Hidden 7 yrs ago Post by Pyromania99
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Pyromania99 12th Paladin of Charlemagne

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Race Name: Alanian (“Winged Children” is the name spread most everywhere.)

Average age upon death: 80

Description: A winged race that lives in the low to mid mountains and occasionally a few villages just out past. Their wings let them glide, hover and fly however, long distance travel is out of the question. Their wings allow them to move from place to place in the mountains fairly easily though they can be a hinderance otherwise. The only upside to moving around inside a building with the wings is that they can fold up rather nicely though still slightly bulky. In an open plains setting, their movement speed is sometimes slowed by the wind drag and other times sped up depending on the direction of the wind.

Besides the wings, Alanians look completely human and most are fair skinned.

They also run into issues where they are confused with Angels at times should they have feathered wings. It should be advised that the Alanians are not Angels. . . Period.

Wing Appearance: The appearance of ones wings depends mostly on heritage and often luck. No one knows why, but wings will sometimes change between family members. If the mother and father have feathered wings, sometimes the child is born with Leather wings like that of a bat. Overall, the wings can look like any type of wing from Feather to Leather or even a hybrid.

Location: Between the mountains of Eania and Ghannos, Featherfall and surrounding areas.

Culture: Traditionally, Alanians formed tribal communities in the mountains separate from each other, wage small scale battles for the sake of food. This was before they understood farming, agriculture. While, water was a somewhat issue, that didn’t stop them all too much. Sometime later, after the formation of Featherfall, there was a Mountain Spring that was found that gave them easy access to water. There was much rejoicing when the bucket system, a long line of buckets were attached to wire and brought up to the city from a water source off the mountain, was then brought to an end. Many workers lost their job but found their place elsewhere.

Clothing wise, they wear colorful robes. Robes that slit near the legs to provide less air drag when they fly. Generally they don’t wear jewelry either and if they do it would tend to be elders, too old to fly well.

There are bi-yearly competitions held for sewing and flying. The Cloth-Heart Competition and the Winged Relay as well as the Mountain Marathon. They a great competitions and the Marathon mostly relies honor as there is no way to truly judge where and how some is or got to be there.

History: At first a mess of different clans that fought over food, they eventually got over their differences with the learning of Agriculture. Upon figuring out the ways that allow them to farm on the cliffs and rock that took years to start, they could survive easier. From there, the separate Alanian villages spread as their population grew. This however, lead to more conflict as the tribes were stressed for the interior, more resource heavy areas. While little more than border skirmishes the elders of each village decide to hold the first Council of the Feather. As a people, they were more worthwhile to each other together than against each other, making the building grounds for themselves as a people.

Two years later, with a little bit of tension, there was the official naming. Featherfall. Even with the name, they still accept those without feathered wings. Bit by bit they improved the massive city by digging into the mountain for space and resources. While the city itself was big, just about of it could be seen as much of it was built into the mountain face. Elaborate statues of some of the greatest leaders where carved. Sadly, the peoples were not miners. They, as people, are not the most stout, and it took many years to carve out the mountain to live on. Wood was, for the longest time, possibly the most sought after building material as, compared to the plentiful stone, was less common and looked generally better.

Today the live just as they had thirty years ago, sending elders of each tribe to act as a representative in the Council and govern the city and it’s outlying farming villages. The mountains are a decent place to grow when properly renovated, but out on the fields is better. The maintain little contact with the other races and most Alanians found outside Featherfall and it’s outer villages are those adventurous enough to see the rest of the world. Typically, outside Featherfall they are called Winged Children, on account of their wings.
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Hidden 7 yrs ago Post by Lucius Cypher
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Torrin Hold


Capital City: Ghazkin

Ghazkin posses both the glory of a unified industrial nation and the horrors that goes into maintaining it. Also known as "The City of Steel" as well as "The Copy Capital", Ghazkin is one of the most massive cities in Torrin Hold, and competes to be one of the most massive in the world with a population just short under a million orcs. Made up of over twenty circular fortress walls, the area between them known simply as "Circles", Ghazkin is capable of providing protection and supplies to it's people. Everyone born and raised in Ghazkin is given purpose, and rewarded for it. But not all is well in the City of Steel. For their advancement in production, pollution and sickness runs rampant. Even for their hardy orcish residents, their numbers must be maintained to not only meet the constant demands of production, but to replace all those who die of the various diseases made everyday due to their trash. This is of course only an issue in certain circles, and those living outside of them live fairly comfortable for those who do not might the oppressive rule that maintains them. Everyone is given purpose, whether it be as a factory worker or a breeding stock. They are rewarded with the allowance to live, and those who refused their station can seek to exchange with another or become fuel for the nation. Ghazkin is also the hub for a melting pots of culture, from dwarves and elves to even demons and the undead, exchanging with one another for goods and secrets. Or stealing it from one another after a knife slid between their bones.

Important Cities: Stairin & Claine

Stairin and Claine is Torrin's two secondary capitals, but both have a different purpose.

Stairin is Torrin's main city for the development of new ideas, or at least improved versions of other's. Known as the Intellectual City, despite it being ran entirely by orcs, has one of the most informative archives and thriving Research and Development departments. So long as they're researching and developing upon ideas given or taken from other nations, as they are masters at adapting and improving what's already been made.

Claine is Torrin's main military city. Where all of Torrin goes for training and armament, with an standing army of over two million stationed all over Torrin, they are one of the most feared armies if only in shear number, not to mention the various technological weapons that aid them. From portable Dual-Horn cannons and Armored Transports or Reactive Armor and Kinetic Rendering Blades, Torrin's military is both high in numbers and well equipped.

Landscape: Torrin Hold consist most of hills and mountainous regions, rich with mineral ores. They are also centered over one of the largest Ravine Cities, putting them at constant threat of the demons and monsters of the Inferno. Torrin requires imports of lumber and animal bi-products from other nations, and in turn they provide large amounts of metals and other treasures from the ravine. Torrin often sees humid days that can cause rain for days on end, but this hardly makes their lands fertile due to the heavy amount of industrialism. The rain is often acidic and their water supplies and methods to purify them are fiercely protected.

Culture: Torrin Hold believes that the only way to live is to move forward. They have long sense shed their former tribal culture of the past in exchange for guilds and unions with one another. More importantly, they have opened their doors for other races to join them in their conquest for modernization. That being said, they are not above looking back and making improvements on things that have served them well. Recycling, Reusing, or Repairing are the three most important things for the inhabitants of Torrin Hold to live by. Torrin Hold also serves as a trade nation for everyone in the world, harking their goods or acting as a third party for everyone who has business anywhere.

The orcs themselves tend to live with family members until they've taken up a life-long occupation, where they would move into the homes of the companies they work for. One's loyalty to their duties is considered a noble trait, even if you occupation is that of a garbage burner or corpse mover. All are given a purpose and those who seek to to their best at it are rewarded justly. But it is not to say that they are entirely honorable; indeed, a sense of cunning is necessary for them to survive in Torrin hold. Many must learn how to speak with a forked tongue or at least develop plans and ideas on the fly, as anything less would take away all that they've worked for.

Oelik Hold


Capital city: Oem

Oem is a city built almost entirely out of the bones of monsters. Said to be the location of the first orc to ever walk the world, it has high cultural significance to many if not all orcs. Compared to most cities it's not the most well defensible, but it is guarded by the most elite warriors and killers of Oelik hold, from mighty warriors to immortal mages. That being said, the design and populace of Oem changes often; every ten years a "Natural Election" occurs throughout all of Oelik, where the strongest clans come together to do battle against one another regardless of their own individual feelings for one another, and fight to see who gets to claim the ancient city.

Important Cities: Liem & Kem

Liem and Kem are both neutral cities in Oelik where it's considered dishonorable for clans or tribes to fight each other in. Liem itself serves as a place for orcs too old or unwilling to fight to rest and live out the rest of their days, usually getting by as merchants or craftsmen. Kem is a large agricultural city that grows most of Oelik's food supplies as well as maintains their most profitable market good, Ironwood. And while it's dishonorable for orcs to fight there, both have a sizable army to serve as it's police force, capable of anything short of another army from another nation.

Landscape: It is said that Oelik is a strange lard for it's natural serene beauty, even as orcs are slain in the background. In the middle of Oelik is the enchanted "Lok-Narash Sanctuary", which is actually a large forest. Inside are various beasts that the natives hunt as a proof of adulthood, as well as for necessity and sport. It is highly dangerous as it is a "Free Zone", meaning that anything in it is free to be killed. Thus it's inhabitants have adapted to become ferocious and deadly even to the orcs who hunt them, as they rival some of the most fearsome creatures in the known world. Outside of the Lok-Narash Sanctuary, Oelik is amde most of stone steppes or open plains, perfect for raising horses but not so much farming. Weather is fair all year round, but can become very dry during the summer and even into the fall, forcing it's inhabitants to starve or find food however they can.

