1. The server transfer is complete, but there is a known issue occurring with posts lagging when they are sent! We apologize for the inconvenience. A fix is underway, so please bear with us.

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BBCode Div Box Testing

Discussion in 'THE TEST CHAMBERS' started by Absyinthe, Dec 1, 2015.

  1. This thread is for me to test my bbcode layouts and a place to keep all my W.I.Ps for IwakuRoleplay. I'd appreciate it, if you didn't post in my thread. If you have any questions about BBcode, than please send me a private message and I will be glad to help you there. I endeavor to make things fanciful.
     
    #1 Absyinthe, Dec 1, 2015
    Last edited: Oct 28, 2017





  2. welcome to a realm of seasons!


    Amidst a vast ocean, that spans across several timelines and dimensions; there lay an enchanted archipelago of five islands. An ancient force field shields these isles from wandering eyes. However, anyone can access passage through the force field's boundaries, but only if they choose to forfeit their freedom to return from whence they came. Once you have entered the realm of seasons, a new life will await thee.



    Life within the Seasonal Island Kingdoms holds magic and mystery. Whoever may wash up on the shores of these magnificent islands, will undoubtedly be amazed. There are many secrets and hidden treasures to discover within the kingdoms; one only has to look hard enough. To learn more about the lore of S.I.K.S. please refer to the second post in this thread.


    the five island kingdoms


    The five islands are affected by eight different magical energies within the force field. The first and most important energy is called, Kausi. This energy warps the seasons and atmosphere of each island. For example, Kausi makes four islands in the archipelago have only one season throughout the year. While the fifth and final island is warped to have a cycle of every season instead.



    This energy creates unique atmospheres for all islands. There are many different flora, fauna, and customs that can be found among the isles. This enchanted realm is waiting for you to explore it! To learn more about the many facets of the islands, you can refer to the third post in this thread.


    roleplay perks information


    In this roleplay, there will be ten different "roleplay perks" that are active in the game. These perks are various ways to spice up the forum-style story. These basically are just game mechanics that I have implemented so that everyone can have more fun!



    Among the many perks, there will be things like Classes, Ability Points, Occupations, and lots of Quests. I hope by adding these, the experience of roleplaying your characters in this world will be all that more enjoyable for you. If anyone is interested in looking at all the roleplay perks in detail, than you can refer to the fourth post in this thread.


    o.o.c. information


    This group roleplay's genre is high fantasy, and there will be small medieval elements within it as well. I want this roleplay to be a long-term choose-your-own-adventure. Which means your character has the option to choose how the future events of the kingdoms will play out. This thread contains all the lore and setting for the Seasonal Island Kingdoms Saga Group Roleplay.



    If you are interested in this idea than you can go to this [insert link here] to sign up a character! That thread will have most of the O.O.C. information in it for you to read over. This includes the rules and expectations, posting mechanics, and character sheet. Thank you for reading, and I hope you enjoy this roleplay.





     
    #2 Absyinthe, Dec 16, 2015
    Last edited: Feb 22, 2018 at 1:08 PM





  3. the lore of all things


    This post will describe the various lore related to S.I.K.S. There are five tabs below that explain different aspects of this roleplay's lore. The first tab will talk about the prehistory of the multiverse. It will also have information on the four deities that rule over this realm. The second tab will go over the creation of the main setting; Seasonal Island Kingdoms. It will go into detail about the existence of the islands.



    The third tab will then cover the information on the Magical Energies and Auras that flow throughout the world. Furthermore, the fourth tab will talk about the first inhabitants of S.I.K.S., and what they contributed to the budding kingdoms. Finally, the last tab will cover the saga of all the dynasties that had ruled and still rule over the the magical isles. I hope this information helps you when making a character!


    the beginning of time



    the age of tempus


    Before there was life in the endless multiverse, there was the inky blackness of the Aether. This ethereal kingdom was the beginning of all things. This place was ancient and magical, filled with mysterious energies. However, it was still devoid of life and light. The vast space that would house the multiverse was silent for millennia. It was only until the Age of Tempus that the energies within the Aether would intertwine in such a fantastical way that they would produce four holy beings of light.



    With the birth of these deities, the Aether was no longer a dark place. Instead, it filled with lights of bright green, yellow, red, and blue colors. In time, the deities would grow into a physical form. For now, they would just glow brightly, illuminating the Aether with vibrant hues. The Age of Tempus was the period between the birth of the deities and the creation of life in the multiverse. It was in the middle of this age when the Aether would bless the gods with the capability to communicate with one another. This action would begin the discussions of filling the space that expanded beyond their home.



