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Welcome To Geleena...
Home to Many Kingdoms, Both Terrible and Glorious...
1: The Kingdom of Barrience, Realm of Emerald and Saphire
Barrience is a large and prosperous realm located near the center of the continent. It's land consists of beautiful mountains, valleys and fertile pastures.
Capitol: Callence
The Palace at Callence Mountain, or simply Callence, is the seat of power of the Keirieg dynasty, ancestral rulers of Barrience. With vaulting, blood red rooves, beautifully flush arches and joints, and deep expanses delving to the center of the mountain, Callence truly is a marvel. It sits embedded in the center most peak and has tracts extending throughout the ones nearby, leading to pastures and townships carved into the mountainside.
2: The Kingdom of Leoriene, Vassal to Barrience
Capitol: Hellaie
3: The Kingdom of Kerralakk, Allies to the Emerald
Capitol: Tarrupell
4: The Jerrell Empire, Terror of the West
5: Effellerrenn, Land of three Lakes
6: The Grand Duchy of Hev'lel, the Northern Peninsula
7: The Fielel'karr Republic, the Realm on the Coast
8: The Tribes of Hendil'karr, Realm of the Strong
9: The Grand Principality of Gunnarr err' arr': Land of the Mountain's Shadow
10: The Grand Duchy of Tellarr'karr, Realm of Land and Sea
11: The Nor err' arr' Empire, Land of the Ridge
Capitol: Craghold
12: Bila, the Known South
13: The Kingdom of Junnarr'karr, Realm of the Mountain Pass
14: Jeull , Land of Pasture and Lake
15: The Archipelago of Kellence, Land of Freedom
16: Poloro, the Far South
As Well As Many Strange and Wondrous Sapient Races...
Humans: Humans were the first and only race created by Akash; all others simply being distortions thereof. They are by far the most populous, with almost every nation teeming with them. Humans receive no boosts or decreases to any stats.
Centaur: The Centaur were one of the first groups of people to permanently transform themselves into entirely different creatures, capable of producing offspring with the same traits. +4 to Balance, and +2 to Toughness and Strength. +4 to Will and Martial. Cannot use Arcane Fonts.
Ga'Rei: A large and now very widespread clan of men and women who's ancestors used the magic of the Font of Life to alter their bodies and abilities. They have bright white skin, pale blue hair, bright blue eyes, and stand 7'-8' tall. They are lithe and slender, generally, and possess an innate knack for dexterity and precision. They are also greatly inclined toward the panoply of magical arts, able to master them much more easily than the other races. +5 to Magical, Arcane, Balance and the Font of Life, but may only put a max of 3 points into Strength and Toughness. Cannot carry heavy equipment (a 100 pound backpack, for example), and cannot use heavy gear (greatswords, kite shields, etc).
Tallencey: Descending from mages who specialized in Nature's Form, the Tallencey have an inherent talent for fire and water magics, able to control and produce them with ease. Even their hair is made of the elements, often switching from water to fire when angered or on the attack. The Tallencey and Ga' Rei have always been enemies and rivals, both emerging around the same time from lands in the northeast. A long series of wars over territory and resources turning into a feud handed down through the generations. Most Tallencey will not talk to Ga' Rei, and generally hold a deep seated disdain toward them. +5 to Magical and Arcane. + 7 to the Fonts of Fire and Water, but can only use Nature's Form.
Golem: Golem are a race innately attuned to the earth, composed of various metals and stone. They have, over the centuries and generations, transformed their bodies with use of the Font of Soil, Stone and Steel. These beings are capable of the most incredible feats of that school, and are feared as some of the most innately proficient spellswords in the land, able to conjure incredible walls, giant spears, and even great metal or stone warriors to do their bidding, while their incredible bodies can take even the most stern punishment a battlefield can offer. Their most prominent weakness lies in their eating habits; a Golem must eat approximately 2 pounds of the material of which it is composed to stay healthy, and will starve if they cannot keep consumption up. This limits their range, for the most part, to their homeland of Nor err' arr', especially for those comprised of more precious metals or gems. Lastly, the fact that these beings sometimes are indeed walking fortunes leads to a very real risk of death by assassination, ambush or trap from those who might seek to murder and melt down and sell a man made of silver or gold. +8 to the font of Soil, Stone and Steel. +5 to Magic, Martial, Strength and Toughness. + 2 to Arcane Empowerment. Can only put a max of 4 points into Ballance. Can only use the Font of Soil, Stone and Steel. Cannot swim, and do not sail.
Ogres: Ogres descend from a single man, Braugh the Bloody, born some three hundred years ago. He still lives today, strengthened and twisted by the divine magic of the Murderer. Braugh stands as one of the Murderers most feared champions, siring an entire clan of monstrous, gigantic, and bloodthirsty killers. Though not as grotesque or powerful as their patriarch, Ogres still stand at 8' and 11' feet tall, weigh an average of 600-700 pounds, have amazing muscle to fat ratios, and thick, thick skin. +10 to Strength and Toughness, but cannot use Arcane Fonts or Arcane Empowerment, and can put no more than 1 point into tactical. Must have special weapons and armor tailor made or adapted for their strangely shaped, humongous bodies.
