The Beginning
Somewhere in the vast expanses of the endless and bottomless Uferlos Sea lies the mega island Wahrheit, a sub-continental piece of land made up entirely of rich forests, towering mountains, and flowing grass plains inhabited by our favorite bipedal creatures; humans. The human race was making tremendous progress in all fields of existence, from science and art, to architecture and politics. Although having been what textbooks define as the Seventh Generation of Ascending Existence, or AE 700 (700th recorded year of existence) this was known as the First Golden Generation, a year in which all were frolicking jubilantly through the paved roads of their sprawling metropolises. The humans hacked away at rich forests, picked away at towering mountains, and occupied flowing grass plains with their steadily populating cities. The teeter-totter of what was natural and what was man-made was ascending on the man side as nature was plummeting towards the bottom, but since this is a teeter-totter occupied by two; what finds itself on bottom will always push itself back up.

The Beginning of The End
A well-educated scholar who lived in an earlier Generation once made the claim that their continuing weight of constructing perfection will only break the scale of existence. This scholar was cast out as a mongrel and a traitor to his own kind; a monster. One could say the scholar was the first acknowledged monster, which would be ironic, as very shortly after came what would be known as the Day of Ragnarok, when emerged from seemingly nowhere god-like beasts of varying shapes, however, they all shared one common characteristic; colossal sizes. Some of these creatures rose from the Uferlos, as if to trap the humans from an aquatic escape. Others blocked out the sun with wings the size of villages, as if to trap the humans from an air escape. And there were more of this titanic monstrosities that were on land, to face the humans on common ground. The beings floated, hovered, and stood as if unable to do anything else. This frozen moment would forever be burned into the conscious of any man that survived the Strike of Ragnarok. It happened so fast that it seemed as if the two juxtaposed instances melted into a single unit of time. The godly monsters mutilated and defiled the island of Wahrheit with overwhelming aggression and power. Civilians of the metropolises could do very little as from beneath their feet erupted and ascended rocky mountains of proportions never seen or even thought of before. These mountain ranges were soon blanketed with a foreign element that physically ailed those that were unprepared for this alien sensation of searing bitterness; flurries of harsh snow. On another part of the island, the once-shimmering and undulating fields of grass burnt up to rough and unforgiving desert, the riverbeds that formerly channeled rippling fresh water were replaced with bubbling molten lava. An area of the desert was stomped furiously until the terrain was made up of canyons that reached abyssal-depths. Oddly enough, the trees that were chopped down for human purposes seemed to resurrect and multiply, covering a good portion of the island and continuing to tower towards the sky. Half of the titanic forest grew strange moss vegetation and the ground turned into marsh and swampy mush. Riddled throughout this new terrain were the corpses of all those that seemed to bring about the Ending Ages, and also newly spawned monsters of the godly monsters, the Deities, creation that ate these corpses to discover the taste of human death; a succulent flavor that they soon grew to love above all others.

Ragnaroks Aftermath and The Ending Ages
About half of the human population was wiped out during the Strike, and the other half was left to cower in the remnants of their homes, fearing the alien sensation of dread that they would never have dreamed in a million Generations. The survivors flocked to a Golden Generation city that was completely unscathed by the Strike; Fendor, the Regal Port City. As they tried desperately to preserve their existence from the overwhelming beast forces, the Seventh Generation erased the year 700 AE and replaced it with 1 EA, the First Generation of the Ending Age. As the First Generation gave birth to the Second Generation and died off, a spark of "what if" soon erupted into a passionate inferno of hope.

The Rise of The Guilds
The Second Generation mustered up the resources of Fendor and united themselves under what they called the Guild of Fendor. The humans, united under this Guild, took their first steps into the foreign lands that were no longer their own, and braved the terrain and the horrid beasts that inhabited it. Using swords, axes, arrows, and many other surprisingly-innovative creations, the Guild began to successfully fend off the snarling monstrosities and brought back the carcasses of the fallen creatures, which the humans discovered a lot of could be used for armor and food, among other things. As both Fendor and the Guild grew overwhelmingly in population, the humans successfully mapped out New Wahrheit by means of stealthy and swift units united under a branch of the Guild known as the Recon Corps, it was agreed by all that they would begin to populate the different regions, and each region would be governed and protected by a Major Guild. The Major Guild would have three branches at the time of their founding; the Recon Corps, the Lancer Corps, and the Holy Corps.