    The deities all agreed that to create life; they would need core principles to rule over everything. Each of them established a law based on their idea of how life would play out. The policies would be called Tempora Vitae, or "Seasons of Life," and they would guide the flow of time in the multiverse. A list of each principle and what it stands for is down below.


    PRINCIPLE I: fons vitae


    The Fons Vitae is the first principle in the Tempora Vitae. All life starts somewhere, and the Fons Vitae is the first part of any entity in the multiverse. This law brings new beginnings to all realms. This season of life promotes infant growth in all aspects. It is the birth of all things.



    The deity called Gwanwyn represents this principle. He guides new life into their respective worlds. Gwanwyn blessed the multiverse with water. He gave endless oceans that would flow throughout one another, connecting all dimensions. These oceans would be the pathway to all of the deities' creations.



    This water would give any new life a fighting chance as they started out on their respective realms. Gwanwyn hoped that his gift would allow the cycle of life always to begin again. The Fons Vitae is also known as the "Spring of Life, " and it is this spring of water that gushed forth to make the endless oceans within the multiverse.


    PRINCIPLE II: terra vitae


    The Terra Vitae is the second principle in the Tempora Vitae. When life begins in the multiverse, it needs the Terra Vitae to continue on its destined path. This belief represents perpetual growth for all living things. This season of life allows all things to keep moving forward. It is the ascent to one's full potential.



    The deity called Aestas represents this principle. She encourages all life to grow. Aestas blessed the multiverse with earth. She gave rich soil to all planets for life to cultivate and develop. This ground would hold each world they created together. It would also produce nourishment for all that needed it.



    This earth would allow life to progress forward, gaining the nutrients it needed to advance further. Aestas wished that her gift would push all new life to reach their future potential. The Terra Vitae is also known as the "Earth of Life." With this soil, the multiverse would be able to strive towards its various destinies.


    PRINCIPLE III: caeli vitae


    The Caeli Vitae is the third principle in the Tempora Vitae. As life grows in the multiverse, the Caeli Vitae brings out the absolute best in all of it. This season of life allows all things to reach their real purpose. It enhances one's abilities to the fullest extent. This law will enable you to achieve your maximum potential.



    The deity called Hydrefa represents this principle. She grants all life the ability to reach their most excellent form. Hydrefa blessed the multiverse with air. She gave each realm an atmosphere for life to breathe. This vapor would enhance the abilities of all who inhaled it. It would envelop life with an aura of potential, that all could reach.



    This air would allow all beings to reach the peak point in their life. It would give them the last step to realize the full extent of their capabilities. Hydrefa ensured that life would all culminate in a magnificent way. The Caeli Vitae is also known as the "Air of Life." With this aura, the deities could augment on all life.


    PRINCIPLE IV: ignis vitae


    The Ignis Vitae is the last principle in the Tempora Vitae. After life has reached their potential; the Ignis Vitae guides them to the end of it. This season of life ensures that there is always a place for new beings. It releases the old of their memories, so eventually, they can be reborn in the Fons Vitae.



    The deity called Dimere represents this principle. He makes sure all life will meet their inevitable end. Dimere blessed the multiverse with fire. He gave them light and warmth in the better moments of their life. As well as death and destruction in the worst times. The gift would provide each being the chance to choose their fate.



    This fire could help or hinder the multiverse. Dimere let the deities' creations have the choice of which would occur. The god hoped that life would understand the outcome no matter what happened. The Ignis Vitae is also known as the "Fire of Life." It is this fire that burns brightly in all hearts.




    With the four principles set in place, the deities began to fill the multiverse with all manner of life and matter. The vast Aether was soon full of many creations. With the gifts of Water, Earth, Air, and Fire, each world could grow and mold their reality. After the deities had finished, they became tired. It was Aestas' idea to create an archipelago of magical islands, amidst the endless oceans that Gwanwyn had made, for them all to rest. They would be a place of seasons that represented the Tempora Vitae. For more information on the creation of the Seasonal Island Kingdoms, please move to the next tab.




    a place of seasons



    A realm of sanctuary


    The four deities were satisfied with the multiverse full of life that sprawled before them. The Tempora Vitae would allow each realm to continue without intervention by the gods. They were all exhausted; the deities spent most of their energy in the creation of the multiverse. Aestas was the first to consider a sacred place of rest for them all. This site would embody all the seasons of life and allow the deities to rest undisturbed.



