Ring is led by the three members of the High Council, who are the leaders of each of the Fae clans. They set the discussion topics for the Fae Ring, and can halt debates with a two-thirds vote if things are getting too tense. They are also the only Fae who can initiate the usage of the Crystal Crown; without at least one of the High Council backing it, it doesn't matter how many Fae Ring wish to pass a law, it's automatically denied. The first eight laws passed by the Fae Ring are referred to as the Sanctified Code, and are the most core laws of Fae civilization. They are:
1. No Fae with the power to single handedly cause irreversible damage to the outside world are permitted to exit the Citadel and it's surrounding Isles without forfeiting the excess power to be regained upon their return.
2. Fae will not attempt to band together in an attempt to violate the First Law.
3. If one of the Fae should come in violation of the First Law while outside the Citadel shall have it's power drained and stored until it is in compliance without he First Law.
4. Fae will not band together in groups of greater than 13 outside of the Citadel, no matter the cause.
5. No Fae shall turn its power against another Fae.
6. No Fae will violate the sanctity of life by creating lifeforms of their own.
7. No Fae will use magic within the Citadel and it's surrounding Isles with the intent of damaging or destroying the Citadel and it's surrounding Isles.
8. Any Fae who harbors ill intent against it's fellow Fae shall be confined within the Citadel proper.
Also, with a 90% vote, the Fae Ring can use the Crystal Crown to create a Beacon at a location they decide and determine it's area of effect (maximum of a ten mile radius). These Beacons allow the Fae to use a higher extent of their power outside of the Citadel, but only within the Beacon's range of influence-- it would only really effect maybe 20 or 30 of the most powerful Fae, but the rest wouldn't be powerful enough to exceed it's limits. The Beacon itself is very fragile and could easily collapse from a single attack. Finally, only one Beacon can exist at a time. Out of character, I will state that the Fae are never going to come anywhere close to a 90% vote unless you do something that they literally can't ignore, like if you attack and fail to seize the Citadel, and possibly not even then.
Chainlinc3- Apparition
- Join date : 2010-06-29
Posts : 561
Age : 32
Re: Emoria: Information
Username: The End (underscore key is broken, can't be bothered to Character Map it.)
About Randall Garth
Character Name: Randall Garth
Species/Race: Quaidendra ("Elf of the Snow" in their native tongue)
Physical Description: Randall stands at four foot seven -- average height for one of his kind. He has a wiry, yet muscular build, and weighs around 145lb. His eyes are a mint green, and he sets his silver hair into a tall warrior's stripe (mohawk) to show his status as a capable fighter. Like all Snow Elves, Randall's skin is a ghostly pale shade of blue. Randall can be spotted on the battlefield from his armor, which has been tempered from the finest Quaidendra steel, and is constantly polished so that it may reflect the holy clouds for luck. When not in battle gear, he typically wears white clothing that features wiry blue embroidery, as well as a pair of fur-lined boots, and more often that not a lightly colored fur-lined cape as well.
Character Bio: Randall was born on the sacred first day of the Quaidendran New Year: Sixteenth of Orathis (April 2nd, human year). He was brought into this world 123 years ago by the baron Lady Vilvesind Garth to an uncertain father. From a young age, Lady Garth instilled into her son a reverence for the holy snows and skies that Raethgild made when his heart melted, and he began to love to his blessed Quaidendra. His first talents were musical in nature, demonstrating that he was a virtuoso on the piano, as well as being quite capable on the violin. His first failures were academic in nature; from his childhood until today, Randall has held an all-consuming contempt for the nuances of arithmetic, particularly its more advanced forms.
During his formal education by the barony's finest, he showed a great amount of skill with combat. His love for battle sports would soon surpass even his love of music, although he has continued to refine his talents with the violin even to the present day. On his ninety-ninth birthday, he recieved his very own Handerfathin, a type of Snow Elven battle axe, designed for disarming opponents. On his one hundredth birthday, he enlisted in the National Militia, where his natural abilites were refined. He quickly rose through the ranks, due more to his status as the son of a noble than for his skills on the battlefield.
In his 110s, He fought many battles and was faced with several hard decisions in the two-year Civil War. It was here that his heart was hardened as he saw his own countrymen kill one another. And for what? Politics. It was in this war that he saw the death of his mother. He watched from outside, looking into her window from a parapet, as a group of rebel assassins broke into her chambers, and poured boiling oil onto her. He rushed to her aid, but by the time he reached her chambers she had already died, the assassins fled. He requested and recieved a dishonorable discharge, and currently holds the deed to a modest home in the temple's district of Prosdendra, capitol city of Quaidrolme.
Age: 123
Gender: M
Occupation: Unemployed, living on his inheritance
Skills: Violin, piano, most string instruments for that matter; he is well-versed in both close-quarters combat and marksmanship. Randall also enjoys whittling, and knows how to fletch his own arrows. He has also developed an extreme proficiency with the chessboard. He has some magical abilities, but mostly just dabbles.
World-space: Quaidrolme, snowy lands of the Quaidendra, is situated far to the north. It is a mountainous region covered in heavy snow and evergreen forests. The people there make their living on hunting, as well as growing their own crops, unique to their area: The Kis'lanbis, or Winged Fruit, and the Prelrant, or Heaven's Treat. These are a vine bearing orange-sized blue berries and an evergreen that bears a lime green fruit, similar to a pomegranate in appearance but more akin to a salted orange in flavor. The mountains feature natual flat plains built into their sides and at their tops; it is upon these that cities are typically built. Waters that run from mountains never freeze, and remain warm to the touch; the actual reason for this is unknown, but the Quaidendra attribute it to the many blessings of Raethgild.
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The rest is not mandatory to start with, though you may want to add to it as the story progresses. You may also fill it out beforehand, if you have ideas and your neighbors collaboration.
Allies: His pet huskie, Basziret.
Enemies:
Religion/Deity(s): The Promises of Raethgild is the most popular religion, which holds that the Quaidendra were created to protect and inhabit the Sacred Realm of Raethgild. This territory is the entirety of the Quaidendra nation. Quaidendra believe that Raethgild is the source of their magical power, as well as the reason for its limitations.
Governing Body: Quaidendra is split into baronies, with each barony having the burden of protecting and patrolling their lands. The whole of Quaidrolme is governed by the Divine Council, headed by the Bekrat, who is also the head of The Promises of Raethgild. Each Bekrat is said to be chosen by Raethgild himself, since the Bekrat is Raethgild's will made flesh, and Raethgild is said to punish any Bekrat who abuses their power.