The Recon Corps' missions involve reconnaissance on know monster hives or packs, and (surreptitiously) on other Guilds in case of suspicious actions.

The Lancer Corps are your heavy-hitting, well-armored bad mofos. Lancer Knights also carry the best technology into battle, and that too varies from Guild to Guild.

The Holy Corps are composed of Priests and Paladins, the Paladins are phenomenal fighters who often can hold out the longest due to their moderate knowledge of healing magic, while the Priests focus on group-healing magic and occasionally a binding/netting spell or two for sticky situations against monsters that come in swarms.

Guild Operations
Guild operations run fairly smoothly and simple... or at least as smooth as simple as hunting colossal baby-eating monsters can get. If not given a direct order or mission, which is usually demanded only in times of great peril, each Guild has a contract board designed as requests from villagers and other Guilds. These contracts range in price and difficulty, and all contracts must be accepted for engagement by an Advanced Keim or higher. The higher the difficulty, which are measured in Grades- Z being inaccessible directly to anyone under Knight/Maiden rank, but if they choose to bring a lower rank with them they can, and are typically gargantuan hordes or even attempting to track a Deity in the Recon Corps case; all the way down to F, which are often times your "He stole my sweet roll!" and things of that nature. Z,A,B,C,D,E,F.

If one joins a Corps, they are often grouped in Squadrons of varying size, ranging anywhere from 2 to 20, depending on which Corps you join and what your task is. Each Squadron is led by a Squad Leader, which in Guild Rank is an Advanced Keim or Knight/Maiden. It is not uncommon for Squads to group together for tougher missions. It also depends on the Guild members skill.

The Major Guilds have ranks; new recruits are known simply as Guild Scrubs, and aren't complete members until they complete a task given to them by their superior. Once completely initiated, the Scrubs are turned into Guild Pages, and are to leave home under the apprenticeship of a Guild Knight or Guild Maiden, which gives them the opportunity to travel the land. Once that is done and their Guild Knight gives them an official approval, the Pages are to make the perilous trek to the Port City of Fendor and become Guild Cadets at the Guild of Fendors Advanced Training Academy. After the Guild Cadets complete the Advanced Training Academy, they are deemed Guild Keim and can choose to either work for the Guild directly, or join any of the three Corps. Direct Guild employment offers more ascension in rank, but is infinitely harder to be raised in status. If promoted, a Guild Keim becomes a Guild Advanced Keim. After that is the esteemed and battle-hardened Guild Knight. Then Guild Quartermaster. The Master Arms-Knight (or Master Arms-Maiden) then picks from the Guild Quartermasters as to who becomes the Guild Sub-Befehl. When the current Master Arms-Knight either retires from their rank or passes away, the Guild Sub-Befehl takes the title of Master Arms-Knight or Master Arms-Maiden. The Masters are often the strongest warriors in the regions, and can certainly whoop his or her entire Guild one-handed. It was also decided that each Major guild would big-brother a Minor Guild, which trains units that are unique to both region and Guild. The Guild of Fendor kept its name and seat as the Major Guild in the Regal Port City, and would be respected as the Father Guild. At the end of every season, these 5 Major Guilds come together in meeting at the Ancient Cathedral in Schnee Palast, this meeting is known as the Gathering of the Major Guild Alliance and is held to share news, provide one another with goods and equipment .Major Guilds and a few villages were successfully managed in every region except for the swampland, which was named the Bog of Bereavement, as all who entered mysteriously never found their way out. As the landscapes varied, so did the humans who inhabited them.

THE WORLD~

The Titanic Tree tops~

The Titanic Tree Tops are the towering forests located on the easternmost of New Wahrheit, and hold true to their name. A good amount of the trees reach up and pierce through the clouds, as if to symbolize nature's ascension from previously being cut down in size and glory. The forest floor is an extremely volatile and dangerous place, and it is because of this reason that all of the villages and the Capitol are built upon and around the colossal trunks and massive branches. The villages are well hidden from the dark forest floor, but the villagers are not the only things hiding in the canopies. It is because of this fact that drives the villagers of Titanic Tree Tops to paranoia of outsiders and anything that dwells on the forest floor.

