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The Aerusyan Beast Codex

Faeries and Fey:
The faeries that are found within Aerusya are normally found along side their counterparts, the Tree Ents, or as known in Elven tongue, Elrymka. The faeries are small in stature, they are miniscule and almost impossible to see save when they are grouped together, then they become a small mass, clustered together, as if they were a school of fish. Some faeries resemble the surrounding foliage in their habitats, others appear to the untrained eye as butterflies, moths, flies or even dragonflies.

Faeries live amongst their counterparts, the Tree Ents, or in "Faerie Circles". Faerie Circles, are where Tree Ents have passed away. The magical aura that escapes from the deceased ent burns away any evil, contamination in a circle encompassing the ent. From there, the energy emitted kills plant life. It is said that the energy is actually the faerie's committing a pact suicide and the magic within their bodies is released. Whether that is true or not, remains to be seen.

If one is unlucky enough to encounter a faerie attack let the following effects of their toxic magic be known. Their magic is toxic due to the high content of magic residing in their bodies. It is highly concentrated and in large doses can be fatal. But have no fear, it would take many a faerie to bring down a human being. However it is not known whether the faerie's aura being emitted is the cause of the magic poisoning when they attack, or whether they have treacherous weapons dipped in toxins?

If poisoned, one will experience the following: nausea, abdominal pain, dizziness, cramps, fever, chills, insomnia, visual and auditory hallucinations, disorientation, even body tremors. Although these have all been experienced at varying degrees.

Tree Ents/Elrymka:
The guardians of the forest, keepers of the night, or more commonly known as tree ents. They appear in all tree types from oaks to maples, beeches and walnuts, cedars and cypresses, even willows. The known guardians of the forest are the ones that are active and patrol their forest, keeping peace, watching over all. The others are slumbering tree ents, only their spirit resides, ready to be called forth in need to defend what is theirs. The tree ents that are moving about, albeit rather slowly, are often accompanied by a swarm of faeries, though the size of the swarm isn't comparable to other swarms due to the variety of tree ents.

The tree ents, being listeners of the forest, hear all. They understand the meek chirping of the squirrels to the purring tongue of the Rakasha, or eloquent verse of the Elves. Most tree ents are passive-aggressive, though the traveller should be weary of the undependable nature of the ents.

To the Elves that live inside the Dark Forest, the tree ents, also known as Elrymka, or in Common Tongue: The Enlightened Ones. The Elves do not worship Elrymka, but rather respect their thoughts and concerns.

Dragons:
The Dragons are the true epitome of magic in Aerusya. Before the dawn of the 2nd Age, Dragons existed in Aerusya for thousands of years before Man took his first step. Dragons communicate through thoughts. Well-trained mages can attempt to block out the presence of a Dragon's mind within their own, but only two people have succeeded in blocking out the voice of a dragon within their minds: Rohgar the Brave and the Dragon Priestess, Isidra.
As stated above in the beginning of the paragraph, Dragons are the true essence of Magic. With that being said, they are capable of great magical feats. Dragons can change any being's image, or even the landscape itself. The magicka that flows through their veins is unlimited, they are directly connected to plane of magic.
When Dragons pass into the void, their soul remains behind on a different plane of existence. One could call this an afterlife, but existing on this plane can only be achieved by a). being a dragon, or b). consuming the soul of a dragon.
In order to consume a Dragon Soul, I recommend reading the book, The Dragons and their Souls: Vol. 1 written by Kilamor D'anuk, a Cherod scholar who lived his life during the 2nd Age.
The Aerusyan Beast Codex

The Faeries:
The Faeries that are found within Aerusya are normally found along side their counterparts, the Tree Ents. The Faeries are small in stature, they are miniscule and almost impossible to see save when they are grouped together, then they become a small mass, clustered together, as if they were a school of fish. Some faeries resemble the surrounding foliage in their habitats, others appear to the untrained eye as butterflies, moths, flies or even dragonflies.

Faeries live amongst their counterparts, the Tree Ents, or in "Faerie Circles". Faerie Circles, are where Tree Ents have passed away. The magical aura that escapes from the deceased ent burns away any evil, contamination in a circle encompassing the ent. From there, the energy emitted kills plant life. It is said that the energy is actually the faerie's committing a pact suicide and the magic within their bodies is released. Whether that is true or not, remains to be seen.