About the Quaidendra
Species Name: Quaidendra, Snow Elf
Lifespan: Up to 450 years
Height: 4'6" to 6 feet
Biology: There are a few differences with the internal systems of the Quaidendra as opposed to normal humans. The most important being that in place of a spleen, the Quaidendra have an organ that they call the raethijend, or "God's Magic", which takes excess sugar that the body produces and processes it into a fluid that is then sent through the veins. This fluid allows the Quaidendra access to their magic. All Quaidendra have this organ, and one of their greatest mysteries of their history is the question of why only certain people are able to actually use magic. The true cause or reason behind this phenomenon remains unkown, but the Quaidendra attribute it to their god, of course.
Cultural Aspects
Mating: Quaidendra observe modesty in the areas of mating. Though they may have multiple emotional lovers, every Quaidendra dedicates themself to only one proper mate, called a Reinisfarth ("Broodmate", though some mothers will jokingly tell you that it means "Burden bearer"). Like most mammals, Quaidendra produce via sexual intercourse and live birth. A typical pregnancy lasts one full year. If the baby is to be born a mage, the pregnancy lasts an additional four months while the raethijend finishes developing, and the mind grows to accomodate it.
Society: The society of the Quaidendra is, as one would imagine, a very religious one. They believe that their purpose in life is to fulfill their divine obligation to Raethgild. The most obvious means is to join the militia, but The Promises of Raethgild also state that it is a part of the promises to maintain the domain as well as protecting it, making even the dung shovelers and farm workers valued members of society.
Quaidendra are generally friendly towards outsiders who do not pose an immediate threat, and even allow non-Quaidendra to live in Raethgild's domain and practice their own religion. One of Raethgild's commandments is to respect all life that is not a threat to his domain.
Government: Quaidrolme is run by a theist council, creatively called The Divine Council. The leaders of the Promises of Raethgild are the major governing body; the council consists of five foreign ambassadors, each fluent in a number of languages, plus a Lord of Military Affairs, and finally a Master of Cultural Development. The overseer of the council is called the Bekrat, and he is also the leader of the church proper. Each persons responsibilities are reflected in their titles. When a member is given their position, they choose their successor at random from a census of the nation's well-educated people, expecting Raethgild to guide their hand as they do so.
Religion: The Promises of Raethgild is organized into several Promise Houses. In a settlement, this building is built first, and also functions as a emergency stockpile. The "Promises of Raethgild" refer to the "divine obligation" to protect Raethgild's presence from invaders, as well as to use the land that He has (supposedly) granted the Quaidendra for the betterment of first the nation, then the world. The religion (and nation) are headed by the Divine Council, detailed above.
Magic: Most Quaidendra are born magically impaired, but three (one male and two female) for every ten infants are held within the womb for an extra four months, before being born with the ability to use magic. Depending on your achievements in terms of defending his sacred realm, you will have access to small-scale manipulation of ice, wind, or electricity (byproduct of clouds, fits Raethgild's sphere) a number of times per day.
A new soldier would only be able to form a weapon made of ice one time in a day, whereas an (extremely) experienced warrior-wizard would be able to summon fifty such weapons, OR one full-blown blizzard once in a day. There are no set numbers. You just have a limited source of power that is restored to you on midnight each morning. What you can DO with said power is entirely dependent on your combat experience. Raethgild is also a fickle god, so if you don't use your power to the fullest, it slowly diminishes. Like bodybuilders keeping a good physique, ice mages must train constantly just to keep their powers on the same level.
As a further limitation, Raethgild only chooses one male and two females for every thirty Quaidendra born, meaning that only 10% of the population is even capable of using magic at all. AND not even all of those people are aware that they possess such powers.
To clarify, the blizzard-master in my example would have had to have survived immeasurable bloodshed to be able to use the kind of power that I mentioned. On the whole, their magical abilities are more supplemental to their melee and ranged combat. You probably wouldn't ever see a blizzard start raging mid-battle. Not because of a Quaidendra, at least. The Quaidendra mage would more likely use his a small part of his power for the day to change the direction of the wind to be in favor of the archers on his side, to stun (taze) a single foe, or to (as I mentioned earlier) replace a broken weapon with an ice replica. In extreme cases, they may call a bolt of lightning down, but this is typically something that only veterans are capable of, and it will usually take everything that they've got to deliver.
Seeing as how Quaidrolme is very far out of the way of other well-established nations, there are very few people to fight, meaning that there wouldn't be any mages capable of causing natural disasters, like blizzards. There are a few alive who were rewarded with the ability to use lightning, but this number barely scrapes a dozen. It is actually possible to improve this ability without actively defending the realms, but most Quaidendra see this as disrespectful.
Language: Quaidendra language is simple and effective. It lacks multiple words for the same thing, making abstract concepts difficult to discuss. For this reason, more educated Quaidendra will usually learn one of the tongues of men to discuss their ideas. Every member of the Divine Council will generally speak in English (or its Emoria equivalent. Emorian?) during their meetings to discuss their plans.
The_End- Mist
- Join date : 2009-12-13
Posts : 54
Age : 44
Location : Earth
Re: Emoria: Information
Username: Crazy Hobo
Character Name: Allister Breaux
Species/Race: Veloren
Physical Description: Allister is of a normal height for one of the Veloren, standing at 6'1". His eyes are slightly abinormal, being a light hazel color rather than the dominat eye color of green. His hair is a strawberry blond color that is cut short and groomed well, but often times darkens to a more auburn color during the winters. He has a soft looking face, with the traditionally pale skin of the Veloren yet the skin around his eyes creates a harder look in his eyes. Allister is a thin man, having almost no use for manual labor, but he in no way looks too thin, just a bit lanky. Allister usually wears the uniform of a ballistic mage, although you could find him wearing a variety of different clothes while off duty. The uniform of a ballistic mage is thus: Royal blue slacks with a chaimail backing just incase, an average looking white tunic and an ascot that bears the marks of rank, a royal blue jacket that is also lined with thin mail that has marks of rank on the cuff, and a pair of goggles that help protect the mages from the bright flashes of light that usually accompany balistics.
Character Bio: Allister's childhood was nothing too particularly interesting. He was raised by a middle class family in Dyara and had very few issues during the earlier part of his life. Just as every child once they reach the age of ten, Allister was administered a large series of magical tests in order to gauge magical ability and figure out a place for the child in the army if that child ever chose to join the military. Allister's magical ability was gauged at above average, and a place was saved for him among the ranks of balistic mages.
He had to wait untill he was sixteen, but he eagerly took the spot that was saved for him among the balistic mages. Balistic mages were often regarded as a very holy and honerable position in the military, so Allister was glad he would be allowed to join them. His military career hasn't been all that interesting. Usually simple border skirmishes with the demons that stalk the borders and diplomatic missions to the Fae and Apahov. Even so, Allister tried his hardest to excel in his military career, and this attitude gained him the position of Balistic Lieutenant, a position in which he feels great pride. This position also comes with the command of his own squad of balistic mages as well as a larger focus on completing diplomatic missions rather than be absorbed into small skirmishes.