Culture: To say that Oelik is a warrior culture would be a understatement; everyone born in Oelik is a warrior first, and any other occupation is simply what they are when they are too injured to fight. There is no governing laws in Oelik, only the honor system that's held by every tribe and clan. Thus some would say that Oelik is overrun with bandits, when in truth it's simply it's native populace going on about their lives. Which may include ending yours. That being said, friends of an Oelik Orc is a friend to their entire tribe, even if you aren't an orc yourself. Everyone is judged by their abilities, not by their origins. But even so, Oelik do practice what some would consider "Outdated" ideals, specifically when it comes to acknowledging the rest of the world.Oelik orcs care only about themselves and their friends within the bounders; anyone else is either a friend or foe, typically the latter until proven otherwise.
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Hidden 7 yrs ago Post by Fallenreaper
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Gods


~Gender-God-Domains~

♀Billant-Light; Sun; Warmth
♀Torria-Fire; Pyromancy
♂Gaurot-Death; Rebirth; Souls
♂Crugh-Earth; Stone; Dwarves; Geomancy
♂Whein-Water; Ice; Seas; Hydromancy/Cyromancy
♂Kurth-Nature; Floramancy; Fauna
♂Aarem-Black magicks; Vampirism; Evil; Suffering
♂Ren-Generality (God of all Domains)
♀Leehna-Moons; Space; Stars; Sky
♂Baltam- Body; Flesh; Physical; Vitalimancy
♂Moltom-Mind; Brain; Intelligence; Wisdom; Knowledge; Mental
♀Duuri-Insanity; Mental illnesses; Cripples (Bodily or mentally); Psychomancy
♀Gusstha-Air; Wind; Clouds; Flying
♀Xiah-Lust; Beauty; Passion; Love
♂Sammel-Thievery; Beggars; Mistrust; Wealth
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Yarosmere

Important City:

Landscape: Yarsomere’s landscape is mostly filled with vast, rocking terrain and ever shifting sands which can whip into untamable and sudden sandstorms. Winds that are said to peel the flesh off any unprepared fool caught out in the middle of them but thankfully, it’s inhabitants are well suited to survive in such weather. Though most of its area is nothing more than wide dune wastelands sprinkled with a few scattered oasis thanks to underwater springs, the naturally most fertile areas are the rivers running though the land and lake. It is here most the plant life, from cypress trees and palms to river reeds and crops, are grown within these limited farmlands. To extend this, crude irrigation systems bring water from water source over vast areas and enlarging farmland. During the day, temperatures reach up into the 100 degrees or higher on average upon its zenith making most daily activity happening between the early or late afternoon hours. Night time temperatures drop below freezing and usually force most inhabitants to seek shelter.

Culture:
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Djarkel

Important City: Capital New Sanguine

This place sits miles from the five mountains, each named after the four Angels of Death, which are magically created to mimic the four lakes of Eania. Its old capital, Old Sanguine, was strictly confined to the peninsula until after the Black Wars of 1312. Like in Eania, there are temples and sacrificial alters for their Patron god Gaurot as well as a yearly Night Feast which happens during the winter solstice. Most dominate bloods accepted here is Binding and Black, through there are still some diversities from other areas from any race dwelling within its walls, including Vampires.

Landscape:

The land is slowly rotting and cursed thanks to the many curses and enchantments laid upon it over the years. Bound creatures wander the lands seeking an existence or blood while land is dying, leaving nothing but charred tree skeletons, cracked and splitting rough terrain and overcast skies that create a gloomy setting.

Culture:

A Kingdom that is made of Barons which reside over sections of land, renting them out to be farmed, lived, mined and more to people willing to serve them. The military is composed of ‘Warlocks’, elitist battle mages from every blood and claimed to be best of the best within Djarkel.

Note: Djarkel and Eania are important Political powers among Tiien. They have been in eternal conflict and are currently mortal enemies since the 1312 war. In recent times, their quarrel has slightly subsided from the strength of the past and edging, thanks to Twilight College’s Archmage, for a temporary truce.
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Frozen Plains/Glacier Lands

Important City: Frostbite

A large city surrounded by walls made from pure ice and fashioned by Snow Elves. Despite its fragile appearance, the walls are several sheets thick and impossible to crack with brute force or melted by the hottest fire creating an ideal defense against the cold winds. It is said Whein has blessed its walls and this is why the walls can’t be melted, an answer to the pray from the very first leader and continues to be so until the end of time. Mainly because it’s made from enchanted, they live on the southern tip of the Frozen Plains and closest to the Mountains separating Ghannos.

Landscape: Glacier Lands’ northern lands are mostly cold, barren wastelands of ice, snow and grey rock. Everlasting blizzards of bitter cold whip across the land, stripping it of any live upon its surface but on the Southern ranges the Plains have thick, pine tree forest and steep cliffs giving it highland scenery of pure wilderness. In the Northern region, the warmest temperature is 0 degrees and the coldest can reach to about -30 or lower, while Southern reach only to about -13 or so.

Culture Brief: Snow Elves live in tribes of 10-12 families, made of a few members each. This community is tight and set on surviving in the harsh, wintery climate with one group leader. Most of the groups are isolated, migrating from winter to summer lands (west to east), being nothing more than family groups with their own laws, rites, and such.
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Scorched Lands
Important City: Felldor Felldor is the only place that resembles a human city sitting on the only stable piece of land within the center of the Scorched Lands. The main reason is because it’s floating. The five small land masses are held up by ancient crystalloids, their origins unknown or power understood, located each center and creating Felldor. The city is ran by the Head Chieftain, an elective position by the previous Head Chieftain and the other five clan leaders, and a position that holds high responsibly in the fashion a king does for his/her people. The population of Esyire consists of those that have chosen willingly to live there, their backgrounds and origins are many but they all serve the Head Chieftain while living in Felldor. Landscape: The Scorched Lands’ toxic radiation has forced its inhabitants to evolve into anthro-dragons with hard scales and wings. Due to the poisonous radiation seeping from the underground vents endlessly, few creatures could survive traveling through its rugged terrain and often result in sickness that ends in death. This is caused by both magma and heated steam tunnels that stem from the only volcano, Mt. Genesis, which is still active today. The tunnels are deep under the ground and reach out through the whole country, creating random and small quakes that shift the ground around and keeping the constant temperatures throughout the year. Because of its minor seismic activities, the landscape is never the same and always changing leaving it a mix of dried magma and highlands with little shrubbery. The elevations ranging as high as the Mountain range to lower than ground level, sometimes endless pitfalls. Culture: There is only one official city, Felldor, within the Scorched Lands. It’s a place where the Head Chieftain and his main clan exists, stationary unlike the nomadic town/clans that are scattered throughout. Unlike Felldor where a large population of Esyires live together, the other five clans consist of a large collection of smaller, nomadic villages, which move with the shifting landscape. Each clan has a single leader who is a master in his or her blood, making the rules and laws for the clan to follow. This why most the clan laws differ from each, however grievous crimes, serious disputes, or other important matters are taken to the Head Chieftain. Most Esyires lives are more tied to their intermediate families, namely parents and siblings for most of their childhood. Most Esyire don’t discover their mageblood until after childhood, namely in their late childhood to later in their adult lives. Some, rarely, are ever activated. Once discovered, the Esyire is either sent away to the Twilight College or taught within their families, often depending on the parent’s role within the Clans, the later might stress the responsibilities and pride in their duty. This often places stress upon both teacher and student causing a serious lacking in proper training, something far more dangerous out in the Scorched Lands. Every spring equinox a small group, ranging from 3-20, of Esyire students arrive from the Scorched Lands to Twilight College. *Their return however depends on their accepted level of training, some only learned the basics in order to continue their development back in their homeland while others become full fledge masters before they return. In the Scorched Lands, limited resources are almost always an issue. As such, their society has evolved to emphasize the efficient use of what they do have. Villages, as well as Felldor itself, are arranged and built efficiently. Without wood for construction, Felldor is constructed almost entirely of volcanic rock, while the shelters in nomadic villages are often made from primarily animal hides and bones. If a village is expected to last more than a certain length of time, they may build one stone structure at its center. Food and water are usually rationed, and clothing is very minimalistic, functional in design, and made from animal-based materials. The Scorched Lands contain dangerous creatures in addition to environmental hazards, so everyone, no matter their role in society, is trained to some extent in the use of their weapon of choice and mageblood. Each of the six major clans of the Scorched Lands possess both a preferred role within Esyire society. The members of each clan are not strictly required to follow their traditional role, but it is common. As well, each clan also has a mageblood type that is most common among its people, though individuals of all magebloods exist within all clans. Jev role-Law Keepers Widely used Mageblood- Obiligatio Living in Felldor and being most dominate in Obiligatio, the Jev Clan has always been the law keepers among the Scorched Lands when it came to disputes. It is their role to ensure fairness, retain the clans from waging an all out war on each other, and that each clan is playing according to their assigned duty for the survival of their race. Unlike the other clans territory, any and all are free to come and go in order to settle disputes they can not themselves. Most members of the Jev Clan are masters of Demonomancy and Necromancy meaning only the foolish would dare cause trouble within Felldor or risk feeling the wrath of the Jev Clan. Their main purpose is uphold these Law upon to all Esyire. The ones listed below are summarize while the actual laws are far more detailed and provide much coverage over grey areas:
  • Traders are required to provide a fair price for their goods, even while they profit from them.
  • Daily ruling of the Clans are left to their own leaders, including minor skirmishes and physical conflicts of a dueling nature. However attacks resulting in blood shed and massive life lost is prohibited, and will demand the Jev Clan's attention.
  • Those who dishonor their clans with ill and brutal crimes will answer for them within the ruling of their individual clan. If a criminal attempts to escape their fate, they will be hunted down by the Law keepers and returned to their original clans.
  • All Clans are required to cooperate with the Jev Clan, no exceptions. However any believed unfairness from an individual of any clan should be taken to Felldor and with provided evidence (multiple witnesses, solid evidence like damaged property, etc) will cause the clan to investigate the accused. Even one of their own.
Dyre Role-Warriors Widely used Mageblood-Clima Throughout its history, Clan Dyre have been steadfast warriors of the Esyire people. With aeromancy and electromancy, they specialize in aerial combat and offensive strikes. Although pragmatic in warfare, they tend to prize honorable conduct and are prideful in their role as warriors, a trait they share with Clan Xhoth. As such, the tension between the two clans has made them rivals, which has resulted in skirmishes between the clans throughout their history. In their earliest histories, the fighting was brutal and devastating, but as time passed, their fighting became more contained. At present, skirmishes are small, and not threatening to either clan as a whole. Like the Xhoth, they have a strong sense of duty to the Esyire. Xhoth Role-Warriors Widely used Mageblood- Aqua/Ancient Magics Unlike the other clans, Xhoth's people have an increased rate of both Aqua mageblood, and ancient magic users. In the dry Scorched Lands, Aqua mageblood has less utility than others, but in war, they have learned to specialize in manipulating the blood of their foes. Additionally, the Chanters, Weavers, and Runecrafters among them have served to make their forces more adept in defensive fighting. Since none suffer from the effects of blood sickness, they can endure long battles more easily. The clan prides itself as the protectors of the Esyire, which has created tensions with their neighbors, Clan Dyre. Their fighting is too minor to significantly weaken the clan, but since they dedicate many of their resources to maintaining a strong military, they, like Clan Dyre, have a standard of living lower than the other clans. Thar Role-Traders/Merchants Widely used Mageblood- Lues The members of Clan Thar are the Esyire that those outside of the Scorched Lands are most likely to encounter. Not only do they facilitate trade between clans, but they are responsible for most of the wealth which enters into the region.Not all of their merchants make use of magic, but those who are trained in psychomancy can and often do use it to gain advantage in business negotiations. Their psychomancy may also produce mistrust for them, which is why many often hide their abilities, or pose as noxomancers. Shi Role-Craftsmen/Farmers Widely used Mageblood- Natura Members of Clan Shi serve some of the most important roles in Esyire society. From blacksmiths, to alchemists, to architects, the best refined goods created in the Scorched Lands come from Clan Shi. While other clans do often have their own craftsmen, they will often hire Shi craftsmen instead due to their higher quality. They were the clan who built and currently maintain Felldor and its fortifications. Using geomancy, some of them are capable of building strong stone structures from volcanic rock with impressive speed: a particularly useful ability in the ever shifting Scorched Lands. Their use of Herbamancy, as well as strong knowledge of the land and its patterns, also allow them to be the most successful farmers in the region. They provide most of the food produced in the region, and while plant materials are still rare and expensive, they would be almost nonexistent without the clan's efforts. Since arable land in the region shifts drastically in position throughout the year, often across clan boundaries, their farmers are generally allowed free movement through any clan's territory in exchange for preferrable prices on their food. Yera Role- Scholars and Healers Widely used Mageblood- Lux Though the smallest clan in number, Yera has a large impact on the Esyire overall. They have few holdings outside Felldor itself, but as the city is the focal point of knowledge in the region, most of the clan's members would not wish to live elsewhere. Most focus their time and efforts on scholarly works, magical or non magical. Those who study magic dedicate most of their lives to the pursuit, making some older individuals within the clan some of the most knowledgeable and powerful users of magic within the Scorched Lands. Like the farmers of Clan Shi, the vitamancer healers of Yera are often freely welcomed within other clans' territory, so they are not uncommon to find outside Felldor.
Fauna and Flora
Natkha
As large as an orca whale, this lizard like animal has flippers where the four legs should be and a long fish like tail. It lives in pods of 7-10 at a time and within the free flowing molten lava, its skin best for heat resistance due to the anti-flammable oils that sweat through the surface and protects against its harsh environment.
Hasarr
These creatures being small, bald and featherless, look more like something from a time before Tiien. Their eyes filled most their heads giving them excellence eyesight to hunt by while thin skin stretches similar to bat wings down their compacted bodies, having only holes for ears like most birds. Their size is about that of a falcon and are solitary creatures, pairing off only once in their life time. Females tend to be a more brownish hue to match the surroundings while the males are bright white and have three yellow bands over their beaks to attract their mates. No band pattern is ever the same on each male.
Bruvix
Often called Heat Gliders, these animals are much like the sugar gliders (flying squirrels) found in other areas of Tiien save for some key differences. Their fur is more like hair which is very close cut and thin to the body. About the size of a shrew or mouse, it lives off the specialized fungus (Jhuul) growing throughout the Scorched Lands.
Jhuul
A hardy and versatile fungus, Jhuul has many different forms. Some have adapted to thrive off of the high-temperature springs scattered throughout the land, and are often multicolored and moss-like in form and texture. Other types can survive near, or even in lava flows, while the last type can survive in the open by living off of nutrients in the rich volcanic soil. Special thanks goes to EliteCommander for helping to revamp and add to the depth of the Esyire's culture and Blood's world.
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Ghannos