If one is unlucky enough to encounter a faerie attack let the following effects of their toxic magic be known. Their magic is toxic due to the high content of magic residing in their bodies. It is highly concentrated and in large doses can be fatal. But have no fear, it would take many a faerie to bring down a human being. However it is not known whether the faerie's aura being emitted is the cause of the magic poisoning when they attack, or whether they have treacherous weapons dipped in toxins?

If poisoned, one will experience the following: nausea, abdominal pain, dizziness, cramps, fever, chills, insomnia, visual and auditory hallucinations, disorientation, even body tremors. Although these have all been experienced at varying degrees.

Tree Ents/Elrymka:
The guardians of the forest, keepers of the night, or more commonly known as tree ents. They appear in all tree types from oaks to maples, beeches and walnuts, cedars and cypresses, even willows. The known guardians of the forest are the ones that are active and patrol their forest, keeping peace, watching over all. The others are slumbering tree ents, only their spirit resides, ready to be called forth in need to defend what is theirs. The tree ents that are moving about, albeit rather slowly, are often accompanied by a swarm of faeries, though the size of the swarm isn't comparable to other swarms due to the variety of tree ents.

The tree ents, being listeners of the forest, hear all. They understand the meek chirping of the squirrels to the purring tongue of the Rakasha, or eloquent verse of the Elves. Most tree ents are passive-aggressive, though the traveller should be weary of the undependable nature of the ents.

To the Elves that live inside the Dark Forest, the tree ents, also known as Elrymka, or in Common Tongue: The Enlightened Ones. The Elves do not worship Elrymka, but rather respect their thoughts and concerns.

Dragons:
The Dragons are the true epitome of magic in Aerusya. Before the dawn of the 1st Age, Dragons existed in Aerusya for thousands of years before Man took his first step. Dragons communicate through thoughts. Well-trained mages can attempt to block out the presence of a Dragon's mind within their own, but only two people have succeeded in blocking out the voice of a dragon within their minds: Rohgar the Brave and the Dragon Priestess, Isidra.
As stated above in the beginning of the paragraph, Dragons are the true essence of Magic. With that being said, they are capable of great magical feats. Dragons can change any being's image, or even the landscape itself.
When Dragons pass into the void, their soul remains behind on a different plane of existence. One could call this an afterlife, but existing on this plane can only be achieved by a). being a dragon, or b). consuming the soul of a dragon.
In order to consume a Dragon Soul, I recommend reading the book, The Dragons and their Souls: Vol. 1 written by Kilamor D'anuk, a Cherod scholar who lived his life during the 2nd Age.
The Geography of Aerusya

Angard
Beyond the Blue Borderlands, in a mountainous region lies Angard. The capital city, Kvechuk is situated near the Western Sea. Kvechuk sits within the cul-de-sac bay area, promptly named Kvechuk Bay. Here a large naval base sits out on the Kvechuk Peninsula. Angard has very cold winters seeing as how it is the most northern province in all of Aerusya. The people of lower class ranks are very hardy, and friendly, though surprisingly superstious. Angard has a strong military presence, with not only an effective naval base, but a well trained army. They specialize in long bows, which are a prominent force in Angard. In Kvechuk, archers line the castle battlements as well as watch towers that dot the coast and are spread throughout the countryside.

Cherod
Angard's counterparts, the Cherods, are situated diagonally on Aerusya from their enemies. The capital city of Cherod is Maril, an immense city that looks much like Greece. Maril is situated by the Three Fang River, that empties out into the South Eastern Sea of Cherod. Here the people are scrupulous and crude. They are suspicious of any newcomers. The King that rules them is King Oedithil. He can be compared to King Louis the 18th in France during the French Revolution. Any week, you can expect to find a festival being held in his honour Cherod has three major cities, Laurde, located near the Blue Borderlands. The other city is Biminy, it is situated in the centre of Cherod and acts as the trading centre for the land. Biminy hosts a natural source for freshwater, a giant lake with a small wooded isle at the center. The isle is known as Witcher's Isle.

Outside the city walls of Maril, there is another gargantuan lake known as Ohmgra Lake. Beneath the still surface of Ohmgra Lake lies a forgotten ruin, dedicated to the Dragon, Shera'dan. The ground that once held the temple fell away into a massive hole that soon filled with water and became what is now Ohmgra Lake.