Age: 26
Gender: Male
Occupation: Balistic Mage Lieutenant
Skills: Basic command training
Long ranged balistic magic
Basic diplomatic training
Knowledge of siege weapons
Incredibly basic swordplay.
World Space: https://s559.photobucket.com/albums/ss40/Mrdoom123/?action=view¤t=NewMap.jpg
The country of Arad Toman, the Veloren homeland, is predominantly a rolling grassland punctuated with small, dense forest. 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, seeing as the Veloren have almost no navy to speak of.
Physical Characteristics: While a sub-race of human, the Veloren look much different than the average human. First off, they are on 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. The most common eye color in Arad Toman is green, and the most common hair color is brown, although both eye and hair color can change drastically from person to person. They Veloren also have slightly shorter lifespans on average than other humans, usually living to 70 years of age.
Culture and Society: The entire basis of Arad Toman society is based around the usage of magic. It is so deeply engrained into their lifes that there is practically never a child that is born without some latent magical ability. The Veloren devote most of their time towards the fields of art, music and philosophy, although plenty of Veloren do normal jobs like farming and the like. It's seen as a quite honorable thing to enter into a field of art, music of philosophy, but the Veloren are in no way pushed to focus on those areas, it is just something greatly enjoyed in their country. The Veloren are also by nature relatively peacefully. Although they do have a fully functioning military, they only enter into war or fighting if it is truely deemed neccesary.
Government: Arad Toman is governed by a group of twelve appointed officials that come from diverse backgrounds. They are chosen based upon magical ability as well as general skill in leading the country. They serve a life term, but can be replaced if they break a core law. Each official, or Councilor, has equal weight in the Council of Twelve, and all laws must be passed by two thirds vote. Also, the Archmages of the military conviene with the Council of Twelve once every six months to hold a meeting that adresses any issues that come to mind, usually being about laws that were passed in the last six months.
Military: Commanded by ten "Archmages", the military is one that consists of purely mages. They assign mages different battle groups based on their magical strengths. Battle mages are mages that specialize in magic that works best in close quarters, they are a last ditch effort and number the fewest in the entire military. Ballistic mages handle the sensitive opperations of catapults and other long distance siege weapons. They also function as the equivalent of archers. General mages are the majority of the Veloren military. They are your basic mid distance mage that assaults the enemies with spells as they begin to charge. They would be the equivalent of infantry but they don't opperate well in close combat. Earth mages are tasked with the job of slowing down the enemy so the other mages have time to attack with spells before the enemy draws too near. They generally pool their powers to create rifts in the ground or turn the ground into mud. Defensive mages are there as a shield against arrow fire and must work in unison to create a shield that can stop most arrows for any extended amount of time. Their shields are in no way Impenetrable, but they do decrease the potential casualties from arrow fire. The Illusion mages are used to create large scale illusions to confuse enemy troops to help turn the tide of battle. They can also double as general mages if it is necessary Finally there is the healer who comes into play during and after the battle to refresh and heal wounded mages.
Religon: The Veloren religion is based on the idea that magic is the holiest off all things. It created the world and continues to flow through it now, keeping it running. Using magic is considered the holiest of things, and the military is greatly respected for their frequent use of magic. The greater the skill in magic the holier a person is until they are so skilled that the people practically treat them as gods. Those who use little to no magic are unholy heathens in the minds of the Veloren, and must be exstinguished from the world in order for Emoria to remain pure.
Skills: As I think you have come to expect, the Veloren heavily rely on magic usage. Their style of magic is not without it's limits, however, for to use magic without limitations would make you a god. The first large limitation on Veloren magic is the fact that it must be spoken. In order to cast any spell words must be chanted in order for the spell to work. The second is that when a Veloren speaks these words of power he or she draws upon the life energy of either themselves or the life energy of non-sentient life around them. This is why the Veloren often live shorter lives than many other humans. The Veloren's find nothing wrong with drawing upon the life energy of surrounding non-sentients, because as they view it every form of life has a destiny, and if you draw on something to use magic that is simply the destiny of the form of life in question. It is also often viewed that converting something's life force into raw magic is a holy event for the life form. There is a third limitation on Veloren magic, that being energy drain. Casting a spell uses up some of the caster's energy and eventually they will tire. A mage tires even more quickly when they cast larger and larger spells.
Courtship and Mating: Courship is actually handled by the woman in Veloren society. She must woo the male of her choice and lay a bridal wreath at his feet before the couple in question can get married. Mating is an incredibly private affair for the Veloren. They have no mating rituals and harld ever talk about the act in public. The gestation period for a Veloren female is, like all humans, nine months.
Allies: While only technically friendly at this point, The Apahov. Also the Veloren view the Fae as divine beings and would follow them to the gates of hell.
Enemies: None as of right now.
History of the Veloren: (In Progress. It might be a while. Due to the stuff with Raptor man, a large part of my histories need to be trashed.)
Character Name: Allister Breaux
Species/Race: Veloren
Physical Description: Allister is of a normal height for one of the Veloren, standing at 6'1". His eyes are slightly abinormal, being a light hazel color rather than the dominat eye color of green. His hair is a strawberry blond color that is cut short and groomed well, but often times darkens to a more auburn color during the winters. He has a soft looking face, with the traditionally pale skin of the Veloren yet the skin around his eyes creates a harder look in his eyes. Allister is a thin man, having almost no use for manual labor, but he in no way looks too thin, just a bit lanky. Allister usually wears the uniform of a ballistic mage, although you could find him wearing a variety of different clothes while off duty. The uniform of a ballistic mage is thus: Royal blue slacks with a chaimail backing just incase, an average looking white tunic and an ascot that bears the marks of rank, a royal blue jacket that is also lined with thin mail that has marks of rank on the cuff, and a pair of goggles that help protect the mages from the bright flashes of light that usually accompany balistics.
Character Bio: Allister's childhood was nothing too particularly interesting. He was raised by a middle class family in Dyara and had very few issues during the earlier part of his life. Just as every child once they reach the age of ten, Allister was administered a large series of magical tests in order to gauge magical ability and figure out a place for the child in the army if that child ever chose to join the military. Allister's magical ability was gauged at above average, and a place was saved for him among the ranks of balistic mages.
He had to wait untill he was sixteen, but he eagerly took the spot that was saved for him among the balistic mages. Balistic mages were often regarded as a very holy and honerable position in the military, so Allister was glad he would be allowed to join them. His military career hasn't been all that interesting. Usually simple border skirmishes with the demons that stalk the borders and diplomatic missions to the Fae and Apahov. Even so, Allister tried his hardest to excel in his military career, and this attitude gained him the position of Balistic Lieutenant, a position in which he feels great pride. This position also comes with the command of his own squad of balistic mages as well as a larger focus on completing diplomatic missions rather than be absorbed into small skirmishes.