Important City: Farthan

A large tree at the heart of Ghannos land, the Elven city is built around the surrounding area and local trees. Made from a wounding web system of intertwine tree branches into bridges, each connected to a platform that rests a building or house.

Landscape: Completely filled with forests, namely created by the vast Ironwood trees, that created dense and lush scenery. For the most part, their leaves shield the inhabitants from the harsh sun’s rays and create a green light filtering through the thick canopy. There’s a small meadow area that line between the forest edge and the mountains.

Culture: Wood Elves are most dominating race here, their lives revolve around nature and to live in harmony with it. Rather isolated from Eania, Djarkel as well as the rest of Tiien by the mountain ranges to its southern border making trade difficult save for those braving the climb.
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Naga Lore


Amaryllis, Arch Matriarch explains the Naga history to Ellys, a huntress and possibly future Matriarch.

Allow me to begin at the beginning, the start of our race and its origins. Like all races and creature, we once were ruled by a God named Helkyso. The God, like most, was born from a divine union between the God of Body, Flesh, and Vitamancy, Baltam, and Goddess of Love, Passion and Lust, Xiah, when the world was barely crawling into its first year. Each immortal had their own form and his was one of a half human with seven serpent tails, his head made from three different faces. Left was wrath, right was sorrow, and finally the middle settle over with compassion and love. He was one among many thousands of other newborn Gods and Goddesses, grandchildren descendent from the Three Originals, their relationship to him vast from step to full siblings had all grown with him when the world grew older. It wasn’t until that unfortunate day, which his life was shattered in a blink of an eye. War broke out in their world, the newly formed Gods rebellion against their creation source, spilling divine blood across their battle field while thousands of Gods fell, including two of their enemies from the Three Originals, in the name of victory leaving the mortal world in a terrible state. It was after the fighting had ceased, punishment for Helkyos’s choice to stay neutral, he was then banished into the mortal world.

Ice and snow, numbing flurries had threatened to take his life from his diminished form while the Victors sought to wipe all evidence from the face of the world. When the harsh winds had ceased, the ice melting and the world had awoken from its white slumber did Helkyos emerge from his hibernation deep within the earth’s warmth to slither upon the surface again. After a few decades, the Naga God felt loneness weight heavily upon him and soon he aim to solve it. From his ribcage he ripped flesh and bone dripping with his blood then set about forming the first Naga female, Xanaphya. He took part of Sea and shaped her figure, his flesh, bone and blood gave her life as well as essence and power. As oldest and first Matriarch, she watched and recorded Helkyso then used his divinity to repeat the process two more times. With the Sky, he creating, Dyesa, the first worker, and with Earth came the youngest Kyiira, the first huntress. Once the event was done, Helkyso slumped over utterly exhausted after using most of what was left from his remaining divinity gave the three minor Goddesses life. It was the last sister that slithered over to him to aid him. She cradled his head in her gentle grip, her hands glowed fiery white, letting her own magic pulse through him and slowly mended the broken God. Together, Helkyso and his three brides created thousands of children offspring that brought life to the desolated world.

However, new creatures had started to spring up during the passing time. When his children started to pull away to explore the world, Helkyso fears of being alone and forgotten were renewed within the God. He first attempted to coax them back him but it failed, miserly. Despite his brides’ pleads for patience and tolerance at their children’s rapid curiosity, the God acted hastily. In the name of his love, Helkyso killed thousands of his children much to his brides’ horror. Their tears ran to mingle with their child’s spilt life, the strongest and most grieves was Kyiira because it was her brood that had suffered the greatest casualties. Mourning their loss, the three knew to allow Helkyos to continue his rampage would likely end their future of their children forever. A plan hatched in Xanaphya’s mind, one that would call upon all three of the minor goddess’s powers and skills to destroy their maker and their husband.

Xanaphya had started by seeking out a special metal, housed deep within the earth, along with bone and surging it with her divine power. It was then she passed it off to her sister, Dyesa, who also poured her power with each strike upon the raw materials. She pounded and molded it for seven days and nights to forge it into a handheld weapon, a dagger, for which would kill Helkyso. In their fortune, the Naga God was distracted in his raging war upon his children and the Goddesses’ plot went unnoticed. When only a definite handful of Naga descendants were still alive, Kyiira’s task had arrived when she coaxed the God into bed, stopping his rampage for a night, before she delivered the killing blow. Her energy combined with her own Vitamancy made the dagger glow, empowered with the force able to keep the God, and then brought it into his scalp during the throes of their deceptive passions.

His body thrust out. Its coils crushed the Minor Goddess’s ribs and threw her from him, the first huntress crumbled into their bedchamber floor but unable to pull her eyes away until the light in his had died. That was the day Helkyso died and the Naga were reborn, the God’s last gift was one that aided the population into healing. Kyiira was the last of his brides to birth Helkyso’s offspring. Wasting little time and desperate to ensure he would never rise again, she cut out his heart into four pieces and then scattered them to the world’s unknown corners. In time most Naga have forgotten why we view extreme emotions with such dislike and bane, but the Matriarchs will always remember. It is our duty, bestowed upon us by Xanaphya and one of the oldest creatures living on the world, to remember and prevent the past from repeating itself again. For now, no one knows where the heart pieces lie. Or the immortal dagger, its power lost to the world and Naga, but it is say when it is needed the dagger will choose its seeker and wielder.
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Hidden 7 yrs ago Post by ultimate523
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UserName: Ultimate523

Character name: Gorik Zornoth

Age: 25

Mageblood type: Lux

Favoured Magic Class: Pyromancy

Previous Magic training: None

Race: Half Naerse human, half orc

Appearance: Gorik stands at 6'4", and is naturally quite broadly, and strongly built, but is currently more lanky due to his diet, and frequent physical work. Overall he looks more human than orc, but both are quite noticeable. His skin is mostly white, but with a green touch it that from a distance it would look more human, though he's also relatively tanned which makes it darker, and look slightly more orc-like. His underbite isn't as prominent as a full orc, but is still noticeable with very slight tusks. His eyes are dark brown in colour, and his hair is black. He has many scars of various sorts all over his body, the most noticeable ones being the three on his face(one above his right eyebrow, one going from his left cheek to down under his jaw, and another on the inside of his right eye along his nose), and a very long one across the outside of the bicep, and upper forearm of his right arm.

Short Bio:

Gorik was born as one of many children to parents of mixed blood in an area of Eania that wasn't very highly populated. It was an area of mostly orcs, and humans, though there were other races as well. The people there mostly did farm work, and other basic things for survival. Many of the older people were quite experienced in warfare, which also lead many of the boys to want to become warriors, and such, something Gorik also found appealing. His father had also been a soldier who had fought for Eania against Djarkel, and made sure to teach all his sons how to fight, doing so much more aggressively than many teachers.