Elfencrown- Elfencrown is the capitol of the human-populated Titanic Tree Tops region, and suspends 61 meters above the forest floor. It boasts a population of several thousand, whom share large wooden huts with one another. Elfencrown, along with the other Tree Top villages, also make use of the inside of the gargantuan tree trunks, where the Town Center and Major Guild both reside to protect them from weather and intruders. The Major Guild is called the Elfen Streik; the precision of their archer units and the stealth of their Recon Corps are both second to none. However, the paranoia that plagues the Tree Top villages keeps them from sending large numbers of people through the Guilding process, and thus the Guild is rather short on members.
Elfentrunk- The second largest village of the Tree Top villages. Elfentrunk is home to Elfen Streik's Minor Guild, which focuses on the training of lurker units, individuals whom specialize in concealing magic that makes them invisible to the naked eye. These lurkers make up the Elfen Streik's Recon Corps, and is a huge factor in Elfen Streik's Recon superiority.
Twigtop- The highest village among the Tree Top villages. Unlike the usual 61 meters above ground, Twigtop soars at a whopping (and paranoid) 122 meters above the forest floor. Villagers use their refined archer skills to hunt the birds and other animals that live on the canopy located around Twigtop. There also aren't as many residents in this village, as not all can live comfortably at this altitude.
Shroudvale- The lowest village among the Tree Top villages. Shroudvale squats at a low 30.5 meters, which makes it more susceptible to predatory ambushes. To counter this, all residents of Shroudvale can use concealing magic of a higher degree, but this has taken a toll on their health, along with living in the darkness of the forest. One could say Shroudvale is in a critical condition. [/hider]

Blizzard Peak Expanses~

Risen from what was Pre-End Ages metropolises, the Blizzard Peak Expanses are the tallest mountain ranges on New Wahrheit, and are caked with layers upon layers of snow. Bitter winds kick up flurries of snow and make them dance methodical and serene numbers before either settling back down to the snow or freeze anything that doesn't have thick blubber or numerous layers of warm clothing. It's actually a very good chance that one can get lost forever if they do not tread carefully across the snowy plains. After awhile, everything in any direction looks plaster white, and if you don't die trying to find your way to somewhere, a pack of Snow Shriekers will happily pick away at your corpse. Caverns made entirely of ice are also hidden beneath the thick snow, and have been known to make excellent shelters for those that miraculously stumble into them. Or things can take a turn for the worse and the cavern you stumble into can already be home to a very irate Snow Goliath, who might be reminded how hungry it is at the time of your unintended arrival.

Schnee Palast- As far as villages go, both Schnee Palast and Flake Village of ruins of the Pre-End Ages cities, and the villagers have restored and built around these buildings, amazing at how durable the structures are, and how elegant they look in the glistening snow. Schnee Palast is the Capitol of the Blizzard Peak Expanses region, and rests on a plateau that spans farther than one can see in any direction. The Blizzard Capitol is built down into the plateau, and is segmented into three pentagonal-shaped districts called Districts (go figure) that are all connected by extremely long flights of stone steps that cut through each corner of the pentagons. The top district is known as the Outer District, contains the greatest percentage of villagers, but is the poorest and also sits on the surface, which makes them susceptible to any and all snow beasties that may be lurking in the blinding storms most commonly referred to as the Death Curtain. Below it is the slightly smaller Inner District, which is where all the markets and shops are located. The Inner District is more often than not the busiest District in Schnee Palast. The lowest and core District is the Central District, which is nothing but Guild training grounds and the large chapel-like Guild itself; Schnee Maiden. Schnee Maiden's guild-members share the closest sense of brotherhood, and are the most battle-hardened and sturdiest of the Major Guilds. To insult ones Guild Brother is to spit in ones face. Their loyalty to one another assures that any squadrons sent out on hunting missions come back almost 100%, and it is because of this that Schnee Maiden is able to boast the lowest fatality rate among the 5 Major Guilds.