Age: 26
Gender: Male
Occupation: Balistic Mage Lieutenant
Skills: Basic command training
Long ranged balistic magic
Basic diplomatic training
Knowledge of siege weapons
Incredibly basic swordplay.
World Space: https://s559.photobucket.com/albums/ss40/Mrdoom123/?action=view¤t=NewMap.jpg
The country of Arad Toman, the Veloren homeland, is predominantly a rolling grassland punctuated with small, dense forest. 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, seeing as the Veloren have almost no navy to speak of.
Physical Characteristics: While a sub-race of human, the Veloren look much different than the average human. First off, they are on 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. The most common eye color in Arad Toman is green, and the most common hair color is brown, although both eye and hair color can change drastically from person to person. They Veloren also have slightly shorter lifespans on average than other humans, usually living to 70 years of age.
Culture and Society: The entire basis of Arad Toman society is based around the usage of magic. It is so deeply engrained into their lifes that there is practically never a child that is born without some latent magical ability. The Veloren devote most of their time towards the fields of art, music and philosophy, although plenty of Veloren do normal jobs like farming and the like. It's seen as a quite honorable thing to enter into a field of art, music of philosophy, but the Veloren are in no way pushed to focus on those areas, it is just something greatly enjoyed in their country. The Veloren are also by nature relatively peacefully. Although they do have a fully functioning military, they only enter into war or fighting if it is truely deemed neccesary.
Government: Arad Toman is governed by a group of twelve appointed officials that come from diverse backgrounds. They are chosen based upon magical ability as well as general skill in leading the country. They serve a life term, but can be replaced if they break a core law. Each official, or Councilor, has equal weight in the Council of Twelve, and all laws must be passed by two thirds vote. Also, the Archmages of the military conviene with the Council of Twelve once every six months to hold a meeting that adresses any issues that come to mind, usually being about laws that were passed in the last six months.
Military: Commanded by ten "Archmages", the military is one that consists of purely mages. They assign mages different battle groups based on their magical strengths. Battle mages are mages that specialize in magic that works best in close quarters, they are a last ditch effort and number the fewest in the entire military. Ballistic mages handle the sensitive opperations of catapults and other long distance siege weapons. They also function as the equivalent of archers. General mages are the majority of the Veloren military. They are your basic mid distance mage that assaults the enemies with spells as they begin to charge. They would be the equivalent of infantry but they don't opperate well in close combat. Earth mages are tasked with the job of slowing down the enemy so the other mages have time to attack with spells before the enemy draws too near. They generally pool their powers to create rifts in the ground or turn the ground into mud. Defensive mages are there as a shield against arrow fire and must work in unison to create a shield that can stop most arrows for any extended amount of time. Their shields are in no way Impenetrable, but they do decrease the potential casualties from arrow fire. The Illusion mages are used to create large scale illusions to confuse enemy troops to help turn the tide of battle. They can also double as general mages if it is necessary Finally there is the healer who comes into play during and after the battle to refresh and heal wounded mages.
Religon: The Veloren religion is based on the idea that magic is the holiest off all things. It created the world and continues to flow through it now, keeping it running. Using magic is considered the holiest of things, and the military is greatly respected for their frequent use of magic. The greater the skill in magic the holier a person is until they are so skilled that the people practically treat them as gods. Those who use little to no magic are unholy heathens in the minds of the Veloren, and must be exstinguished from the world in order for Emoria to remain pure.
Skills: As I think you have come to expect, the Veloren heavily rely on magic usage. Their style of magic is not without it's limits, however, for to use magic without limitations would make you a god. The first large limitation on Veloren magic is the fact that it must be spoken. In order to cast any spell words must be chanted in order for the spell to work. The second is that when a Veloren speaks these words of power he or she draws upon the life energy of either themselves or the life energy of non-sentient life around them. This is why the Veloren often live shorter lives than many other humans. The Veloren's find nothing wrong with drawing upon the life energy of surrounding non-sentients, because as they view it every form of life has a destiny, and if you draw on something to use magic that is simply the destiny of the form of life in question. It is also often viewed that converting something's life force into raw magic is a holy event for the life form. There is a third limitation on Veloren magic, that being energy drain. Casting a spell uses up some of the caster's energy and eventually they will tire. A mage tires even more quickly when they cast larger and larger spells.
Courtship and Mating: Courship is actually handled by the woman in Veloren society. She must woo the male of her choice and lay a bridal wreath at his feet before the couple in question can get married. Mating is an incredibly private affair for the Veloren. They have no mating rituals and harld ever talk about the act in public. The gestation period for a Veloren female is, like all humans, nine months.
Allies: While only technically friendly at this point, The Apahov. Also the Veloren view the Fae as divine beings and would follow them to the gates of hell.
Enemies: None as of right now.
History of the Veloren: (In Progress. It might be a while. Due to the stuff with Raptor man, a large part of my histories need to be trashed.)
Last edited by Crazy Hobo on Sat Oct 16, 2010 7:05 pm; edited 1 time in total
Crazy Hobo- Shadow
- Join date : 2010-06-29
Posts : 195
Age : 30
Re: Emoria: Information
Username: Lady_Despair
Character Name: Rya De-Solarius
Species/Race: 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. -nervous face- That will be talked about later if it is ok.
Physical Description: Rya is of average height for a Flamte at 5'6. She has red hair and large green eyes. On her head she wears the feathered headpiece of the priests and priestesses of the Ever Burning One. Rya has the normal pale skin of a Flamte. Her hands and feet are small and delicate. Rya wears orange and red mottled silk gloves on her hands and finely made coverings for her feat of the same color and make. She wears the normal mottled orange and yellow robes of a flamte priest or priestess.
Character Bio: Rya was born to a loving upper middle class family of Flamte. Her family was a part of the Church of the Ever Burning One. Custom is that the children of priests and priestesses would become the same themselves. Rya was not forced into her life though, she was a born priestess it seemed. Rya was always interested in the worship of the Ever Burning One, and she was always kind and helpful to others. When Rya was 15 she was sent to the Great Church in the city of Solaria to be given her education in the finer points of the faith. Rya loved it there and flourished in her training. In the last few years Rya has felt a stirring to take the news of the Ever Burning One to new places. -smiles- I hope this is ok too. I feel like it is too short.
Age: 30
Gender: Female
Occupation: Priestess Missionarius (Missionary Priestess) of the Ever Burning One.
Skills: Rya is skilled in the innate magic of pyromancy that Flamte possess. She is a skilled negotiator and her calming demeanor helps smooth over fights. Rya also can sew and cook. She does not cook very well.
World-space: 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.
Allies:
Enemies: I do not know yet
Religion/Deity(s): The Flamte worship the Ever Burning One (also known as the sun). They believe that their ability is a gift from their god that marks them as chosen people. Their power does come from the sun but there is no evidence that it gave the power to them. The church preaches that all will come to know the holy fire. The church also knows that things take time so they preach but they don't try to force others to convert.