    Gwanwyn agreed with Aestas' idea and offered the endless oceans to aid her. In a vast space of the water, she created four islands of the seasons for each deity. They each would rest within an isle, regaining their lost energy. However, it was Hydrefa who proclaimed that there should be a fifth smaller island in their holy land as well. Dimere did not understand her reasoning and so further questioned her motives. She explained that this island would showcase all seasons. Aestas agreed with her and created a smaller isle at the farthest corner of the archipelago. Instead of representing just one season of life, this tiny island would represent a cycle of all life.



    They each protected their sacred place with different enchantments. The deities collectively agreed that all life could enter their land, but none of it could return to their old world. Gwanwyn put up a magical force field that would do just that. When they all were ready to rest, the deities would encase themselves within an island and lay there for as long as it took to regain their strength. As it sat in the endless oceans, the place of seasons would befall many a traveler in time.




    magical energies and auras



    remnants of the aether


    Before the deities had laid to rest, the Aether blessed its children with one last gift. It parted with some of its mysterious magical energies and sealed them within the force field of the Seasonal Island Kingdoms. These powers would shape the islands, as well as, enhance the inhabitant's way of living. There were eight total energies that it left for the isles. The first one was to aid in creating the various seasons of life within the force field, while the seven other powers would materialize when the early inhabitants washed ashore. A list of the seven remaining energies is down below.




    • The Warrior's Vigor

      The Verndari Energy is the vital essence of the Protector’s Class.

      This energy gives strength to those who wield it.

      Characters with the Viribus Aura can start using this energy without any training needed first.

      This power is used to enhance a character’s mettle, and aide them in incredible acts of bravery.

      There are traces of this energy bound within all ruby gemstones.




    • The Lover's Compassion

      The Lenire Energy is the vital essence of the Soother’s Class.

      This energy gives healing to those who wield it.

      Characters with the Sanitatem Aura can start using this energy without any training needed first.

      This power is used to help others, and to restore damaged articles.

      There are traces of this energy bound within all fire opal gemstones.




    • The Mage's Mana

      The Swyno Energy is the vital essence of the Enchanter’s Class.

      This energy gives wisdom to those who wield it.

      Characters with the Sapientiae Aura can start using this energy without any training needed first.

      This power is used to create magnificent potions, talismans, and spells.

      There are traces of this energy bound within all azurite minerals.




    • The Farmer's Determination

      The Gewas Energy is the vital essence of the Planter’s class.

      This energy gives veracity to those who wield it.

      Characters with the Veritate Aura can start using this energy without any training needed first.

      TTis power is used to enhance botany, and to discover facts relating to it.

      There are traces of this energy bound within all emerald gemstones.




    • The Ranger's Endurance

      The Pemburu Energy is the vital essence of Ranger's class.

      This energy gives agility to those who wield it.

      Characters with the Agilitatem Aura can completely utilize this energy without any training needed.

      This power is used to increase your dexterity, and to attune your senses to the world around you.

      There are traces of this energy bound within all onyx minerals.




    • The Thinker's Intuition


      The Atīndriya Energy is the vital essence of the Philosopher’s class.
      This energy gives intellect to those who wield it.
      Characters with the Intellectus Aura can completely utilize this energy without any training needed.
      This energy is used to increase your mental powers, and it allows you to see new perspectives on any situation.
      As well, you can find traces of this energy bound within any labradorite.





    • The Entertainer's Allure



      The Tónlist Energy is the vital essence of the Charmer’s Class. This energy gives Charisma to those who wield it. Characters with the Charismatum Aura can completely utilize this energy without any training needed. This power is used to enhance your persuasion abilities, and to charm various creatures into becoming your ally. As well, you can find traces of this energy bound within any Turquoise.







    Energy Auras


    Each character within the Seasonal Island Kingdoms emanates an energy aura. There can be only one per person. This aura determines your starting attributes in the game. Every aura attunes to each character differently. There is a quiz to decide your player character's aura. Every PC has seven attributes; Strength, Health, Wisdom, Veracity, Agility, Intellect, and Charisma. All of these determine how the in-game will be played out. The auras affect your attributes in both good and bad ways. A list of all energy auras is down below.