Flake Village- The little brother of Schnee Palast, and holder of Schnee Maiden's Minor Guild, Flake Village is very little other than storage for the Minor Guild's units; the mages. Flake Village is more or less one big training academy to keep those capable of electrocuting themselves and all those around them in an accidental fit of rage from doing just that. Any human unfortunate enough to be born in New Wahrheit that possesses arcane abilities is sent to the Arcane Academy (usually at a young age) to study and gain an understanding of restraining their abnormality and unleashing it for the greater good of mankind. The Academy is a large stone cathedral-looking Guild, and only runs for half a season; in that time the students are turned into Fledgling Mages, where offensive mages are offered excellent positions in the Lancer Corps, illusion-based mages are gobbled up by the Recon Corps, and healing mages are needed in just about every branch, but more often than not work with the Holy Corps. [/hider]

The Canyons of Eternal Stone~

The Canyons of Eternal Stone are a system of deep, rocky valleys that vary in depth from a couple yards to abyssal-tier drops. The not-so-deep winding canyons are sometimes navigated by shallow, trickling streams... until they reach a drop off, of course. Caves riddle the walls of The Canyons of Eternal Stone, and often connect with other cave tunnels to form a stony labyrinth of sorts. Flying above the canyons are ravenous vultures that swoop down on the scuttling lizards, but the bigger birds wouldn't mind descending onto shiny-armored Lancers if the chance ever arose. As for what is inside the canyons and the caves...well you'd be better off not knowing everything that lurks in those dark depths; except for the humans, of course!

Jadetown- The largest and deepest known hole is known as the Absetzen, and spans almost a mile wide. If one were to stand on the edge of this infinite chasm, all they would see is impending nothingness. It is deeper beneath this cloak of void-like darkness lies the Capitol, known as the Gem of the Abyss. Jadetown is a shimmering miners town that consists of intricate tunnel-ways built into every corner of the hole. Metal walkways, shops, and homes suspend over Absetzen, and it is common that glass panels be built into the floors; sometimes its nice to look at nothing, you know. It has been widely acknowledged that only those who have business in Jadetown can navigate the labyrinth of tunnels to reach it, and cannot be done so without a resident guide. If one attempts to find the Gem of the Abyss on their own, they will definitely run into a webbed nest of Dragon Spiders or a hive of Minecrawlers. Other than the Royal Port City of Fendor, Jadetown is the best-guarded and well-defended Capitol in all of New Wahrheit. Jadetown's Guild is the Jade Drills and specialize in technologically-advanced weaponry.

Platin- Platin is the only village in the Canyons other than Jadetown, and the two towns are connected by one large tunnel that spans roughly 80 miles. The tunnel, named Felsen Pfiel, is lit by green lamps that are put in glass boxes and placed into the adjacent rock walls. People, cargo, and other goods are transported to and fro on speedy train-like carts that can travel from one town to the other in about 4 hours. Platin holds the Jade Drill's Minor Guild, which advances in crafting a variety of armors able to withstand different conditions that can't be mimicked anywhere else on the island.

Scorching Plains
The vast desert bares no resemblance to the serene and luscious fields that came before it little more than a hundred years ago. The ground is bone-dry and cracked, fissures in the landscape give the appearance of wounded scars that show evidence of enraged carnage and spite. Along with the fissures are geysers that jut out of the ground like volcanic pimples, and erupt bursts of intense fire that rocket out without notice or hesitation. Dredges in the ground foreshadow the residence of a large monster that seems as though it is capable of swimming through the incredibly-solid ground. The only advice that one can be given when attempting to maneuver the Scorching Plains is to watch your step; for one runs the risk of breaking their foot stepping in a fissure, getting incinerated by a fire-geyser, or stepping on a self-combustible Slidemander. Unlike other regions, the villagers are just as ruthless as the monsters.

Thal'Zim- The Capitol is naught but hundreds of adobe buildings compacted together in rows that sketch out odd symbols from an aerial viewpoint. No Scorching Plains village has any sort of defensive measure, other than the villagers. Within each mud house is a family of Scorch Warriors that would kill each other for the last piece of Meatbug Ragout. The villagers of Scorching Plains are all cutthroats who would rather beat you to death than give you the time of day; and the merciful stroke of a swift death is only granted to one of their own. An outsider will be left to paint the streets that no villager could afford to do themselves. Only the strongest Scorch Warriors reach adulthood, and they are hailed as demi-gods. When a Scorch family has two sons (and they always do) the two boys must challenge one another to a dual. The loser is spared, but is then banished from the village until he can return with the heads of 10 desert monsters; this process is known as the Redemption Ritual. Thal'Zim's Major Guild is the Thal'Blades, the most vicious and unforgiving of any Guild, Thal'Blades boast the highest monster body count as well as the greatest population.