There was a school where many of the young children went to to learn some useful things like reading, and writing. It wasn't anything fancy, but still gave some basic knowledge of enough things to be useful. However, due to the atmosphere of it, many of the children would fight each other, even from quite a young age, despite the teacher's disapproval. Most of the time things ended before anything became too bad, but occasionally situations would get very out of hand, something Gorik had managed to avoid being directly part of himself, but had seen.

Over time he ended up making a few close friends, and spent most of his time with them, occasionally going on short trips around the area with them, wanting to learn more about it. His parents didn't approve of how much time he spent away, and frequently punished him for it, but it only made him spend more time away, sometimes days at a time, which also made the parents of his friends less willing to let them spend time with him. The more it happened, the more his friends also began to find him more odd, and didn't support him as much, sometimes leading to fights, and violence.

At the age of 14, Gorik decided that he would join the army of Eania, something that his parents supported, and gladly allowed him to do. He had decided to take the trip on his own to the nearest city, not realising how rough it would be, but not regretting it. He was put into training, which he did quite well with thanks to what he had learnt from home.

After a few weeks, he was sent to battle, very afraid, but also ready. He fought in several battles for Eania, always lucky enough to survive without any very serious injuries. He had gotten closer to some of the others in the army, and also spent some time with others he had met outside of it, especially when he was able to visit cities during more peaceful times.

During his years in the army he had gotten very close to a human woman named Larana Nurian who lived in one of the cities not too far from the border of Djarkel. She was a year older than him, which made some others not approve of it entirely, but for the most part, no one cared that much. The two were quite happy together, and made sure that they got to see each other as frequently as possible. However, when Larana was 19, someone had attacked her, the rush of emotions during the event causing her to summon an imp that ended up scaring off the attacker. Soon after, the authorities in Eania had found out about it, and made sure she left because of it, realising that she was a demonomancer.

She immediately told Gorik about what was happening, and they made plans to meet up in a small town south east of Eania. Gorik was forced to desert the army to do so, but he felt like he couldn't just let her leave, and not see her any more. Once he finally arrived where they had agreed it didn't take him long to find her. The two discussed their plans of what they would do, deciding that heading eastward would be the best choice, but wanting to avoid Djarkel.

They did some odd jobs to make money to travel, and to be able to travel with someone occasionally, trying to find a place that seemed logical to finally stay in. Gorik realised that the thing that would likely give him the most ability to do something would be to become some kind of soldier again, potentially a mercenary.

On their journey they had found a town in eastern Tidehome where they got along well with some of the people. Larana had become much more useful to keeping things running than anyone had expected, and they asked her to stay because of it. She spoke to Gorik about it, and they both agreed to stay despite several of the people not liking that he was part orc due to some bad experiences with them in the past.

Over several weeks, some of the townspeople began to like Gorik, but others began to hate him more, especially after someone had been attacked by what was apparently some kind of orc bandit. Gorik wondered if they just made up the story, but it made many of them want him to leave, causing both him, and Larana to decide to leave.

They decided to continue eastward, hoping that Gorik's orc blood would help him manage to do something in Oelik Hold. On the way there, they saw fewer places to stop, and had to do so just in random places. One day as he woke up, Gorik didn't see Larana next to him like she had normally been, and saw some blood not far away, quickly moving toward it, and seeing even more. He immediately began to search for her in the area, taking several days to do so, and began asking people in nearby towns if they had seen her. Eventually, he realised he wasn't going to find her, and continued on toward Oelik Hold.

Many of the orcs were very aggressive, and several seemed to hate that he was only half orc, while others were more accepting of it. He got into some fights despite doing his best to avoid them as he travelled around more before finally finding a tribe that he felt comfortable in called the Zurrak. They weren't as religious as some others, and were willing to accept a half orc if he earned his place.

The Zurrak took care of Gorik quite well, but made sure he knew that he would be fighting for them, which he gladly did. They fought against several other tribes in his time with them. The whole situation was very chaotic, but Gorik could see that he was earning their respect over time. He always made sure to stick by his word, knowing it meant far more to them than the people in Eania, something that he respected about them in return.

During the many battles with the Zurrak over the course of three years, Gorik had gained many scars. Oddly, the times when he was badly injured were the ones that allowed him to think most, something that he enjoyed for the most part, even when his thoughts didn't always go to the best things. He also made sure to help out with the things inside the clan that he could, both work, and fixing any problems that happened, often trying to solve issues more diplomatically than some of the orcs were used to, which was met with mixed feelings.

One day Gorik was sent out with around 30 other orcs into a heavily forested area after having been lead to believe that some members of an enemy tribe of theirs had gone there. Deciding it would be faster, the group split into two, and decided to meet back at the entrance of the forest. After several hours in the forest, they were ambushed by a group of Foreas, and did their best to fight them off, but eventually lost, and those who remained alive were taken as prisoners by them, then brought further into the forest.

Gorik had never seen the Foreas before, and had no idea what would follow. He saw that there were several other non-Foreas who seemed to be slaves doing work around the area. Unexpectedly, the first thing they did was begin to talk about how the Foreas were superior to the "meat bags", something that the orcs, and Gorik couldn't find themselves to take seriously at all at the time, becoming quite rowdy, and rebellious quickly because of it, which lead to them being given some kind of sap. Gorik felt incredibly strange from it mentally, realising he was seeing things that weren't there, and feeling very different than he normally would have. Physically he also felt a lot more sick, and overall unpleasant as well because of it.

Soon after, he, and the other orcs began to do a lot more physical labour like all the other slaves. They would talk, though the Foreas were careful to not let anyone be too close. The lack of trust that many of the older prisoners had for the orcs made it clear that what they had done had worked in the past.

Due to the sap, limited food, very repetitive work, and the strange brainwashing of the Foreas, much of Gorik's time with them was a blur. He had been part of some attempts to escape, but never succeeded. During one attempt, they had found out that he had magic abilities as he summoned some fire on one of the Foreas stopping him. After he was punished for it, they began to have him give memories to their Great Tree that they were attempting to grow, feeling that it would be good to have a mage do so.

Over time, he became more, and more obedient to them, and far less trustworthy of the other slaves, especially when some tried to take some of his food. Their brainwashing worked far better than he had expected when it first began. They put even more effort into making him obedient once they found out he was a mage, doing so successfully, for the most part.

Once they were satisfied with how they had made Gorik think, they decided to send him to Twilight College, feeling that he would become an even more useful slave, and ally if he was more powerful along with being able to give their Great Tree even more memories.

Good Attributes: (Any knacks, skills, etc. That could benefit the Character.)

Due to his size, orc blood, and experience with physical labour, and fighting, he is quite strong while still being very capable of carrying his weight around smoothly, being faster, and more flexible than most his size. It also has made him much more durable than many.

The combat experience itself has obviously taught him quite a lot about how to fight, however that knowledge is mostly limited to armed, and unarmed melee combat.

Bad Attributes: (At least one Phobia, cripple, or quirk that could hinder your character.)

His time with the Foreas has made him very paranoid, brainwashed, and crazy in certain ways. Along with that, he wasn't fed all that much during his time with them, so he's not nearly as strong as he could be.

Secret Word: Rebirth
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Hidden 7 yrs ago Post by Sundered Echo
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The Awakened Harmony

Name: The Awakened
Lifespan: 729 years to the day.
Brief Description: To the eyes of many, an Awakened resembles a golem formed of transparent crystal. Unlike a golem, however, an awakeneds form actually consists of a number of unattached pieces of crystal, bound together through an unknown force, believed to be some form of ancient magic. Awakened usually shape themselves into a roughly humanoid appearance, revolveing around a single central piece. Their colouration ranges from grey to pale blue, with transparancy varying, usually dependant on the size of any given crystal.

Location: The Harmony can be found in a valley in the Spine of the Forest mountain range, along with the majority of the Awakened.
Mageblood Rates: 1/1 - All Awakened possess the capacity to manipulate magic, as it is a core aspect of what they are. Almost all of them are limited to the Natura blood, with the majority knowing only Geomancy, which comes naturally to them.

What is the Harmony?

Physically, the Harmony consists of 9 immense crystal spires. They are situated above a series of lakes in the mountains near Ironstead. The Harmony is far more than a series of constructs however. Within each of the spires exists a vast consciousness as old as the world itself. These 'minds,' for lack of a better term, do not think or comprehend as those of the fleshy mortals do. Rather, a single thought can take a year or more to form and a decision can take a century or more. None can say what it is the Harmony thinks about, only that the nine spires do communicate with each other. They can emit soft sound across the entire spectrum, and the often beautiful tones formed when they speak their years long words are what gave them their name. Not even the Awakened know precisely what it is the Harmony speaks of, as the mind of an Awakened is far too fast to comprehend them.

Attempts to study the Harmony have been fruitless, and attempts to damage their physical forms fatal. When their form is damaged in any way, the damaged Harmony emits a piercing scream loud enough to strike any race deaf, and shortly after kill him. This is no magical effect, but rather a physical one - the sound waves first burst the ear drums of the victim, and then reach sufficient intensity to burst all the blood veins in the witless being, as well as eyes.

What is an Awakened?

Every 729 years a process known as 'the awakening' occurs beneath the Harmony, marking the beginning and the end of a cycle. First, those Awakened of the previous cycle who have returned to the Harmony stride purposefully into the lakes, disturbing the otherwise perfectly still surface. Their forms dissolve as their life comes to an end. Only rarely do all 81 of the Awakened return to the Harmony, but after only a few minutes, the water begins to bubble as 81 new Awakened Harmony are formed, bound together and given life by whatever ancient magics the Harmony wield. These 81 will rise from the waters when they stop bubbling and take the place of the last set of Awakened.

An Awakened Harmony resembles a golem in many ways, but it is clearly not one. They are formed of the same crystal as their much larger namesake, which is transparent where it is thin, but the most striking difference between an Awakened and a Golem is that the Awakened is comprised of multiple free floating stones, as if a powerful Geomancer had assembled a display of power. These varying pieces all forma  roughly humanoid shape, and there is always a central piece with what most would call a 'head' around which the other smaller pieces form.