The Flamte also recognize another entity as a being of power. The Deceiving Reflection (the moon) is to them the source of evil. The light from the Deceiving reflection is believed to be corrupting and to change the flamte who use it in any reasonable amount.
Governing Body: Theocracy, the High Priest or Priestess is the ruler of Solaria.
Character Name: Rya De-Solarius
Species/Race: 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. -nervous face- That will be talked about later if it is ok.
Physical Description: Rya is of average height for a Flamte at 5'6. She has red hair and large green eyes. On her head she wears the feathered headpiece of the priests and priestesses of the Ever Burning One. Rya has the normal pale skin of a Flamte. Her hands and feet are small and delicate. Rya wears orange and red mottled silk gloves on her hands and finely made coverings for her feat of the same color and make. She wears the normal mottled orange and yellow robes of a flamte priest or priestess.
Character Bio: Rya was born to a loving upper middle class family of Flamte. Her family was a part of the Church of the Ever Burning One. Custom is that the children of priests and priestesses would become the same themselves. Rya was not forced into her life though, she was a born priestess it seemed. Rya was always interested in the worship of the Ever Burning One, and she was always kind and helpful to others. When Rya was 15 she was sent to the Great Church in the city of Solaria to be given her education in the finer points of the faith. Rya loved it there and flourished in her training. In the last few years Rya has felt a stirring to take the news of the Ever Burning One to new places. -smiles- I hope this is ok too. I feel like it is too short.
Age: 30
Gender: Female
Occupation: Priestess Missionarius (Missionary Priestess) of the Ever Burning One.
Skills: Rya is skilled in the innate magic of pyromancy that Flamte possess. She is a skilled negotiator and her calming demeanor helps smooth over fights. Rya also can sew and cook. She does not cook very well.
World-space: 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.
Allies:
Enemies: I do not know yet
Religion/Deity(s): The Flamte worship the Ever Burning One (also known as the sun). They believe that their ability is a gift from their god that marks them as chosen people. Their power does come from the sun but there is no evidence that it gave the power to them. The church preaches that all will come to know the holy fire. The church also knows that things take time so they preach but they don't try to force others to convert.
The Flamte also recognize another entity as a being of power. The Deceiving Reflection (the moon) is to them the source of evil. The light from the Deceiving reflection is believed to be corrupting and to change the flamte who use it in any reasonable amount.
Governing Body: Theocracy, the High Priest or Priestess is the ruler of Solaria.
Guest- Guest
Re: Emoria: Information
Username: Mojave Wanderer
Character Name: Aesir Verevui
Species/Race: The Hyrn (Elvish)
Average life span: 200 years
Maximum life span: 1500 years
Physical Description: Aesir is 5’ 4”. He weighs 87lbs. His hair is short and silver, and he does not take time to fix it so it sticks out in all directions. He has two long pointed ears that shoot up from his hair. His eyes are a light grey color, and his skin is light and pale. He has a scar running down the left side of his neck, which starts under the left side of his jaw and curves to the base of his neck. He usually wears leather armor that weighs little and is thin. Under this he wears a dark blue tunic. A small silver chain is worn about his neck with the old symbol of the Hyrn elves at the end of it. He wears simple boots that are dark brown. He wears a large dark blue cloak that hides him from view when the hood is up, and keeps him out of the sunlight. Most of his equipment is old and worn. He carries two daggers that he usually hides to avoid attention. He also carries a small hand crossbow that he usually coats with simple poisons. He has a small amount of alchemy equipment, letting him only create simple potions and poisons.
Character Bio: Aesir was made an apprentice to and alchemist when he was 8 years of age. He was separated from his family, and was to return when he became a master of alchemy. At the age of 45, the plague hit the land and Aesir was forced to leave the city abandoning all he had known. His master died, and his family was unknown to him. He soon found a small group of survivors who taught him to fight and to survive in the horrors of the land. He is now an alchemist of the Verevui, a high status member of the Verevui city-state.
Age: 142
Gender: Male
Occupation: Alchemist
Skills: Aesir is fast and silent, allowing him to travel great distances unnoticed. His ability to move this way is because he is very light, which also makes him somewhat weak and frail. He has some knowledge of alchemy but is no master. He sometimes tests his knowledge by trying new things which is sometimes harmful towards himself and other. He is very intelligent, but also curious, so he sometimes ends up in harms way. Because his eyes are so light, when the setting around him is highly reflective, it is difficult for him to see.
World-space:
Location: The land of Hyrn is a cold but lush land where soil is very fertile. The land is filled with great forests that are extremely large and dense. Next to most of these forests are large open planes filled with grass. The Hyrn control 7 cities/city-states in their land. The 3 main city-states are Verevui, Finevui, and Myravui. The 4 minor city-states are Pyrian, Leeran, Mygan, and Taran. The whole land was once a whole and was rapidly expanding until the final plague hit.
History: The Hyrn people started as nomadic wood elves that began to group together about 700 years ago. Most of the Hyrn’s history was destroyed and scattered by looters and thieves, so no one knows how the monarchy formed. The first king was Iluvias Hyrn. He ruled for about 200 years most believe and then was killed in an uprising. The second king is unknown to all but they believe he died soon after taking throne due to the first terrible plague that struck the land. The third king Urnalis Hyrn, was thought to have ruled another 300 years until another plague struck. The most recent King Halius Hyrn died in the final most terrible the plagues. The plague caused the hosts body to stop creating any cells whatsoever so many of the Hyrn simply started decaying alive. Those that survived had a mutation allowing them to survive this disease. For unknown reasons, the disease mutated survivors DNA creating immunity to all diseases before it was killed off. The few survivors of this plague began to group up outside of the cities that are now slums and build cities at the edge of them and the edges of forests. These new cities formed into city-states, who are now beginning to fight for control of Hyrn and unite the land and any people who were able to leave are beginning to return.
Culture: The original monarchy of the Hyrn people was destroyed in the final plague. Now the Hyrn live in smaller city-states that fight for control of the land of Hyrn. The cities that still stand are slums that are filled with crime so most avoid them. Because the city-states are so separated, the life style of the people can be different, but is usually surrounded by crime and poverty.
Lore: The Hyrn people have lost all of their tales and legends with the plague. Their religion before the plague was completely wiped out for no one remembers it. For the most part, the land of Hyrn is filled with Atheism, but because many of the Hyrn are returning, many other religions are spread throughout the land.
Powers: The Hyrn people have immunity to all diseases. They believe that they receive this immunity from the most terrible of plagues that struck the land. They believe that when the plague passed through their bodies, it created a natural immunity to diseases.