Bedludash & Khal'zar- The two other villages in the Scorching Plains were settled very close together, as to survive without any form of assistance or protection from their Capitol, and hug the base of the Eastern Mountains. Customs, traditions, and battle methods are all identical to that of Thal'zims, and the only thing differentiating these neighboring villages is the Eastern Mountains... and what dwells within them. Under the cover of darkness, when both Bedludash and Khal'zar are settling down for the night, human silhouettes can be seen loitering on the outskirts of the villages. These cloaked beings raid the villages, kidnapping both young children and rations to bring back to their lair. What keeps the bone-crushing Scorch Warriors from slaughtering these kidnappers for stealing property of theirs is that nary a soul knows the whereabouts of the lair located within the Eastern Mountains. What else keeps these people, known as the Supplicants, is their worshiped god, Kalameet. This stone dragon is a being so feared, it has a cult of followers that live to serve it and it alone. Kalameet's incredible intelligence and power has earned him the title of Pseudo-Deity by the Major Guild Alliance. It has been said that the only thing keeping the Supplicants of Kalameet from expanding into the Blizzard Peak Expanses is the presence of its Deities, two godly dragons known as Deutalios and Yggdrasil.

The Royal Port City of Fendor

Ornate banners of vivid red and gold hung on flagpoles and off streetlamps flap about in the sea breeze proudly over the nicely-paved brick roads of The Royal Port City of Fendor, the greatest and most significant Golden Generation relic. Fendor has a bustling population of diligent workers and Guildmembers that help keep the regal city's booming economy intact, by means of hunting monsters on land and at sea, trade routes to other lands we won't bother mentioning, and the small taxes posted on all goods in the other regions. A large percentage of the population have nobility in their blood, and tend to be your snooty folks. However, their wealth makes the city look pretty, so they aren't entirely useless. The Royal Port City of Fendor's Major Guild is simply the Guild of Fendor, and they do more politic and business stuff than actual fighting; serving as the head of the Major Guild Alliance, tax-collecting, trade regulating etc. The Minor Guild is also located in the Royal Port City, and is found at the docks. The Minor Guild is called the Galleon Guild, and is operated by battle-hungry pirates who mainly seek fame and fortune, which is exactly what the most successful crews achieve. However, such an ambitious Guild certainly has their work cut out for them; the Uferlos Sea is home to the largest monstrosities, as well as arguably the most powerful Deities.

The Bog of Bereavement

The deadliest of all the regions of New Wahrheit, the Bog of Bereavement has remained unscathed since 1 EA. Removing the Bog would open up much needed travel and trade routes from Northern Blizzard Peak Expanses and Titanic Tree Tops to the Royal Port City of Fendor. Guild branches from both Elfen Streik and Schnee Maiden set up camps on the outskirts of the Bog. When these troops tried setting fire to the dense vegetation, they watched as the hundreds of torches they threw made contact with the gas-drenched trees, and within seconds the large pillars of fire were sucked up to nothing right before their eyes. What happened days afterwards was even stranger; the Bog opened up. When the troops woke up, they all laid eyes on the wide path that was the only opening ever seen through the impenetrable sinister foliage. Elfen Streik sent their fastest Recon squadron through first, and the camps would expect them back within the day to give the affirmative of a route to Fendor. After a day passed, both Guilds made the fatal error of assuming the Recon squad were resting in Fendor to return with good news and rations, and thus sent the rest of the camp, a combination of Schnee Maiden Lancers and Elfen Streik Recons, down the Bog's path. Once inside, the path split into 4 winding trails; which was the exact number of squadrons that made it to this point. With the dreams of bettering their people, the squads shrugged this predicament off as mere coincidence and marched their separate ways. [/hider]

MAGIC~

Healing:
The first of these schools is that of Healing. Every guild in New Wahrheit values this school of magic any manifestation that specialises within it. Most prized among healers are those with the strength to cast spells over groups of people as opposed to singular individuals.