These pieces of crystal appear to have no bindings to each other, and indeed they do not, but no one part of an Awakened Harmony may travel further than its 'arms reach' away from it. It is most simple to for an Awakened to retain its original humanoid arrangement, a task that requires no magic or thought on its part, but with focus a Harmony can re-arrange itself, limited only to its imagination and the 'arms reach' in which its immaterial bonds function. This requires no magic on its part, only focus. Material Hardness remains constant, though Geomancy can affect this aspect of their form.

An Awakened Harmony is capable of magic, and almost every one is a natural Geomancer, finding the stone and metal around it most familiar. Their magic is that of the blood, though they do not have blood in the sense of an organic creature. Every individual part of an Awakened possesses at least one set of lattice-like 'veins' in which an Arcanite solution resides. This is the 'blood of the Harmony' and while within an Awakened, functions much like an organic creatures blood would. In addition, this substance is what maintains the unliving physical form of the Awakened - any damage inflicted on one great enough to break into a 'vein' will cause the substance to slowly leak to the surface, where over time it will harden into more of the crystal that is their form, plugging holes, sealing cracks and re-finishing surfaces. In the right light, an Awakened Harmonies 'veins' can be seen within it, and the sight is almsot always described as beautiful and entrancing.

The 'head' of an Awakened Harmony emits a soft light, usually pale blue in colour, though other colours, always pale, have occured on occasion. This is their sensory hub, and this is where an Awakened sees from. They feel touch on any surface of any of their component pieces, but they do not have a sense of taste or smell. Covering their 'head' will render them blind just as it would any race with eyes. They see a wider field of view than humans, roughly 180 degrees in their front, relative to the central piece on which the 'head' is located. They hear by feeling the sound on their form, and thus it is very hard to deafen an Awakened Harmony or block out all sound from it. Replacing the senses of organic races is a sort of 'mineral sense' in which an Awakened can sense any unprocessed stone or metal within thirty or so meters. This includes the type and location of the mineral, and has made Awakened an incredibly valuable asset to mining operations when one can be persuaded to work in such a line.

Just as the Harmony emit sound, so too can an Awakened speak. They do not come into the world with knowledge of any language of man, elf or dwarf but once they learn it they can form the sounds perfectly. Their voices come from their own resonance, and always have a deep, distant sound to them, like the earth itself was shifting far away. Normally they are softly spoken, but can generate sounds somewhat louder than even the roar of an Esyire when they choose too.

It is possible for an Awakened to float, just as the Harmony itself does, rather than walk with its legs on the ground, however they cannot fly, and must, in normal circumstances, keep the ground within their sphere of influence (arms reach) when they do. This ability to defy gravity does negate almost all instances in which an Awakened would be damaged from falling, however they may still impact the ground before floating if they were falling fast enough. They do not move quite as fast as a human, but their strength can easily match that of an Orc, and their grip in particular is described as 'having a boulder hold you.'

The mind of an Awakened Harmony is driven by one thing: curiosity. When they first awaken, it is all they can think of, all they can comprehend, and they immediately set out to leave their place of origin and learn all that they can of the world. Initially they learn quickly, especially with languages and sounds. After the first few years they learn slightly slower, coming more in line with the rate at which the short lived fleshy races learn. They will often be strange conversation partners, ever driven to find more knowledge and sometimes forgeting or ignoring the strange customs of the flesh-beings in their pursuit. As creatures made essentially of rocks, their thought process and decision making is not swift, and while they are not necessarily patient by nature, they may seem it to those unfamiliar with the time it takes for a rock to decide on something.

The reason for their thought speed is that they are essentially miniature, accelerated versions of the Harmony. Those learned in the nature of the Harmony have suggested that the 'Awakened' should instead be called the 'Quickened' as that is essentially what they are in comparison to their inanimate cousins, the spires that hover over perfectly still lakes.

at the end of its 728th year, an Awakened will feel an undeniable urge to return to its orgin. All 81 will try, though not all will make it. Should an Awakened not reach the Harmony by the end of the last day on its 729th year, it will cease to exist as a conscious entity. The constituent stones that make it up will fall to the ground and lose their glow, clouding over within minutes. In the coming days the clouded crystals will begin to grey and become stone from within, until they are naught but oddly shaped greystone chunks. Their Arcanite solution 'blood' will begin to deteriorate the moment they cease to exist, and by the time they start becoming stone, it has completely hardened within its veins and will become stone along with the rest of the form.

When an Awakened pushes itself magically, it will deplete the Arcanite in its 'blood' just as an organic being would. The affect this has on the Awakened, however, is somewhat different, as much of the Awakened Harmony is not actually alive, and so cannot suffer from Arcanite depletion. An Awakened will feel nothing of the depletion until it reaches a much lower state than normal, but when the Arcanite levels in its form are depleted to this extent the mind and consciousness of the Awakened will slow significantly. If it continues to push even at this stage, it will drive itself into a dormant state. In their dormant state, an Awakened Harmonies form will simply stop moving, the many component parts of it gently rotating around the central. This state can last anywhere from days to months, and during it the Awakened cannot sense the world arround nor act upon it in any way. It is, for all intents and purposes, a pretty rock formation during an Aracnite defficient dormancy. A side effect of this dormancy is that the fluid that would normally repair major damage to an Awakened Harmonies physical form will act much slower, and it is during this state that they are most vulnerable to physical destruction.

As creatures of stone, the means by which an Awakened Harmony can be damaged or destroyed are somewhat different to how one would go about killing a human. The stone of an Awakened is harder than skin or even the scales of Esyire, but while that attribute means it will easily turn a blade, it suffers other vulnerabilities. The stone is fairly brittle and will crack or splinter under a heavy impact, even shatter if the force strikes hard enough. Against magic, they have only marginally more defense than a flesh-being. Lightning will still shatter them, heat may melt them. Fluid exists within them that can be manipulated, and acts as water for the intents of magical attacks. They suffer a particular vulnerability to Geomancy, as their entire form is made of unprocessed crystal, a substance that is not difficult for Geomancer to manipulate. Vitamancy is of much less use against them, however, as they have no flesh to manipulate. The blood analogue that exists within them can still be manipulated by a vitamancer in the same manner as regular blood.

Punching a Harmony will be ineffectual. Punching with a Gauntlet may scratch it.
A warhammer will crack and splinter a Harmonies form.
The average Geomancy propelled boulder will cause a partial shatter if it impacts.
Any impact stronger than that will completely shatter the section it strikes.

An awakened does not feel physical sensations like hunger, tiredness or pain as an organic being does. They do feel higher emotions though, albiet slowly. If they suffer damage they will feel a fear of death and loss, just as an organic being would.
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Hidden 7 yrs ago Post by Fallenreaper
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Blood, a Naersan Childrens' Nursery Rhyme

The demons' wail in inferno’s depths,
As restraining chains are shattered,
The Pitted souls in their abodes,
then broke free and scattered.
Upon the crust war wages on,
Between the red and gold,
Neither side gains any ground,
As nations and men grow old.

The LichLords rise in wild power,
and slay all who oppose,
the Chaos reigns in tainted glory,
always their power grows.
Arcane fades, weak and dim,
but never does it fail,
the gods walk on Tiien again,
looking for Savior's sail.
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Hidden 7 yrs ago Post by Fallenreaper
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The Wild

*All that is detailed below is viewed as a myth to the majority of the races of Tiien. It varies from race to race

Before there was the Gods, the Inferno, the mortal realm, the Pit, Time, Death, the Gods' themselves, before there was anything, there was The Wild. The Wild, as the name suggests, is volatile. It rages around the realms created by the Gods, a chaotic and shapeless mass. But not, however, directionless. When the Gods were created, The Wild responded almost immediately. Three of it's aspects were given life. It's Ferocity, it's Intelligence, and it's Hate. These aspects were stronger than the Gods themselves, and wasted little time launching a war against them.

The war was long, and devastating. Tiien was ravaged, all life on it destroyed. And still they fought. The Gods to preserve the fragile Order they had created, the Aspects to destroy it. In the end, the Gods prevailed. The Aspects of Ferocity and Hate were destroyed. The Aspect of Intelligence disappeared, badly wounded. The Wild was defeated, pushed back. Tiien was healed, and the races were all placed upon it. Grieving the extinction level event they had caused, the Gods made a pact. No God would ever walk upon the mortal realm. Too much damage was caused by their presence.

For years, the Gods watched, waiting for The Wild to make another attempt. But it never did. The Wild battered furiously and chaotically against their sealed walls, but never appeared to make any entry into it. With The Wild sealed away, safe from encroaching upon the Order they had created, the Gods relaxed. Deviated from their vigilance. But The Wild was cunning. It found weak points where it could put some of it's essence into the world...

Wild Creatures

Wild Mages: Mages who have offered themselves to The Wild. These mages seek power, and the Wild gives it to them. At a great, great cost. 90% of those who allow the Wild into them are torn apart and consumed by the energies. Those who survive, however, are almost Demigods. Their preferred mageblood school becomes powerful beyond belief. Things that would leave even a master crippled or killed suddenly become possible.

However, two things happen to grant this power to the Mages. They have to give up something. Vital Organs. Their bodies. Their limbs. Their sight. Something that is vital to their life or loved and well used by them. Their opposing school becomes their greatest weakness. Vitamancer is easily damaged and killed by pyromancer. Necromancer by Demonomancer, and so on so forth. In return for these sacrifices, aside from powerful magic, they essentially become ageless. They can still die, but Time has no effect upon them.

The Mage can force the cost (of their own flesh and blood) onto others. But they have to be related by blood, and if the family members are unwilling...their ghosts have a nasty tendency to stay in the Mage's mind for years afterwards.

* More to be added. Feel free to PM Rtron with ideas of your own! No PCs can be Wild Mages.
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Hidden 7 yrs ago Post by Fallenreaper
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Death, Rebirth, and the Pit

Death- When a person dies, the soul vacates the body and leaves it as a lifeless husk. Little respect is shown for corpses, as the dead are not considered sacred. The soul is then brought to the Underworld, Gaurot's realm, to await judgment by its Angel of Death which will be tending to it.