    • The Air of Strength



      If you took the quiz and got the Viribus Aura, your character’s most boosted attribute is the strength stat. This stat's raised by three points, which makes it an eight when your character starts in the game.
      Text box:
      Your character's strength is slightly above average. You know the basics of being strong and your fighting skills are pretty good. With eight points in your strength stat to start out, you will be able to use three different types of weapons in-game. You can lift -and throw- up to eighty pounds of weight without trouble. The higher your point value in any stat the more you can accomplish with that skill.
      Having this aura will allow your character to utilize the Verndari Energy fully without points or training needed to start. This aura emanates from those who hold high courage in their hearts.

      The other attribute that is boosted by this aura is the Agility stat. Those that need high strength also can endure their battles. This stat's increased by two points, which makes it a seven when your character starts in the game. Agility is the only other stat that is boosted by this aura.

      The attributes that are not affected at all by this aura are the Wisdom, Veracity, and Health Stat. These will be five points each when your character starts out in the game. This point value is the beginning of all attributes before an aura changes them.

      The remaining stats are negatively affected by the aura. This aura lowers the Charisma Stat by three points, which makes it a two when your character starts out. Most folks that are for battling are not for having a conversation. The last stat, Intellect is lowered by two stages, which makes it a three when your character begins the game. Those that fight may often do so without a lot of thought.





    • The Air of Healing



      If you took the quiz and got the Sanitatem Aura, your character's most boosted attribute is the Health Stat. This stat's increased by three points, which makes it an eight when your character starts in the game.
      Text box:
      Your character's health is higher than average. With eight points to start out in-game, you can heal small injuries on others, as well as, restore small items that have broken. You can treat medium sized injuries on yourself too. You strive to help others each day, and you care deeply for everyone around you. This aura also gives your character a good constitution when you begin the game.
      Having this aura will allow your character to utilize the Lenire Energy in the game entirely. This aura emanates from those who show compassion to all things.

      The other attribute that is boosted by this aura is the Wisdom stat. This stat is raised by two stages, making it a seven when you start out in the game. You must also be wise if you wish to know about all the forms of medicine.

      The attributes that are not affected by this aura are the Intellect, Veracity, and Charisma. These will all be five points each. Your character will have the primary skill level for these stats. A healer can be just as thoughtful, truthful, and persuasive as anyone else. They are just more attuned to helping out and being knowledgeable about herbs and potions.

      The attributes that are negatively affected by this aura are the Strength and Agility Stat. The Strength Stat's lowered by three points, making it a two when your character starts in the game. The compassionate person may not want to fight others in battle. Most would prefer to help those that were injured then cause the injuries. The Agility Stat's lowered by two points, making it a three in the game. While it is good to be cunning and swift, healers are better at knowing how to take care of everyone's needs.





    • The Air of Wisdom



      If you took the quiz and got the Sapientiae Aura, your characters most boosted attribute is the Wisdom Stat. This stat is increased by three points, which makes it an eight when you start out.
      Text box:
      Your character's wisdom is beginning to increase, and you understand more knowledge every day. You are curious about everything in the kingdoms, and always want to learn more. You can quickly master the basics of magic experience, but casting spells are not as easy as it looks. One day you might be able to make perfect potions and talismans, but for now, you can stick to practicing spells and incantations.
      Having this aura will allow your character to fully utilize the Swyno Energy without needing points or training to begin. This aura emanates from those who yearn to know all things.

      The other attribute that is boosted by this aura is the Intellect Stat. Those who are wise, are usually always thoughtful too. This stat's raised by two points, which makes it a seven when you start out. This boost means that your character can begin to ponder about the many philosophies of the islands.

      The attributes that are not affected by the aura are the Health, Agility, and Veracity Stat. These will be five points each. Your character will understand the basis for these skills. Most people have the beginner's understanding of healing, honesty, and dexterity. In the future, you can use earned points to boost specific attributes that you favor more for your character.

      The attributes that are negatively affected by the aura are the Strength and Charisma Stat. Someone who wishes to study and learn may not want to fight battles. The Strength stat is lowered by three stages, making it a two when your character starts out. Those with the Sapientiae Aura mostly prefer to keep to themselves and absorb knowledge on their own. The Charisma Stat is lowered by two points, making it a three when you're in the game. The wise ones would prefer not to have to use persuasive skills on anyone and try to stay out of any conflict.