Types of Spell:

Flesh Healing:
These spells focus on healing physical wounds, such as; cuts, grazes or even deep gash. Legends tell of healers that could even replace an amputated limb or reattach one, though many mage scholars are skeptical of such abilities.

Detoxifying:
These spells focus on removing the effects of foreign agents within the bodies like poisons or pathogens.

Enhancing:
These spells deal with bolstering the human bodies via magic, some spells can offer bursts of energy in crucial moments, others can momentarily increase; speed, agility, strength or anyone of the five senses.

Medicarum:
These spells deal with the expulsion of sickness and disease, where one cannot find a skilled surgeon or medic one must find a healer with this skill for they can cure the common cold, remove malignant cancerous tumors or prevent deformity in pregnant woman, they are even able to sterilise a man or woman to keep them from having children at all. There are even instances when one of these mages can make a man or woman fertile once more, though this is a rare ability.

Illusion:
This school of magic is generally more appreciated by the Recon Corps of any guild though Illusionists can often be found in the other corps as well but it is not a common sight. This school belongs to those abilities that can change course of light, trick the mind and even sometimes one of a hundred gains the ability to create an entire world by playing with peoples' perceptions. Yet again, those mages who can cast spells over groups are highly prized.

Stealth:
These spells are made to obscure the caster from sight whether by bending the light around them, creating shadows dark enough to shelter from prying eyes. Some spells can even confuse the olfactory system by creating smells, or fooling the ears by manipulating sound. Some magics can even lend their user the ability to blend in completely with their surroundings to the point where their skin changes both colour and texture.

Effect:
These spells are cast not to befuddle the senses but emotion. A mage with a specialty in this area can cast spells that fill their allies to the brim with bravery, or make their foes quiver with fear. Some mages are even able to make their targets fall asleep or retreat out of revulsion. One could even make enemies fight amongst themselves.

Environmental:
These spell change a target's perception of their surroundings, one could create an illusory tree or female krillizard. The applications of these spells are almost unlimited.

Offensive:
This school is reserved for those magics that can wound, maim and kill. There is a subschool in this category meant for defense and those spells are meant to protect, bolster and guard.

Binding:
This school encompasses magics and spells meant to ensnare targets. Magics that specialise solely in this school are rare, often other magics have spells that can bind. This school of magic is largely unappreciated by the guilds as they do not often wish to capture beasts but instead kill them.

Binding:
These spells are generally meant to simply restrict movements, the do not have any secondary abilities. The strongest binding spells can crush the bole of a tree when constricted while others can be so strong they are rumored to be able to bind even a deity.

Sapping:
These spells are often weak and may hold an small animal for a few hours and an exceedingly large one for minutes but their usefulness doesn't lie in their binding ability but that sap the strength of their targets and cost little energy to cost so they are the most often employed. It is very difficult to kill anything with these spells since they do not last long but with continued perseverance one might be able to kill a blood fly.

Traps:
These spells are much like the the webs of spider dragons. Tough and adhesive but they cannot be cast in a hurry, no, these spells are employed by great planners with patience since they require a great deal of preparation.

Enchanting:
This school deals with magics that can bestow magical qualities upon items or weapons, sometimes even food can be enchanted.

Protection:
These spells deal with adding a layer of magical protection upon an item, whether it be armour, clothing or even a chest to prevent theft. Some spells can add protection against magic, damage, poison, rot and sickness. Other spells can increase the endurance of an item to make them last longer.

Effect:
These spells can endow items with a varied range of effects, these spells however only have a limited time of use. An item of food may bestow momentary speed or strength, while for a time an enchanted cloak may provide increased camouflage or even invisibility. Some legends speak of a mage who once created a true cape of invisibility that would hide its wearer indefinitely.

Damage:
These spells are meant for weapons, spells to make swords unnaturally sharp, to make war hammers and maces explode with hidden power at contact with a monster. There are even those who can make weapons as cold as ice that freeze any wound the weapon makes. This school is the hardest to master and requires great amounts of power.

Wilders:
These mages are able to use their magic in ways that defy categorization and are often viewed with suspicion and jealousy.

CS:
Name
Sex
Age
Guild
Home town
Appearance
Magic: (if any)
Personality
Bio
Weapon of Choice.