Rebirth- The Angel who attends to the soul depends on how the soul was forced to leave it's body. If the soul leads a bad life, it is forced into 'The Pit', basically a place of torture for souls. If a necromancer summons a spirit, he/she pulls it from the pit.







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Other Deities/Beings

Demons of interest
________________________________
Kudd-Gro'Feesah: He's been around for a long time since mankind was born. In ancient times he was ruthless and powerful until he raged a war against the Gods, his name then was Satan. Current Tiien only remembered him by one name and he’s back after the nuclear war, freed from his prison in the Inferno, which ended the modern world. He is the lord of Demons and Infernal magic to rip apart the Gods’ most precious creation: The world itself.

Gornun'Tu-Gash: Kudd's right-hand man, he's been with the Dark Lord since the beginning of time. He is a mere rat compared to his master, but even the most powerful mortal Demonomancers pale in comparison to him. He specializes in using mortal's weaknesses against them, especially greed.

Gro'Kree: Bird-like demons who feed primarily on human flesh. They are known by their distinctive "Kree" screech.

Gro'Dorn- They are the grunts of the demon force. They're known for their swiftness and deadliness in combat. They have minimal control over fire, classifying them as Pyromancers. Sometimes, they are also called Imps.

Gro'Shai- These demons are some of the most powerful and feared, albeit least understood. They are often known as Wraiths, and have no 'real' physical form. They are ethereal to anything in the Mortal Plane, thus cannot do damage. BUT, they are the only demons capable of possessing a living creature, taking over its body, and not tricked out then the effect might become permanent.

Gro'Na- Sometimes considered the most powerful demons; the Gro'Na are the few, few demons with free will. Not only can they deny Kudd's call- like demonomacer bound demons- they can also use any magic they want as they seem to not to be limited to a certain Blood. It is assumed that Kudd'Gro-Feesah and Gro'Na are cut from the same cloth.

(This isn't EVERY demon out there, just the majority and important ones so feel free to use your imagination!)

Mystery Entities

Chessmaster-A formless entity, sealed away long ago by the Gods. They have forgotten its existence. Now, it's exerting more and more influence on the world (Primarily through his Wild Generals), watching for a reaction, any reaction, from the Gods. But for now, they seem to be caught up in dealing with their own affairs.

Xanaphya, Dyesa, and Kyiir- They are three minor goddesses, creations of a banished Naga God Helkyso and mothers to the Naga race. To survive on the mortal Realm, they’ve created a small pocket of reality and isolated themselves from the world for eons. Each one taking turns watching the world move on, seasons endlessly changes, the nuclear war, and more passing through their eyes as one stayed awake while the other two slept…until now.

Notable Twilight Characters

Ovak Regdar - the mysterious Archamage that is currently bed ridden thanks to a rumors of illness. Unable to watch over school proceedings, Ovak is rarely seen outside his quarters within the very school itself but his presence is very much felt through its stone walls. For now, he’s hired Khan to look over his affairs until he’s well enough to be up to the task once again.
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Hidden 7 yrs ago Post by Fallenreaper
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Fallenreaper ღ~Lil' Emotional Cocktail~ღ

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Literature

These are excerpts from books of interest in the world of Tiien, for easier comprehension.

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Hidden 7 yrs ago Post by Leon5431
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Leon5431 Balanced Imbalance

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UserName: Leon5431

Character name: Deven Zoria

Age: 23

Mageblood type: Lux

Favoured Magic Class: Pyromancy

Previous magical trainging: has received some training in pyromancy but has very limited knowledge and skill.

Race: Naersan Human

Appearance: Deven has a toned build, he has messy brown hair that comes down about half over his, forehead, ears and continues to get a little longer in the back covering half of the back of his neck along with this he has dark blue eyes. He stands a taller than most Naersan’s at near 5’ 11’’. He tries to keep his facial hair to a clean shave or at most a light stubble.

Short Bio: Deven was born to a small farming family that lived out a good distance away from most towns giving them a great deal of land to farm. The nearest town was the small neutral city of Rivermere. Once a week they would ride into town and get what supplies they needed before returning home. His father, Rorin was a skilled pyromancer who studied at the Twilight college in his youth afterwards he became an adventurer for a time before meeting Deven's mother, Katalin and deciding to settle down. Soon they were married and three years later Deven was born. When he was a baby his mother and father would take him to a natural hot spring they had discovered in their early days of living at the house, it was these trips out into the forest that spurred his love for the forest. When he was old enough to walk he would normally be at the edge of the fields playing by the trees. Even though his parents told him never to enter the forests without them he would never listen as he would often go off on little adventures into the forest always returning around a hour later as to not be caught.

It was his adventurous spirit that always brought him out into the trees, his natural want to explore to see new things to make new experiences, he loved every minute of it. One day when Deven was seven a day away from his eighth birthday his parents took him into town and promised they would buy him whatever he wanted for his birthday. They rode into town in their carriage, Rorin sold their harvested crops while Katalin took Deven to the stores to buy his present. While in the general store Deven stumbled across a wooden sword and shield, delighted by his discovery he immediately requested this be what he got. His mother chuckled and bought him the toys and the two returned to the carriage. Rorin was there waiting for them once they were all together they stepped into the inn to get themselves a meal. After their meal the family returned to their farm and prepared for the Deven's birthday. As night fell Deven was sent to bed as his mother and father finished their preparations. Deven quickly readied himself for bed excited for the coming day. Almost as soon as his head hit the pillow he was asleep.

It was pitch black out when Deven awoke from his sleep to the loud crack of thunder, his eyes shot open, taking only a few moments to adjust to the darkness. He could hear the down pour of rain as it poured relentlessly onto the roof. He lay on his bed still excited for the day ahead, when an idea popped into his head, he climbed out of his bed and changed from his night clothes into his usual day clothes so he could easily jump out of bed and run down stairs tomorrow morning. It wasn't until he was almost done getting dressed when he heard a bang followed by muffled voices. He tried to ignore it telling himself he needed to get to bed but his adventurous spirit got the better of himself. Slowly and silently he tip-toed to the door worried that if it was his parents he would get in trouble for spying on his gifts.

He had just reached the door when another loud crash and a window break then he heard a voice begin to shout but a loud crack of thunder drowned out the voice. Deven's curiosity began to grow as he pulled open the door but as he did another sound echoed from down stairs. This one was clear as day, a woman screamed out in pain then he heard a male voice speak up his father, "NO!" The voice shouted in rage. Deven now scarred as to what was going on and beginning to shake slowly made his way down stairs unsure of what was making him go down stairs. More thrashing and grunting and shouts of pain, he heard a girl moaning in pain and his father kept yelling. Then another noise echoed through the house, this one was like nothing he had heard, it was a loud tearing sound then a sound of flames but then they passed shortly after a strange screech the likes of which Deven had never heard before.

Then it sounded as though something was tackled to the ground. Deven rounded the corner of the stairs and finally the scene opened up before him. The first thing he saw was, a large creature laying a top someone as it slashed repeatedly at it, the legs thrashed about below it as the creatures victim struggled to break free. But with each slash from the beast blood was splattered across the floor and wall and shouts of pain echoed from the victim, then a burst of flames erupted around the beast sending it back onto the ground. Deven could then clearly see the mangled body of his father were the beast had once been, his one hand was raised up towards what must have been the beasts chest. His stomach and chest were slashed open and his throat was gushing crimson, he was trying to breath but only made a bone chilling gurgling sound.

A little ways to the right of his father, next to the back door lay Deven's mother, she lay struggling to breath, her skin along her arm, shoulder and continuing up to her face was blackened and seemed to be decaying rapidly. To Deven's left near the front door stood three men grabbed in back robs with many symbols all across them. the men had cuts and burn all across them but they were fully functioning still. In the center of the room sat the beast. It had gotten to its feet and was eyeing the mangled body of Deven's father. It stood a little taller then Rorin, its entire body was a deep dark black save for its claws which were coated and dripping in crimson. Little black wisps seemed to emanate off of the beast before vanishing into thin air.

Deven stood in the middle of the last four stairs staring down the beast. His body trembling and himself frozen in fear as he stared down this beast. Tears welled up in his eyes he wanted to make a sound but nothing could come out, he couldn't look away he couldn't move he couldn't speak. His heart had dropped onto the floor as he stared at his mother and father both mangled and dying and these three men and this beast who had done this to them. Then Deven saw his mothers chest raise one more time before it fell still and she lay motionless no longer struggling as the life left her body. Deven saw his father looking right at him, his expression was of so much pain and lose it seemed almost apologetic. Then a ferocious growl broke the silence as the beast lunged forward onto Deven's father and resumed slashing viciously at him. More crimson was spattered across the walls as the beast did its work. Then finally the beast tilted its head and opened its maw before plunging its head down. There was a loud snap and then silence. The beast slowly lifted its head, as it did the air around it began to shimmer and seemed to split, then Deven saw fire, fill the tear and the black beast seemed to be sucked into it before it closed again leaving the lifeless mangled corpse of Deven's father in plain sight.

Deven felt an immeasurable amount of pain, he felt empty, tears streamed from his face. It felt as though his entire world had just been torn asunder and now he was left all alone in the darkness. But then a voice spoke up, "Handle the boy." Said one of the figures as he raised a cloaked hand toward Deven. One of the figures began to approach Deven. In that moment something stirred in Deven, something willed him forward. Without even thinking he lunged off of the stairs toward the back door, a shout rang out from behind him, "Stop him!" one of the men shouted. Deven ran toward the door passing by his mothers mangled decayed corpse. He felt so much pain he wanted to collapse to the ground and just stop he wanted it to be over he wanted to cry he wanted his parents, but something kept him moving, it pushed him to burst through the door and take off into the rain. He could hear the men's feet against the wood they were following but he had a lead for now. He sprinted as fast as his legs could carry him kicking up mud as he ran.The rain continued to pour down soaking his clothes as he ran, then again that tearing sound and the sound of flames and that familiar shriek, it was back, the beast was back.