Blue Borderland Mountain Range
The majestic mountain range bisects the Aerusyan continent, stretching from east to west. This mountain range is practically impenetrable, save for two passes The mountains act as a barrier betwixt Northern Cherod from Southern Angard.

Ilselana Gorge Discovered in 2274A by the Elves who sought to open communication to the other regions of Aerusya. The pass is considered "obsolete" and is never travelled due to falling rocks, mudslides, flash flooding and so on. The other is Grovett Pass which is aptly named after the merchant who established the pass in 2853A, Rognor Grovett. It is the only way merchants and common folk travel. The pass is relatively easy, wide enough to have a small outpost, inn, and stable built. Here Angardian warriors and Cherod soldiers protect the pass.

River of Ilselana
The river starts in the Elven lands and feeds the Kvechuk river and Three-Fang River, the heart of all rivers if you will. This rivers trespasses through the infamous Ilselana Gorge to form the Three-Fang River. For the most part, the River of Ilselana is broad and gentle flowing.

Three-Fang River
Branching off from the River of Ilselana forms the treacherous Three-Fang River. The river branches off into three parts. The river is deep, full of sharp black rocks, and fast flowing. No one dares to navigate this river for fear of drowning.

Kvechuk River
The rivers winds through the Dark Forest and enters Angard as gentle as a swimming duck. At points, the river is very broad, over 2 miles wide. Other areas, it is dangerously fast moving and narrow.

The Dark Forest
Surrounding the civilization of the Elves is a massive forest. The forest is full of mist, ghost-like apparitions, and bars sunlight from penetrating through the dense canopy. There are occasional "faerie circles", large circular clearings in the forest that are located randomly throughout the 125+ mile thick forest. It is located on the North Eastern side of Aerusya. It is the only barrier that the elves have from Angard and Cherod.

The Black Swamp
Within the Dark Forest is a swamp with black, murky water. Here the S'ilthran race inhabits the area. The swamp water is home to many creatures ranging from poisonous snakes, alligators, to small rodents like swamp rats, notorious for carrying infectious diseases. Large insects, such as beetles, arachnids, centipedes, millipedes exist here at gargantuan proportions. Even the trees are black, as if tainted by the water. There is an extensive cave system that lies beneath the swamp, so historians believe that these caves once belonged to the first Dragons, using the caves as their lairs or treasure troves.

Darath Desert
In the South-Western region of Aerusya, next to Cherod, is the enormous Darath Desert. Here, the Rakasha call the desert home. They have a capital city, Almeria, although Cherod refuses to acknowledge their King and their power. Here, large amounts of Amber are harvested yearly and exported to Biminy, the largest market district in all of Southern Aerusya. The amber is said to come from the fossilization of those that passed into the void during the Great Burning. At one point in time, before 1150A, the Darath Desert was once an expansive tropical forest. During the Great Burning, caused by none other than the dragon's themselves, thousands of the Rakashan's perished under dragon fire. the trees wept with resin providing the future Rakashan generations a valuable material. It is often seen in jewelery, ornaments, trinkets, and is used primarily in ceremonies.
How Magic Works

The magic in Aerusya is quite simple. Those who can wield magic (not all are Meaning if you are a frail and sickly person, you couldn't cast a spell to cause a earthquake. If you tried, you would die because the magic of the spell feeds off your available strength/energy. And since you don't possess the amount of strength/energy needed to perform that spell it would simply kill you When it i discovered that a person can wield magic, they are provided with the guidance a mentor. The mentor will teach the mentee the most basic spells. Levitate item change appearance of items, simple healing spells, how to light a fire and so forth.

After the mentee has successfully learned the "Basics" he may advance to learn other spells taught by mages In order to use Magic, one can simply "will" it into power. When the user wants to will something, they must concentrate on what they want with an image of the outcome. If concentration is broken, the magic could slip loose and affect something else. For example: If you wanted to light your campfire, and you lost concentration because you saw a deer something other than your firewood could catch fire, or the wood would smoke as a failed attempt to ignite But they could also read from spell tomes.