Mojave Wanderer- Shadow
- Join date : 2011-05-20
Posts : 102
Location : Hyrn
Re: Emoria: Information
Username: Mojave Wanderer
Name: Renkar Evestan
Race: Sage/ Suitarian
Average Life Span: 60 years
Maximum Life Span: 100 years
Physical Description: Renkar looks quite young compared to most Sage Lords. He is 5'7" and weighs 120 lbs. His face has broad but defined features. His hair is black, and is tied back going down to shoulder length. His skin is a dark, tan shade and his eyes are a hazel color. Unlike most sage, Rinkar prefers to wear silver heavy plate armor, but it is shorter than most other armors allowing him to move his arms and legs. He wears light clothing under this armor, and he wears extremely light boots to allow for faster movement.
Character Bio: Renkar grew up like any Sage, training everyday for many years. He had an earth affinity and excelled greatly over other Sages. He became a High Sage by 13, and did many missions for the Master Sage, rarely ever serving the current King. He became a Sage Lord by stopping a secret plot to overthrow the Master Sage by 3 Sage Lords when he was 15. He now spends his days as a Sage Lord, learning as best as he can the element of water. He is a very powerful Sage Lord for such a young age, and is one to express his thoughts loud and clear. He is very close to the Master Sage and in most Sage’s eyes he is the next Sage Lord.
Age: 27
Gender: Male
Occupation: Sage Lord
Skills: Renkar has the Sage affinity towards the earth element. He can control the land around him, and even separate it from the earth itself. Because he is a Sage Lord, he has some control over water, but he cannot do much besides make large waves. This control over elements weighs heavily on his energy and strength, so if he pushes the limits, he could be too weak to defend himself.
World Space:
Suituria
Location: Southwestern peninsula in the Misty Gulf of Kuton
Suituria has two major cities located in the country. One of them is the capital Fortona, which is located on the northeastern end of the peninsula. The other is a city located in the mountains separating a third of the country called Kiri-Nokune.
Fortona is much like a ‘Venice, Italy’. It has many bays and canals running through the city. The temperature in Fortona and its surrounding areas is very humid and temperate. There are many farms that also surround the city. The wildlife around the city is very diverse, but for the most part, it is usual to see around a city.
The mountain range of Kiri-Nokune is usually covered in dense fog with rain falling often. The mountain range is filled with woods and valleys that are not much unlike the rain forests. These forests and valleys are filled with many different kinds of dangerous creatures. The city of Kiri-Nokune is deep within the range and was built around the Temple of Six Paths, which is the Sages home.
History: The Suitarian history started with what they believe was a ‘Great War’ that was never ending. It was said a man came along and used some form of magic and brought peace finally to all the lands of Suituria. It was said he lived out the rest of his life in the Temple of Six Paths that he built using it to teach others his ways. All Suitarians, Sage or not, worship this man as a god. After the man came, it was said that the monarchy of the country lived on, and it still appears to exist today. Over time, there have been many rebellions in Suiturian history. It seems whichever side the Sages were on, that was the side that won and a new monarch would rule. After a monarch died or stepped down, it was their oldest child who would take the place. If they had no child, it would be up to the Sages to appoint a new leader.
Culture: Much of Suituria has fishing and mercantile based economy. Most of its income comes from these, although there is some farming.
Suituria is generally a militaristic country. Military service being a requisite to citizenship makes it so. They have a very strong Army, and Navy, being located on a shoreline. After each person's term of five years, they are able to extend their time. If they don't extend their time, most end up joining, or at least- being affiliated with one of the major Mercenary groups about. Some even seek the legendary hidden sage village to the east past the mountain range.
The people of this city and the outlying towns and villages have a high human populous. The populous is governed by a Monarchy, following the line of a regent. The monarch then has several advocates and emissaries that work with him as advisers, guards, generals, accountants, and marshals, not excluding his Templar adviser.
Some people of Suituria are unique, and are usually called Sages. Sages are believed to be descendents of the man who brought peace or descendents of those who learned from him. They are people who were brought up in the Temple of Six Paths, and are able to control the elements through use of a magical force called Chakra.
Sages start training at a very young age. They train until a High Sage sees that they are fit for the title of novice. Novice Sages begin assisting in tasks given by the Master Sage. Once a High Sage sees they are fit to advance, they become Journeyman Sages. Journeyman Sages will take on more tasks that are more difficult from before. After the Master Sage sees that they are fit to advance, they become a High Sage. High Sages are responsible for teaching new Sages and carrying out tasks for not only the Master Sage, but also from the monarch. High Sages are free to travel as they wish.
From High Sage, a Sage may only become either a Sage Lord, or be elected as the Master Sage. Sage Lords may also be elected as Master Sage. There are 20 Sage Lords at a time, and there is always only ever one Master Sage. The Sage Lords see to the most important tasks and needs of the Sages and the country. Sage Lords will generally control a group of High Sages when they go on their most important quests. The Master Sage rules over the Sages and has supreme power. It is the role of the Sage Lords to persuade him to make the right choices. The Master Sage also acts as an advisor to the monarch and an ambassador between Sages and normal Suiturians.
Lore: Most Suiturians believe in ‘The One’ or ‘God’, which is just a term for the man who stopped the Great War. However, there is religious freedom in Suituria so many other religions seem to appear there.
Powers: Sages get their power through a magical energy called chakra. Chakra is created through long hours of meditation and hard work. Most Sages spend half of their time working their physical strength, which improves the amount of Chakra a Sage has available and another half of their time meditating and studying. Sages study to learn about the world and the way the elements work. Studying allows them to use their abilities in new ways, improving the effects, or even simply making a Sage smarter, making diplomatic situations easier for a sage. Meditating restores Chakra. It is like a very deep sleep in which Sages think about the flow of energy and the world around them. Because Sages meditate, they do not have to sleep.
Sages follow one of six paths, which is determined by a Sage’s affinity towards an element. Once they have found their affinity, Sages can begin more specific training in the Temple of Six Paths. The six paths are:
Light: Light allows a Sage to blind their enemies, or even disorient them temporarily. It can be used for more practical reasons, such as lighting a room, or even be used to harness or create lightening.
Shadow: Shadow allows a Sage to use shadows to hide him or herself. Shadows can me used to travel through, allowing one to move behind opponents and attack them. Most Sages of Shadow rarely find ways in which shadows can harm others.
Fire: Fire allows a Sage to control and move fire in any way they wish. Some Sages even have found that they can create fire where none was available.
Water: Water allows a Sage to manipulate water, making it twist and move in many directions, trapping opponents and even hurting them. Some Sages of Water have found ways to use it such as walking on water and even creating water.
Earth: Earth allows a Sage to move the Ground to create barriers and even knock others to the ground. Some Sages have found a way to make the Ground separate and make it levitate there, allowing a Sage to throw it at opponents.
Air: Air allows a Sage to move the air around creating gusts of wind that can make the opponent off balance and easy to take down. Air can also be used to travel lightly and in some cases to fly for very short distances.