Deven didn't stop, fueled by nothing but the will to live he ran. He could hear the beast behind him, he could hear as it dug its claws into the ground and lurched forward closing on him. His heart pounded in his chest, pushed himself as hard as he could. Tears streamed from his eyes blurring his vision. He heard the beast right behind him he could feel the air moving around him as it slashed at him. Then he heard it let out a monstrous growl, then just as it did someone screamed and once more that same tearing sound and the sound of fire. Then nothing, nothing but the sound of the rain his feet slamming against the ground and his breathing. For what felt like forever he ran, nothing mattered he just wanted to run, he had lost everything, his mother and father were dead he was alone, he felt so empty so much pain and sorrow. Why? Why did they do it why did they kill them what did they do why them why now? Why didn't he help? Why didn't he try to fight?

His mind raced as he ran not stopping he ducked through tree after tree after tree too afraid to stop. For what felt like forever he ran, his legs had gone numb and his sides cramped horribly, but he still didn't stop he couldn't. Then finally his foot clipped a root and his foot was taken out from under him. He tumbled to the ground pain shooting through his shoulder and his arm but that was nothing to the pain he felt inside himself. He lay on the ground sobbing terribly, covered in mud and water, his clothes soaked entirely. He didn't even care if they were still chasing him if they were and they found him then it would be over. He just wanted it all to be over.

When Deven woke up he was still laying on the ground in the middle of the forest, the mud had dried on his skin and clothes. He lay there unable to will himself to move, he wished so hard it had just been a bad dream that when he woke up everything would be better, but no it was real he was all alone. His mind began to swirl with blame hate and sorrow for what felt like an hour he lay there until finally a thought came to mind. He needed to live, if not for himself then for his family, that's what they would want him to do, that's what he would want them to do. He had to live, he had to do something. Finally he pushed himself up from the ground rising to his feet. He had to live.

Deven eventually found his way to a pond and was able to wash off the mud, then from their he began searching for any sign of society. Until luckily he finally found a road, he decided to follow it thinking that it would eventually lead him somewhere. It was late in the day before Deven stumbled into the backwater town of Ravenstead more thirsty and hungrier than he ever had been before. He needed to eat, he needed to drink, he needed to talk to someone, but what could they do? Where even was he? Would they believe him? or would they just think him a common beggar looking for sympathy gold. No he had to try, maybe they could help him. Deven looked around, he needed to find someone that could help him, he saw no one wearing any sort of guard uniform so it seemed he would just need to ask a random person. One man who had just stepped out of the general store was going to walk right in front of Deven, so in an attempt to get his attention he stepped in the way of the man, the man stopped and looked down at him, he questioned what he wanted and Deven responded by asking where the guards barracks was. The man gestured down the road deeper into the village and gave a brief description before taking his leave, his tone harsh and his posture aggressive. Deven ignored the man's tone and followed his directions and eventually found the barracks.

Deven entered and found the nearest guard and began to explain everything to him near to tears. The guard nodded his head understandingly, but as Deven finished the man patted his head and rustled his hair before chuckling and say, "Wow that's quite the acting kid, but too bad this is a barracks not a play. Go back by your friends and try scamming someone else you sewer rat." Said the guard before pushing Deven back and returning to his friends who were in the middle of a drinking game. Deven stumbled back before standing there stunned looking towards the guard who was now seated with his friends, not even they would help him, he was truly alone there was no one that could help him nor likely would. Slowly he turned and walked out. His eyes bore into the floor as he thought and his heart heavy, he needed a new plan but what could it be. With time his plans grew more and more desperate. Until finally it settled on one thing, he will just take what he needs, no one will miss it...besides...he needs it more.

Four years, four long years of the life of a thief, living off what he could steal. He had gotten good at it, many times being able to take money without even the slightest hint that they noticed. Everyday it would be the same thing, in the morning he would wake up shaken from the nightmares that haunt his sleep and hungry as hell, he would start the day with stealing from any vendor that sold food, then for the rest of the day he would steal from those with the fullest pockets dodge guards when needed buy what he needed to survive and make due. The evening would be acquiring dinner be it by stealing or with purchase neither mattered, then the night would be filled with restless sleep and terrible nightmares. By spring of the fourth year he had gathered enough gold to hitch a ride on a trade caravan destined for some city called Wintercrest, whatever it was it would have been better then the washed up town of Ravenstead. It took several days of travel before he arrived in the town. It was like nothing he had ever seen before he was used to the open landscape filled with forests farmland and dotted with wooden towns here and there, the descriptions of the cities nothing but legend to him. But here he was in the sprawling city built at the foot of a mountain.

Though the scenery had changed the routine did not change much. Still he stole to get by, no one willing to spare their time on a lowlife like him. The things that did change was, wealthier people, more guards, more stores and much much more people. His life seemed like it was destined to stay locked in its current state, every night struggling to sleep everyday struggling to survive, on some days he wasn’t even sure why he tried but still he carried on...until one fateful day in the market.

Good Attributes: To those Deven trusts he is kind, caring, compassionate, understanding and would sooner die then let them down. He goes out of his way to help others, not always needing to trust them first, be it physical or emotional issues. To those he does not trust he can seem much more reclusive, he is still friendly and will offer his assistance if needed but does not allow himself to get very close to them without some sort of reason. Deven is a very skilled with a sword, he has learned how to fight with both a sword and shield but prefers using just one sword and perhaps a dagger for increased mobility. He is a skilled pick lock and pickpocket from his time as a thief and is very agile on his feet, he has developed quiet the skill at climbing, both from living in the forests climbing trees and living in cities climbing buildings.

Bad Attributes: Deven can be a recluse about his true emotions, the only people he will openly speaking about his deep thoughts and emotions are the people he trusts. He has a way of getting himself into trouble and can be a little over protective of the people he cares about. Deven is occasionally plagued by nightmares that will ruin his sleep and throw him into a dark reclusive mood. He struggles to grow close to anyone out of fear of losing them like he did his family. He has a deep rooted fear for demons that normally turns to hate and anger, because of this he is always on edge while in their presence and is quick to jump to violence against them. As for their summoners, he is always on edge while near them and would sooner see himself dead before he trusts them with his or anyone he trusts well being.

Secret Word: Rebirth
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Hidden 7 yrs ago Post by Leon5431
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Leon5431 Balanced Imbalance

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UserName: Leon5431

Character name: Jenna Fellrein

Age: 22

Mageblood type: Lux

Favored Magic Class: Vitamancy

Previous magical training: Jenna has trained a little in vitamancy but her knowledge is only in healing minor wounds.

Race: Naersan Human

Appearance:
Jenna has long dark brown hair that comes down a little past her shoulders, she has brown eyes and a slender yet curvaceous build. She is rather toned from her days exercising. She stands a little taller than the average Naersan at around 5' 9''.

Short Bio: Jenna is the daughter of krista and Kova Fellrien, Kova being the son of Daegon Fellrien the late leader of house Fellrien, Kova's elder brother Logan is the current Lord of the house along with his wife Laina. Jenna was only four when house Fellrien was forced out of Eania, she does not remember much, just a lot of uncertainty, fear and multitudes of crying people. She does remember the many days spent as nomads, avoiding Eania and trying to avoid stirring the ire of Djarkel. In the beginning it was an adventure to her, she enjoyed every minute of it, but eventually, as all things do it faded and she began to miss her home terribly. Her parents told her they could not return home, not yet, but one day they might. This did not appease Jenna and it was many days before she was able accept they would not return home. When the other houses were married into house Fellrien Jenna found herself extremely confused as to the political aspect of it, but she was happy to have more people to call family. When the time came for house Fellrien to take the city of Dilanol Jenna, along with many of those that would not take part in the fighting remained behind in a camp that had been established. Over the time of the siege Jenna went on many "adventures" about the camp, finding childish delight in everything their was to enjoy.

By the time the siege was ended and Dilanol taken Jenna had seen her fill of the camp and was desperate for more to explore. But she would not be exploring any new foreign landscapes, instead they were brought to the city built at the foot of the mountain, her new home. Over the next few years as the people rebuilt the city, which was now named Wintercrest, Jenna was reintroduced to the normal city life of a noble. As she grew up she learned of the injustice done to house Fellrien and their allies, the years of war, she began to understand why everything that happened happened. She now understood why the houses integrated into house Fellrien. Along with nearly everyone in the city she developed a distaste for Eanian cause of what happened a distaste she carries with her to this day. One fateful day, when Jenna was 11, she met a 12 year old boy by the name Deven Zoria and as fate would have it the two would become the closest of friends nearly inseparable. She met Deven one day in the market when she managed to escape from her mother and their personal guards to go explore the bustling forum of Wintercrest. Deven was a messy boy with long brown hair and more dirt on him then actual skin, he was living alone in the city just making by with the money he could steal from the pockets of the forums many visitors. Jenna saw him just in time to see him steal from the coin purse of a man walking through the forum.

Intrigued she followed him to an alley, she rounded the corner just in time for him to jump out and grab her, he questioned her as to why she was following to which she answered truthfully, that she was interested in what he was doing, to which he replied, "None of your business.". But Jenna was smart enough to understand what the boy had done. As the boy went to walk away she spoke up once more, telling him he doesnt have to steal, she has more then enough money to buy him some food. The boy caught off guard by her offer and entirely distrustful was hesitant to respond. Eventually after some convincing the boy agreed to allow her to buy him some food. Jenna led the messy boy through the market to one of the many bakery stalls scattered across the forum, once their she purchased the boy a loaf of bread and an apple. The boy was over joyed to say the least. The two found a nice area nearby where they could eat and talk. Deven tore hungrily into the food, while for some part Jenna starred at him surpised at how fast the boy was eating.

She asked him how long it had been since he had eaten a proper meal to which he replied, "A while" with a mouthful of bread still in his mouth. Jenna was confused by this and questioned further, saying "Don't your parents make you food?" but the boy did not reply, instead his gaze dropped to the ground and a painful expression came to mind. Seeing that the question had hurt the boy she quickly apologized and changed the topic she eventually asked her name and he hers. It was a few hours later when a armor clad hand surprised Jenna nearly making her scream, but she turned to see one of the personal guards sent with her and her mother, it was her favorite of the group, a man by the name of Theodore. He was a man well into the age where he should have a family of his own but instead devoted himself to house Fellrien. Just before he could question her he was met with a dagger being raised toward him and a messy looking boy stepping up next to Jenna. He commanded Theodre let her go or else. Theodore looked down at the boy admirable as he made his stand. Jenna quickly spoke up telling Deven to stop that she knew him and it was fine. Eventually Deven hesitantly put away the dagger and apologized to Theodore. Theodore still looking at the boy admirably accepted the apology before barraging Jenna with questions.