    • The Air of Truth



      If you took the quiz and got the Veritate Aura, your character's most boosted attribute is the Veracity Stat. This stat's increased by three points, which makes it an eight in the game.
      Text box:
      It is the seed of truth that is sprouting within your heart. Your character is more aware of deception towards themselves, and you are trying to strive to be honest always. Your gardening skills are getting better every day, practicing makes perfect. Having an eight to start out in the game makes your character knowledgeable about three different plants and how to grow them.
      Having this aura will allow your character to fully utilize the Gewas Energy without needing points or training to start out. This aura emanates from those who are faithful to the facts of life and the ways of living.

      The other attribute that is boosted by this aura is the Wisdom Stat. To know about all life, you must be wise. This stat is raised by two points, making it a seven when your character begins the game. Those that seek the accuracy of facts, yearn to know about the ways of living.

      The attributes that are not affected by this aura are the Health, Intellect, and Agility Stats. The seeker of flora will know the basics of healing. They can be intelligent as any other as well. These stats will be five points each. A hard working honest person can also be just as nimble with their fingers as a hunter can. Your character will understand the beginning level of these stats.

      The attributes that are negatively affected by this aura are the Strength and Charisma stat. The Strength stat is lowered by three points, making it a two when your character starts out. Those that desire to know the facts of life may not want to risk their own in battle. The Charisma stat is lowered by two points which makes it a three when you begin. For those with this aura, it is more important to discover the truth about life than to entertain others.





    • The Air of Dexterity



      If you took the quiz and got the Agilitatem Aura, your character's most boosted attribute is the Agility Stat. This stat is increased by three points, making it an eight when you start the game.
      Text box:
      Your character understands the ways of stealth more each day. Having an eight, when you start out allows your character to sense more around them. With each point, you can attune your senses to find hidden things within the kingdoms. For now, you have a high awareness about the world and can use a ranged weapon with ease.
      Having this aura will allow your character to utilize the Pemburu Energy fully without points or training needed to start. This aura emanates from those who are cunning and swift in their actions.

      The other attribute that is boosted by this aura is the Strength stat. This quality is increased by two points, making it a seven when your character begins the game. The Strength stat is the only other attribute that this aura boosts.

      The attributes that are not affected by this aura are the Intellect, Health, and Charisma stat. Those with the Agilitatem aura can be intelligent and persuasive typically, and they also have average health too. Each stat is five points when your character enters the game.

      The remaining attributes are negatively affected by this aura. The Veracity stat is lowered by three stages, making it a two when you begin. To be cunning, you may not always tell the truth. The last stat, Wisdom is lowered by two points, making it a three. Although those with this aura are incredibly intelligent, they may not find it necessary to know everything there is to know.





    • The Air of Intelligence



      If you took the quiz and got the Intellectus Aura, your most boosted attribute is the Intellect stat. This stat is raised by three points, making it an eight when you start out in the game.
      Text box:
      As time passes, your mental acuity grows stronger. Many thoughts cross your mind, and there are many things to ponder. With an eight to begin the game with, your character can create three new inventions. You can also start to find items for recipes more quickly now. Your intelligence is only soaring higher as you learn more about the philosophies of the island kingdoms.
      Having this aura will allow your character to utilize the Atīndriya Energy fully without needing any points or training to start. This aura emanates from those who think genuinely about the world around them.

      The attribute that is boosted by this aura is the Wisdom Stat. This stat is increased by two points, making it a seven when you begin. Those that think genuinely about the world they are in will also want to know everything about the contents of that realm. Having different knowledge perspectives is the best compliment to being an intelligent philosopher.

      The attributes that are not affected by this aura are the Health, Veracity, and Charisma Stat. All of these are at a five base point level when your character is in the game. Your ability to persuade, heal, and hold to the truth is average. With practice maybe you can grow these skills into something more.

      The remaining stats are negatively affected by this aura. The Strength stat is lowered by three stages, making it a two when you enter the game. The ones that ponder philosophies may not want to instigate conflict. The Agility stat is lowered by two points, making it a three in-game. Although the intelligent can be intellectually swift, they may not want to exert the effort to be physically agile.