Because the abilities a Sage uses require Chakra, a Sage has a limit on what it can do. The more they do the more tired they get, requiring them to meditate to regain Chakra. If a Sage passes this level, it acts the same as exhaustion which could lead to passing out and in some cases death.
Name: Renkar Evestan
Race: Sage/ Suitarian
Average Life Span: 60 years
Maximum Life Span: 100 years
Physical Description: Renkar looks quite young compared to most Sage Lords. He is 5'7" and weighs 120 lbs. His face has broad but defined features. His hair is black, and is tied back going down to shoulder length. His skin is a dark, tan shade and his eyes are a hazel color. Unlike most sage, Rinkar prefers to wear silver heavy plate armor, but it is shorter than most other armors allowing him to move his arms and legs. He wears light clothing under this armor, and he wears extremely light boots to allow for faster movement.
Character Bio: Renkar grew up like any Sage, training everyday for many years. He had an earth affinity and excelled greatly over other Sages. He became a High Sage by 13, and did many missions for the Master Sage, rarely ever serving the current King. He became a Sage Lord by stopping a secret plot to overthrow the Master Sage by 3 Sage Lords when he was 15. He now spends his days as a Sage Lord, learning as best as he can the element of water. He is a very powerful Sage Lord for such a young age, and is one to express his thoughts loud and clear. He is very close to the Master Sage and in most Sage’s eyes he is the next Sage Lord.
Age: 27
Gender: Male
Occupation: Sage Lord
Skills: Renkar has the Sage affinity towards the earth element. He can control the land around him, and even separate it from the earth itself. Because he is a Sage Lord, he has some control over water, but he cannot do much besides make large waves. This control over elements weighs heavily on his energy and strength, so if he pushes the limits, he could be too weak to defend himself.
World Space:
Suituria
Location: Southwestern peninsula in the Misty Gulf of Kuton
Suituria has two major cities located in the country. One of them is the capital Fortona, which is located on the northeastern end of the peninsula. The other is a city located in the mountains separating a third of the country called Kiri-Nokune.
Fortona is much like a ‘Venice, Italy’. It has many bays and canals running through the city. The temperature in Fortona and its surrounding areas is very humid and temperate. There are many farms that also surround the city. The wildlife around the city is very diverse, but for the most part, it is usual to see around a city.
The mountain range of Kiri-Nokune is usually covered in dense fog with rain falling often. The mountain range is filled with woods and valleys that are not much unlike the rain forests. These forests and valleys are filled with many different kinds of dangerous creatures. The city of Kiri-Nokune is deep within the range and was built around the Temple of Six Paths, which is the Sages home.
History: The Suitarian history started with what they believe was a ‘Great War’ that was never ending. It was said a man came along and used some form of magic and brought peace finally to all the lands of Suituria. It was said he lived out the rest of his life in the Temple of Six Paths that he built using it to teach others his ways. All Suitarians, Sage or not, worship this man as a god. After the man came, it was said that the monarchy of the country lived on, and it still appears to exist today. Over time, there have been many rebellions in Suiturian history. It seems whichever side the Sages were on, that was the side that won and a new monarch would rule. After a monarch died or stepped down, it was their oldest child who would take the place. If they had no child, it would be up to the Sages to appoint a new leader.
Culture: Much of Suituria has fishing and mercantile based economy. Most of its income comes from these, although there is some farming.
Suituria is generally a militaristic country. Military service being a requisite to citizenship makes it so. They have a very strong Army, and Navy, being located on a shoreline. After each person's term of five years, they are able to extend their time. If they don't extend their time, most end up joining, or at least- being affiliated with one of the major Mercenary groups about. Some even seek the legendary hidden sage village to the east past the mountain range.
The people of this city and the outlying towns and villages have a high human populous. The populous is governed by a Monarchy, following the line of a regent. The monarch then has several advocates and emissaries that work with him as advisers, guards, generals, accountants, and marshals, not excluding his Templar adviser.
Some people of Suituria are unique, and are usually called Sages. Sages are believed to be descendents of the man who brought peace or descendents of those who learned from him. They are people who were brought up in the Temple of Six Paths, and are able to control the elements through use of a magical force called Chakra.
Sages start training at a very young age. They train until a High Sage sees that they are fit for the title of novice. Novice Sages begin assisting in tasks given by the Master Sage. Once a High Sage sees they are fit to advance, they become Journeyman Sages. Journeyman Sages will take on more tasks that are more difficult from before. After the Master Sage sees that they are fit to advance, they become a High Sage. High Sages are responsible for teaching new Sages and carrying out tasks for not only the Master Sage, but also from the monarch. High Sages are free to travel as they wish.
From High Sage, a Sage may only become either a Sage Lord, or be elected as the Master Sage. Sage Lords may also be elected as Master Sage. There are 20 Sage Lords at a time, and there is always only ever one Master Sage. The Sage Lords see to the most important tasks and needs of the Sages and the country. Sage Lords will generally control a group of High Sages when they go on their most important quests. The Master Sage rules over the Sages and has supreme power. It is the role of the Sage Lords to persuade him to make the right choices. The Master Sage also acts as an advisor to the monarch and an ambassador between Sages and normal Suiturians.
Lore: Most Suiturians believe in ‘The One’ or ‘God’, which is just a term for the man who stopped the Great War. However, there is religious freedom in Suituria so many other religions seem to appear there.
Powers: Sages get their power through a magical energy called chakra. Chakra is created through long hours of meditation and hard work. Most Sages spend half of their time working their physical strength, which improves the amount of Chakra a Sage has available and another half of their time meditating and studying. Sages study to learn about the world and the way the elements work. Studying allows them to use their abilities in new ways, improving the effects, or even simply making a Sage smarter, making diplomatic situations easier for a sage. Meditating restores Chakra. It is like a very deep sleep in which Sages think about the flow of energy and the world around them. Because Sages meditate, they do not have to sleep.
Sages follow one of six paths, which is determined by a Sage’s affinity towards an element. Once they have found their affinity, Sages can begin more specific training in the Temple of Six Paths. The six paths are:
Light: Light allows a Sage to blind their enemies, or even disorient them temporarily. It can be used for more practical reasons, such as lighting a room, or even be used to harness or create lightening.
Shadow: Shadow allows a Sage to use shadows to hide him or herself. Shadows can me used to travel through, allowing one to move behind opponents and attack them. Most Sages of Shadow rarely find ways in which shadows can harm others.
Fire: Fire allows a Sage to control and move fire in any way they wish. Some Sages even have found that they can create fire where none was available.
Water: Water allows a Sage to manipulate water, making it twist and move in many directions, trapping opponents and even hurting them. Some Sages of Water have found ways to use it such as walking on water and even creating water.
Earth: Earth allows a Sage to move the Ground to create barriers and even knock others to the ground. Some Sages have found a way to make the Ground separate and make it levitate there, allowing a Sage to throw it at opponents.