Toward the end of his question he turned toward Deven who was leaning on a nearby wall. He asked the boy why he had tried to protect Jenna and Deven answered honestly, "She had helped me so I owe her plus she is the closest thing I have to a friend." He said. After a few more questions very personal questions Theodore eventually fell silent and seemed to think for a long while, before turning and saying "Lets get home.". Jenna hesitated looking from Theodore to Deven, but eventually submitted and followed. It was only a few steps away when Theodore looked over his shoulder to Deven who was still standing there watching them. a sad expression plastered on his face, that is when Theodore spoke up, he had turned and was looking at Deven "What are you waiting for? You too." Theodore said with a smile. Deven was completely caught off guard and after a few questions began to follow with a smile on his lips.

Once back at the castle Jenna was scolded for running of and worrying everyone and punished by being confined to only the castle for the remainder of the season. After she was dealt with then came the matter of Deven. Theodore explained what the boy had done to protect Jenna, Theodore explained that Deven was an orphan living off of the streets forced to revert to thievery to survive, he then asked both Deven and Jenna to leave the room as he continued speaking with many of the members of house Fellrien. It was almost an hour later when Jenna's mother and father stepped out of the room. Deven and Jenna both approached. Jenna's father cleared his throat before he spoke, saying the family had come to a decision and had decided to offer Deven a place to stay here in the castle. Deven was breathless while Jenna was anything but, she jumped screamed in excitement that her new found friend would be staying with them.

Deven and Jenna quickly became the best of friends after Deven was allowed to stay at the castle in Wintercrest, they were normally spending nearly every waking moment in each others company playing games, exploring, talking, anything. Jenna quickly learned how hard Deven's life had been, he lost his parents when he was young and has been surviving on his own since. He did not tell her how they had died even after she tried asking, he would just fall silent, what Jenna did know was that whatever happened cursed Deven with recurring nightmares that would send him out of his sleep covered in a cold sweat and close to tears. She learned he did not enjoy talking about his past but would be happy to hear about hers. In her childish state she did not think much on it, but as they grew older and wiser she began to chisel away at his emotional barriers.

As the two grew older their friendship only grew in strength, when he came of age, Deven began training to fight with a sword, Jenna would often watch as he trained and at times even join but that was a rare occurrence. It wasn't until she was fifteen when she began her archery training. The two would often spend their free time training with one another on top of training with their teachers. By the time Jenna was twenty she would have well managed to break through Deven’s social walls and learned of his dark past. After this the twos bond only grew stronger. They had grown very skilled in their training and could take on and beat some of the other members of the house and even some of the training soldiers. But their lives would come under threat as Eania finally worked up the nerve to march on the city. The siege was a nerveracking time for everyone, if Eania chose to attack they would likely die, many of the cities people stood by them but some called for house Fellrien to give themselves up. But in the end they were spared the bloody battle as a Djarkel force marched out and lifted the siege. This served as a wake up call to many of the people in the city their survival dangled on thin wires. This kicked House Fellriens search for a safer means of survival. When Wintercrest made its move and captured the town of Redwood Deven almost joined in but Jenna begged and pleaded with him not to, to instead stay where they had little chance of dying. She shared his adventurous spirit and craved to see the world but feared for his life in battle. The two would soon find they will not stay in the city for much longer as they discovered their potential for magic. Both of them were discovered to be lux blooded and after some training within the house it was decided the two would be sent to the Twilight college for official training.

Good Attributes: Jenna is a very kind person, she is caring and is quick to help anyone she meets, she is very open and social and equally if not more so trustworthy though her secrets may not be hard to learn any one else's she knows will be carried to her grave. She can seem rather childish at times while always trying to to best of her abilities to see things in a optimistic point of view. Despite how she may come across when the situation calls for it she can switch to a serious no nonsense tone, especially so when healing someone. she is well trained in archery and has dabbled in fighting with a sword though she isn't half as skilled with a sword as with a bow she has also trained with alchemy and can create create medicines and poisons.

Bad Attributes: Jenna can act a little naive when it comes to certain things, she like Deven has a habit of getting herself into trouble. She has a natural resentment for Eania after what they have done to her family and people. She finds herself distrustful of Demonmancers but not nearly as much as Deven. She has a tendency to be a little too trusting of other people and too open with new people about herself, but never about anyone else.

Secret Word: Rebirth
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Hidden 7 yrs ago Post by Freeshooter92
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Freeshooter92 Wasteland Scourge

Member Seen 2 yrs ago

UserName: Freeshooter92
Character name: Grey Onyx

Age: Appears to be in his late twenties. (About nineteen in reality, but is about as mature as a thirty year-old)

Mageblood type: Ancient

Favoured Magic Class: Rune Crafting

Previous Magic training: Absolutely none. Is completely unaware of his power.

Race: Appears human. (Extremely Advanced Flesh Golem)

Appearance: Grey stands at an impressive (For his supposed race) 6 feet and 3 inches of height. However, it is his height combined with his muscular build that renders him so intimidating. He has short black hair that contrasts with his pale-ish skin tone, and strong features. His right eye appears to be missing, and is usually covered by the ubiquitous eye-patch. His other Eye is a deep violet color for some reason, and the right side of his face is covered in various scars (When asked about the scars, he usually replies that he's had them for as long as he can remember). Internally, his bones and various organs are covered in Runes, though their function is unknown, save that they probably keep him alive. Inside his rib cage, there appears to be a strange sort of crystalline growth, it's purpose unknown. Though if one were to touch it, it would cause him extreme pain.

He carries a set of heavy steel plate, which is unremarkable save the Djarkel emblem on the chest which has been filed/burned off. He carries a Steel Axe and a Steel Shield as well.

Short Bio: Not much is known about this man, save he seems extremely durable, able to survive things that would fairly easily kill ordinary men. He hails from a Djarkel village known as Blacklight, which was constructed from the remains of a military base that was partially destroyed by some sort of vortex. Recently, he has found work as a bodyguard, and is once again looking for employment after the unfortunate demise of his most recent client, which was killed by a heart attack (Get it? Heart attack? Cause she was a vampire? ha... In any event, she had it coming). Has garnered a reputation for his hatred of vampires, and does a bit of work as an armorer on the side.



Good Attributes:
Perfect body: Grey is physically perfect. Though not superhuman, he is fast, strong, and durable. His armor and size impede his agility however.
Good Soul: Grey is a fairly Altruisitic fellow, concerned for the wellbeing and protection of others.
Adept Armorer: Grey is a fairly good blacksmith, and is capable of forging a few weapons, but his true skills lie with forging armor.
Bladesman: Grey has mastered Axemanship.
Shield Brother: Grey has also mastered the shield.
Resolute: Grey is extremely brave, but not rash. He will never back down. Exceptions exist...
Indomitable: Though means that would kill normal men will still render him unconscious (Such as puncturing a lung or crushing a heart), Grey has a mild regenerative property that can keep him alive long enough to receive medical attention, and might potentially allow him to survive without it. However, this regenerative effect is too slow to influence combat, save that his blood clots very quickly, ensuring he doesn't bleed out. aside from this, he is simply harder to kill in general, given that he can just shrug off weaker blows. In addition, his pain tolerance is legendary. There are limits however, and he is nowhere near invincible.

Bad Attributes:
Large frame: Grey is a big guy, this means he is a big target, and less agile.
Sucker: Grey is quite Naive and easily deceived. He's far too quick to trust, and that gets him into all kinds of trouble.
Achilles heart: The 'Crystal Heart' in the center of his body is his greatest weakness. if it were to be damaged, he would die without immediate attention, as it contains his soul. In addition, if they know to do so, necromancers are capable of controlling him, by completing the bonding ritual. This ritual can bind him to a necromancer's will, forcing him to follow their commands. They can discover that the binding ritual is incomplete by way of studying the crystal heart over the course of about three days time. The ritual takes about six hours.
Goody two-shoes: Grey's kind heart coupled with his naivete render him prone to making fairly stupid decisions. He will not allow himself to stand by when someone's in need (Or is made to think someone's in need).
Cyclops: Though he seems remarkable able to cope, Grey's depth perception is terrible at a distance. His 'range' of unimpeded vision is about 30 feet.
They won't hurt me, they won't...: Grey is extremely paranoid of the inhuman or unnatural. The less human something looks, the less comfortable he feels around them. However, it is possible to work through this with certain species if he is shown there is nothing to fear. He has seen enough Eysires to be unfazed by them, and Elves or dwarves never bothered him. However, things like Naga or Foreas would certainly apply. It should be known this stems entirely from fear, not hatred. While he'll do anything he can to avoid them, he's not a 'torches and pitchforks' kind of guy. Unless you happen to be a vampire.
Monster! You don't belong in this world!: Grey abhors vampires, and unless a convincing enough argument is given (remember, he's gullible but less so with vampires), he will attempt to kill them. Either out of punishment for their evil ways, or as a way to release them from their curse, depending on the person. He just does not believe that a creature that must constantly (more or less) eat people can possibly not be evil. However, this most likely stems from the fact that vampires have fooled him in the past, and gone on to slaughter more people once he had spared them. Someone reasonable like Khan would no doubt be able to convince him to leave the vampires of the college unharmed.
Complex: Grey's internal organs are arranged differently from a human's, in addition he has a redundant nervous system and his internals are covered in runes. While other runes may work to repair the damaged runes inside him, if enough runes are destroyed his healing is rendered completely worthless. In addition, he is much harder to heal by outside means, as the complexity of his body renders him very difficult to be healed by Vitamancy (Harmful Vitamancy effects are just as powerful on him), in addition, a Rune Crafter as well as a Vitamancer is required if heavy damage is to be healed. It is imperative that if a limb is lost, it is recovered, for it may be impossible for anyone to replicate a new one, rather than attach it. And finally, his missing eye may never be healed.
Secret Word: Rebirth
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