    • The Air of Charisma



      If you took the quiz and got the Charismatum Aura, your most boosted attribute is the Charisma Stat. This stat is increased by three stages, making it an eight when your character begins the game.
      Text box:
      To make others laugh and enjoy themselves is your goal. With an eight in your charisma stat, you can charm small mammals and small birds. However, anything more significant might not take your advances kindly just yet. You are getting to be quite persuasive to others, and it is a slight chance that they will listen to your wishes. Overall you can sense that your potential charm is growing every day.
      Having this aura will allow your character to utilize the Tónlist Energy fully without any points or training needed to start. This aura emanates from those who enjoy entertaining others and making relationships with all creatures.

      The other attribute that is increased by this aura is the Agility Stat. This stat is boosted by two points, making it a seven in the game. To perform and persuade you must be quick on your feet. As well, to wrangle a beast one must have agility. This stat is the only other one boosted by the aura.

      The attributes that are not affected by this aura are the Wisdom, Intellect, and Strength. These stats will start out as a five when your character enters the game. The charmer can always have knowledge and thoughts about the world as usual. They can even be averagely strong too.

      The remaining stats are negatively affected by this aura. The Health stat is lowered by three points, making it a two when you are in-game. The charmer's way of life can put them at risk to many health problems. The Veracity stat is lowered by two points, which makes it a three when you start. An entertainer may not always tell accurate facts when they are performing for others.









    All characters that are in the Seasonal Island Kingdoms Saga Roleplay will have the chance to use these energies and auras in the game. They can unlock the ability to do this within an Energy Temple. There are seven Energy Temples on each island. Each temple represents a single energy, and you must go into the specific temple that relates to the power you want to enhance. If you go into a temple with the energy that compliments your aura, a special event happens IC. I hope these magical energies and auras will boost your roleplay experience! To learn more about the first inhabitants of the Seasonal Island Kingdoms, please move to the next tab.




    The First Inhabitants


    A Stormy Night



    It had been decades since the deities had laid to rest within the islands. For a long time, they had been alone, undisturbed. However, this all changed one fateful night. In a far away dimension, a crew of eight beings was sailing through the worst storm of their existence. This dark and blustery night raged upon the sailors ferociously. It seemed as though this deluge would never end. The storm seemingly stretched across their ocean forever. It was in their last moments that they prayed for salvation. The Aether had heard their prayers and thus sent their ship cascading into the direction of the Seasonal Island Kingdoms. It was only a day before they unknowingly slipped into the ancient force field that surrounds the isles. This stormy night would bring the first ever inhabitants to the farthest island in the archipelago.



    The Formation of the Classes



    Although there had been eight beings on the ship, to begin with, only seven made it out of the storm alive. The animal companion that belonged to the captain of the boat had perished when they crashed into the beach. The crew members gave it a proper burial farther inland and marked the spot as sacred. It was when they reached the ship wreckage back on the beach that they all noticed they were emanating a colored light aura. Each member had a different color glowing off of their body. This air of life was indeed peculiar to them, but they had seen fantastical things in their old kingdom before. With this aura, they realized that they felt stronger than ever before. In time, these auras could be used to help create the start of their new homestead.

    Each member of the party would symbolize a classification of person. The leader of the group, a burly fellow named Parevald Celotia, would represent the "Protector's Class." This class would be for all those who wish to fight on behalf of others. They are there to protect the weak and triumph over all evil. You could call these folk's knights or soldiers of sorts, but in all, they just protect the ones they love fiercely. These people are also skilled in combat and using various weapons. Those that were of this class would be the protectors of the islands.

    The wife of Parevald, Saleniae Celotia represents the next classification. She created the "Soother's Class" for all those who wish to help and heal others. This class would be for the compassionate and caring. Saleniae was a kind woman who always sought out to help those in need. Wherever you are, there is still a time that you may need a healer, so this class would be for those who wish to work with medicine. Those who want to soothe others in their time of pain will be an excellent fit for this class. These people have the most access to medical knowledge and items.

    It was their son, Davenin Celotia who created the third class in the Seasonal Island Kingdoms. This purpose is called the "Enchanter's Class," and is for those who seek magic of any kind. He always was curious about the magic within his old world, so finding out more about the island's form of magic was most important to him. Those who wish to study the arcane arts and all that comes with it are meant to be in this class. The ones who yearn for more knowledge about all manner of things will want to understand the concepts of magic and energies within the islands too. These people have the best understanding of how magic works and the meanings behind it.