However, if one chose to read from a tome, one would need to enunciate every word properly. The magic user can also the magic user's personal strength/ energy, which is the simplest way to access magic Some magic users have wand to help channel their magic. Some don't. The spoken magic language is similar to Turkish.
The Religions of Aerusya

Angardian Religion:
The people of Angard are polytheistic. Their religion could be coined as paganism, or pantheism. They have strong ties to the land and animals, believing that everything taken from the Creator's Realm, the world in which they live, is sacred and should be highly respected, and treated with dignity. They have ritual animal sacrifices on each solstice/equinox and sacrifice lambs, foals, or calves. The purpose of these sacrifices vary, a sacrifice could be given at a hand-fasting ceremony, at the death of a loved, or respected person, at the birth of each child. More often than not, these sacrifices are used to appease the Gods and Goddesses and rid their land of pestilence.

The Angardians worship four deities:

1. Sarmon - Main God. Sarmon delivers strength and courage to men, although female warriors have been known to seek his blessing during the time of war. He is the bringer of death, war and pestilence. The Angardian depiction of Sarmon is that of a dragon. His season is Autumn.

2. Anora - Main Goddess. Anora is the goddess of the hearth, fertility, love and harvest. She is Consort to Sarmon. Most Angards look to Anora as a Mother Goddess, for all Angards are children of Anora. There is no animalistic depiction of Anora, but rather, she is commonly pictured as a tree-woman, the female counterpart to the tree-ents. Her season is Spring.

3. Lyrem - Secondary Goddess. Daughter of Anora and Sarmon, Lyrem guides hunters, travellers' and adventurers on their journeys. She is seen as the Goddess of the Hunt. The Hunt is a massive hunting expedition that all Angards participate in at least once in their lifetime. The Hunt, covers all of Angard, where hunters come together, and hunt one animal of every species that reside within Angard. Some Angards who worship her call Lyrem, "The Huntress". The depiction of Lyrem in Angardian culture is that of a unicorn, the most pure, and unattainable beast in the Hunt. Her season is Summer.

4. Eradon - Secondary God. Son of Sarmon and Anora. Eradon is a different god in comparison to the others that Angards worship. He is the bringer of peace, compassion, and knowledge. Many magic users in Angard choose him as their main deity of worship. Eradon's symbolic depiction is that of the stag, a beast that is considered benign, but wise in Angardian culture. His season is Winter.

Cherod Religion:
The Cherod people believe that their monarch is chosen by divine right, they have believed this for the past century. It is rumoured that anyone who speaks out against King Oedithil disappears the following morning. Instead of addressing King Oedithil as "His Majesty" or "my King" many choose to address the tyrannical king as, "His Holiness" or "His Royal Eminence".

There is evidence supporting the theory that before the transition of the new "religion" in Cherod, that they too, once worshipped deities similar to those in Angard.

Rakashan Religion:
There are two Goddesses that dominate the Desert folk.
1. Bi'aba - The Fire Goddess that brings the "fire" to the land, that gives them warmth to their fire, strength to their heart and provides them with pride. Bi'aba also determines their fate.
2. Ka'shia - The Water Goddess is opposite of Bi'aba. She provides oasis', shows them peace, and blesses them with shade of the tall trees. She brings the night sky to them, and designed the Darath. Ka'shia also paints their elaborate coats in the womb of their mothers.

Elven Religion:
The Elves have no deities. Instead, they have sacred sanctuaries spread throughout their land, deigned for their scholars, elderly and philosophers. They are very protective of their land and build their cities mirroring nature. The Elves do believe in spirits that reside within every person and being, and they throw large feasts during the changing of a season.

The S'ilthran Religion:
There is no official religion recorded for the elusive S'ilthran people. However it is believed that they worshipped dragons in the Dawn Age.
The Races of Aerusya

Angardians:
Tall nord like humans, resistance to cold weather (does not apply to magically cold items), keen sense of direction, and holds basic knowledge of tracking animals. They make superb warriors, healers and archers. Range in height of 5'6, polytheistic.

Cherods:
Slender/lean humans that live comfortably in unbearably hot weather, and are rightfully heat resistant, (does not apply to magically hot iems). They are shorter than their counterparts. Range in height of 5'0-5'6. They can find water easily and are very good at merchandizing. They make good warriors, clerics and rogues. They are unsociable, superstious, and monotheistic.