Air: Air allows a Sage to move the air around creating gusts of wind that can make the opponent off balance and easy to take down. Air can also be used to travel lightly and in some cases to fly for very short distances.
Because the abilities a Sage uses require Chakra, a Sage has a limit on what it can do. The more they do the more tired they get, requiring them to meditate to regain Chakra. If a Sage passes this level, it acts the same as exhaustion which could lead to passing out and in some cases death.
Mojave Wanderer- Shadow
- Join date : 2011-05-20
Posts : 102
Location : Hyrn
The Council of the Stewards of Light
An evolving archive of the information relevant to Alos and the Light Plane.
Updates will be noted in the World-Building out-of-character thread.
Stewards: Kalon Ordona II, Dax, and Bird of Hermes.
The Lord of Light
Character: Alos
Age: Unknown. Older than the recorded history of the Material Plane.
Gender: Male
Species/Race: Unknown Immortal Being
Occupation: By all indications the undisputed ruler of the Light Plane. His main title is the Lord of Light. Some call him Delíre Irrarsil, the White King, but that name is not known to the Thendári.
Physical Description: Alos is taller than most creatures, roughly nine feet in height. It is not known whether he is able to alter his shape, but this is how he has always appeared throughout thendári recorded history. His presence is imposing, certainly, but people tend rather to remember it as inviting or even comfortable. Something about him evokes a relief of pressure and a sense of coming out into the open, all constrictions released. Light tends to behave more freely around him, bending around objects in such a way that few if any shadows can be seen in his vicinity. His eyes are a pale gold, a soft place to look when light is all around. In one hand he always carries a golden staff, its head a crescent surrounding an orb of light as bright as a star. When he speaks, his voice is soft and not deep, but carries a penetrating resonance, such that the hearer is conscious at once of safety in the presence of power.
Sklls: Alos can manipulate Light energy and is a strong practitioner of magic. Little else is known.
Bio: Alos's history prior to his appearance to the Thendári is unknown.
Allies: The Light Plane, Aendrel, Vatienne
Friendly: Äm, Taurë Arda, Fermata
Enemies: The Shadow Plane
Religion/Deity: Alos claims to serve the voice that spoke to the Thendári, an entity of the Spirit Plane which he calls 'The Highest.'
Governing Body: Alos appears to serve 'The Highest' by guiding the leadership of Aendrel, and he also appears to be the supreme ruler of the Light Plane.
Agents of Alos: The Thendári Paladins, thendári warriors trained in the use of Light-imbued blades and armor, sent out into the world to counter the works of Morgarath and drive back the imbalance of Shadow.
Primary Members: Chälan Irrdánë, Tatyana Irrdánë, Lantis Ashei
Secondary Members: Anatar Aeryán, Daen Lehran
Tertiary Members: Áirdan Deltéra, Serena Haruthen, Edrian Nuldar, Alder Echelan, Tharan Irrissan, Rannund Sehril, Talus Aeryán, Shenhra Chëiden
Other Relevant Members: The Daystar Council, Shiana Sehril, Anri Echelan, Tyenn Ashei, Areth, Lítha Irrissan, Rae Echelan, Dannya Telden
The Plane of Light
1 ~ region of Irrnanndë; extremely high population density2 ~ region of Irrdhanath; very high population density
3 ~ region of Irrshana; high population density
4 ~ land of Eléri; wild and romanticized
5 ~ land of Inara; the crossings to the north and east are perilous
6 ~ region of Irrethin; travel center; shortest crossing of the Alalë expanse
7 ~ lands of Thalos; trade center
8 ~ land of Liéna; competitive recreation
9 ~ lands of Oren; moderate population density
10 ~ land of Eydor; isolated; center for magical practice
11 ~ region of Alder; isolated; ideal for sophisticates
12 ~ land of Hieshana; low population density
13 ~ region of Dhunan; very low population density
14 ~ region of Irrilied; extremely low population density
15 ~ land of Sora; considered exotic
16 ~ lands of Alári; travel center; shortest crossing of the Alalë expanse
17 ~ expanse of Alalë; the most romanticized and traveled expanse
18 ~ lands of Dhanéri; well balanced
19 ~ expanse of Chindya; more than twice the size of Alalë and Heyara combined
20 ~ lands of Eyathen; mysterious wilds; enticing for the more adventurous
21 ~ expanse of Heyara; known for its unpredictable thrills
22 ~ region of Alathen; travel center; shortest crossing of the Heyara expanse
23 ~ lands of Ellórë; moderate population density
24 ~ land of Tílon; travel center; shortest crossing of the Heyara expanse
25 ~ region of Ilis; isolated, serene, ideal for study and records-keeping
Araltári - World-space
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 one 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 planar 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.
Araltári History - incomplete
Largely unknown.
The Araltári have not thus far shared many finer details of their history with the Thendári or any other known race. And their tales are so interwoven with lore and legend that it is difficult to filter out the hard facts. What the Thendári know of their general history is gathered from the overlap of information and broad statements from both Alos and the Araltári themselves. Only where the Araltári and Thendári histories overlap, however, can any solid events and dates according to thendári reckoning be cited with reliable accuracy.
Araltári Culture - incomplete
Araltári are intensely imaginative. Imagination is their main mode of existence, the desire to bring something into being which has never been before. The visualization of creativity.
Araltári are extremely sensitive to one another. They have a strong sense of community, and a loose sense of family. Communion and companionship are high values to the Araltári, and they experience these on a deep level. They are are expressive, graceful in movement and fanciful in their projections of light, color, emotion and music. As a race, their personalities tend toward extroversion, intuition, sensing, feeling, and perception.
The social structure of the Light Plane is loose, almost to the point of anarchy. By their nature, however, discordant members of society tend to become isolated if they cannot change. This happens more often than one might think, and most every araltári experiences a period of this at some point in their life.
Known as the Waning, this is a rare period of introspection. Outwardly the behavioral signs point to rebellion and depression, but inwardly the main focus is the question of individuality. The araltári has reached a point in their life when they feel overwhelmed and at the same time unchallenged and uninspired. They are looking for their one desire, color, chord, which sets them apart from anyone else. Most often, up to this point the araltári has taken harmony for granted, and the lesson learned during the Waning is that a chord is made up of individual notes, a rainbow, individual colors, and a body, individual members. They learn the value of striving for excellence in specialization, rather than merely going with the flow, wavering perhaps between one role and another, or simply echoing the overall note of harmony. The distinction is in contributing to the harmony versus merely singing along with it.
Araltári Lore - incomplete
Araltári History is almost an oxymoron. Araltári tend to live for the present and look into the past not for history but for inspiration. Perhaps for this reason, araltári lore and legends abound, and often in incongruous variety.
Araltári Powers - incomplete
Araltári can manipulate light, color, and sound at will, with minimal physical exertion. It takes more energy to produce these same things, but their central core affords them this ability as well.
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