    Saleniae's sister was called Takaia Vynweld, and she had a love for all types of flora. Takaia created the "Planter's Class," for those who wish to understand the plant life of the islands better. Those that loved nature and gardening may fit well into this class. There are many types of flora scattered across the islands, and it is the Planter's job to identify each species of plant, as well as, figure out how to grow it continuously. These people have the most knowledge about plant life and the biology of the islands.

    Takaia's husband was a cunning man named Germaln Vynweld, and he would be the one to create the "Ranger's Class." This class represents the hunters of the islands and also the scavengers of exciting items. Those that are swift and resourceful will fit best into this classification. The goal of those within this class might be to explore the islands entirely, perhaps in search of treasure or beasts to hunt. These people have keen senses and can seek out almost anything.

    Germaln and Takaia had twin girls named Avadera and Evaloni, and they would create the remaining two classes. Avadera was a thoughtful girl who always wondered about life and how it worked. She would make the "Philosopher's Class," and this would represent those who pondered about the ways of life. Those people usually have a high intelligence and concept of the world around them. Her sister, Evaloni was an energetic and friendly girl. She would create the "Charmer's Class" for all of those who loved animals and entertaining them. This class would represent those who enjoyed taming beasts of all sorts. As well as those who were performers at heart. These people would be able to charm all manner of beings.

    These classes would stand the test of time, as each generation had passed. They would be the founding purpose for those that landed in the islands. To learn more about the saga of people that have befallen the islands, please move to the next tab.




    The Saga Unfolds


    seasonal island kingdom dynasties



    Since the first inhabitants had landed on the islands, there had been many others that washed up on the shores. Six dynasties have ruled over the Seasonal Island Kingdoms. Each dynasty usually lasted around a hundred years each. The seventh regime is still going to the present day. An overview of each government is listed below.



    the primus dynasty



    This dynasty consisted of the first inhabitants to ever find the islands. They created many structures and monuments that still stand today. These settlers were the first to discover the whole archipelago and all of its glory. They built the foundation for all customs on the islands. The Primus Dynasty was the first of many that would rule the Seasonal Island Kingdoms.



    the secundus dynasty



    After a century had passed, the first inhabitants of the islands would lay to rest. Making way for the next family to rule over the isles. Maremine and Calvet Bolfegrios would come to lead the Secundus Dynasty. They would have ten children together. These children would each play a part in mapping the island's geography. They would also name each island in the archipelago after they had finished making its map. These names would stick throughout history.



    the tertium dynasty



    In this dynasty, the family that ruled would create temples across all islands. These temples would allow islanders to communicate with the energies of the islands and will enable everyone to utilize them. These temples would symbolize the connection that all of the folks who washed up on the Seasonal Island Kingdoms had, an energy aura. The Tertium Dynasty would showcase the potential of using different energies to accomplish amazing things.



    the quartus dynasty



    The Quartus Dynasty would see a different viewpoint of how to rule. It was at this time when there would be five ruling families. For a while, it seemed that settlers would choose to stay on other islands instead of just the farthest one. To govern these lost souls, the five families decided to each be a ruling faction on the islands. This separation would split up the power over the Wanderers and allow each family to rule their way. After this dynasty, this method of governing over the islands would stay.



    the quintus dynasty



    In the Quintus Dynasty, there was an extended period of peace between the various ruling families. There was a lot of progress on building up the islands in these years. Magic knowledge and practice were increasing in this dynasty as well. Creating potions and talismans were becoming a well-renowned job. Some say that this regime had been the peak of civilization on the islands.



    the sesi dynasty



    This dynasty was the shortest of all of them. The islanders say there was an evil that washed up on the islands as soon as the Sesi Dynasty had begun. Everywhere the citizens had turned, there was some malice lurking around them. It had been fifty years into each family's regime when a terrible demon assassinated them all. This action would cause enormous chaos throughout all islands for the time being. With all the strive, the resting deities had awakened from their sleep. It was with their help that the remaining settlers could stop the vicious demon. There were many precious lives lost from that fight. However, from now on the gods would keep a watchful eye over their sacred archipelago.



    the septum dynasty



    It was a few years after the battle with the demon had ended that the deities chose the chief rulers of the islands. They would be protected by the gods and would help rebuild the islands into utopian societies once more. This regime is the current dynasty that is ongoing when players enter the world. It has been going on for thirty years at the time of their character's arrival. The saga of the Septum Dynasty will unfold before you. The choice to act is yours.









     
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