Rakashas:
A unique people to Aerusya, a cat breed. They are exceptionally agile, and use their claws and fangs to defend themselves (due to their animalistic side, the Rakashas have the ability to communicate with all animals that aren't magical called Beast Tongue). Their fur ranges from stripes, to spotted and vary selectively in colour from pale yellow, golden to burnt umber. One will never find spots and stripes upon a Rakashas at the same time. Rakashas are a very close knit species seeing as how they are constantly tormented by the Cherods. They are very nomadic, and peaceful. They range in height of 5'5-6'7 and make excellent warriors, shamans, rangers, and sorcerers.

Elves:
Majestic, powerful magic wielding beings that reside in a protected area of the Dark Forest. Agile, quiet, though open minded and highly patient. They get along well with the Rakashas, S'ilthras and prefer their company over the humans. Elves are thin, and have a strange aura about them, some say that it is due solely to their strong connection with magic, being one of the last race to receive a blessing of Edo. The Blessing of Edo was given during the end of the Dawn Age, here Edo(the planet) gave the last of the magic in Aerusya to the Elves and Elrymka, or Tree Ents. Ranging in height from 5'7-6'5 they make very good rangers, druids, battlemages and sorcerors. Many choose the magical warpath than the physical, but it does happen. Their hair colours range in shades of snowy white, silver, charcoal, gold, fire red, and starlight blue (an extremely dark shade of blue, the colour of deep space.) Their eyes are either rich and vibrant like emerald green, sapphire blue, golden yellow, hazel, or jet black. Pale eye colours are more common though, such as lavender, rose pink, sea green, sky blue, or silver. Due to the longevity of the Elves, some living beyond 700 years, they know and speak all tongues of Aerusya which gives them a silver tongue affect.

S'ilthras:
The S'ilthra species are legendary amongst the other races of Aerusya. Some legends portray them as horrid reptile like beings that feast upon raw flesh, like that of humans. Other legends portray the mysterious reptilian race as mystic beings that are powerful in Dark Magic. What the S'ilthra race is, is uncertain. What is certain is that they reside within the Dark Forest in the Black Swamps. They are tall reptilian like humanoids that range in height from 5'10-7'4.

They are a long lived race that wield strong minded kin and do not tolerate rude and uncivil behaviour, despite their sometimes barbaric appearance. The S'ilthras make excellent swimmers, and have the ability to breathe underwater for an extended amount of time. They are also immune to poison, and have extremely thick scales, that only their own scales, or the horn of a unicorn or the claws of a dragon could tear through. It is believed that the S'ilthra grow horns and wings with age. It is unclear if they follow any religion.
Tzarima, welcome back! and Cap'n! It's good to see this old friend! The CS is accepted. To get everything back up and running on a normal basis, Tzarima, Rtron (I know you already told me) if you could re-post your CS that would be wonderful.

I saved a lot of the info off of the reference sheet (I'm not quite sure where to stick the page at just yet.) But I was unable to access your CS information through old archiving.

And a side note. I started college today so my time will be limited than what we are normally use to. I can guarantee that I will be on at least once a day though.

Also, I remember vaguely as to where we left off. How is everyone else doing? I think, the last thing to happen was Elrithian about to cast the spell to distract the bandits.
Hooray!!! :D :D :D
Character Sheet

Primary or Supporting (Please state whether your character is your primary, or supporting character at the top of each CS.)
Name:
Age:
Race:
Gender:
Class:

Background: (This is an advanced roleplay do not try to skimp on this. Providing a well-detailed background will actually benefit you down the road. This roleplay is highly immersive, the more information, the better. HOWEVER, be considerate and try to avoid writing a book. )

Appearance: (This MUST include a visual of your character, either a hand drawn image, or any image off the internet providing proper credit to the author. I want at least three paragraphs describing your character. This can be anything from describing their habits, mannerisms, physical appearance, personalities, etc.)

Equipment: (Inform me about what armour your character is wearing, and weapons they are carrying. Remember the law of physics, the more heavier, and larger the armour, the slower you will move. I will not allow more than 3 weapons to be carried on your character. You can dual wield weapons, but only of the same type. Choose wisely.)

Magic: (IF your character practices magic, please lists the spells they know, and please tell me how they learned to harness and use magic.)

Other Tidbits: (Anything you feel that should be mentioned but doesn't belong in the above categories. Any interests, fears, likes, dislikes, hobbies and so forth.)
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