Floreine: The Floreine are men and women who have, over the generations, evolved into Human/plant hybrids through the utilization of the magic of the Font of Life. These creatures still have gained photosynthesis abilities, and so do not need to eat and/or drink the way other races do unless they are in an area without sunlight and/or rain. However, if a Florenie goes without sunlight or carbon dioxide for too long, their "skin" begins to wilt. This condition is known as flaccidation and can sometimes lead to death if not treated. Because of this condition, Florenie cannot wear any type of armor, or risk flaccidation forming underneath it. Tree-based Florenie, and some shrub-based ones, make up for this with skin made of bark. The more delicate of the Florenie must instead rely on their dexterity. +2 to the Font of Life. Often have a number of extra appendages (four armed Floreine are common, and so on). Cannot use any magic except for that of the Font of Life. Cannot use Arcane Empowerment. Weak to Darkness, Fire and Death Magic.
"Tree" Floreine: +15 to Toughness and Strength but may only put a max of 3 points into Speed, and a max of 6 into Balance. The average mature Tree Floreine stands at 15 feet tall. Must have special weapons and armor tailor made or adapted for their strangely shaped, humongous bodies. Require regular water and sunshine. Will die within about 15 days if left in total darkness.
"Vine" or "Flower" Floreine: +5 to Font of Life. +5 to Balance. May only put a max of 2 points into Toughness and Strength. Cannot carry heavy equipment (a 100 pound backpack, for example), and cannot use heavy gear (greatswords, kite shields, etc). Require constant watering. Go dormant without light, will die within about 5 days if left in shadow.
Ogres: Ogres descend from a single man, Braugh the Bloody, born some three hundred years ago. He still lives today, strengthened and twisted by the divine magic of the Murderer. Braugh stands as one of the Murderers most feared champions, siring an entire clan of monstrous, gigantic, and bloodthirsty killers. Though not as grotesque or powerful as their patriarch, Ogres still stand at 8' and 11' feet tall, weigh an average of 600-700 pounds, have amazing muscle to fat ratios, and thick, thick skin. +10 to Strength and Toughness, but cannot use Arcane Fonts or Arcane Empowerment, and can put no more than 1 point into tactical. Must have special weapons and armor tailor made or adapted for their strangely shaped, humongous bodies.
Floreine: The Floreine are men and women who have, over the generations, evolved into Human/plant hybrids through the utilization of the magic of the Font of Life. These creatures still have gained photosynthesis abilities, and so do not need to eat and/or drink the way other races do unless they are in an area without sunlight and/or rain. However, if a Florenie goes without sunlight or carbon dioxide for too long, their "skin" begins to wilt. This condition is known as flaccidation and can sometimes lead to death if not treated. Because of this condition, Florenie cannot wear any type of armor, or risk flaccidation forming underneath it. Tree-based Florenie, and some shrub-based ones, make up for this with skin made of bark. The more delicate of the Florenie must instead rely on their dexterity. +2 to the Font of Life. Often have a number of extra appendages (four armed Floreine are common, and so on). Cannot use any magic except for that of the Font of Life. Cannot use Arcane Empowerment. Weak to Darkness, Fire and Death Magic.
"Tree" Floreine: +15 to Toughness and Strength but may only put a max of 3 points into Speed, and a max of 6 into Balance. The average mature Tree Floreine stands at 15 feet tall. Must have special weapons and armor tailor made or adapted for their strangely shaped, humongous bodies. Require regular water and sunshine. Will die within about 15 days if left in total darkness.
"Vine" or "Flower" Floreine: +5 to Font of Life. +5 to Balance. May only put a max of 2 points into Toughness and Strength. Cannot carry heavy equipment (a 100 pound backpack, for example), and cannot use heavy gear (greatswords, kite shields, etc). Require constant watering. Go dormant without light, will die within about 5 days if left in shadow.
a Land of Sundry Gods...
Akash-Mouruga
The creator god and first entity, who's will dictated the divinity of the Ascended. He has created the world four times before, and has since adopted a very hands off form of governance:
The Ascended and Their Champions
The Ascended are a group of people who have risen beyond their humanity to fill one of the twenty seats of divine governance. The Ascended control events in Fleggis in an attempt to preserve a healthy balance in all things. While they are extremely powerful, they are still mortal, each one receiving exactly one hundred years of life from the point of ascension. They can also die violent deaths, with many Ascended throughout history having risen through the murder of their predecessor. Otherwise, an Ascended appoints a successor at the moment of death, unless they die while unaware, in which case the other 19 Ascended conviegn to decide. They are fond of further delegating this work to others, bestowing their Chosen with their "Gifts", granting their champions powerful abilities with which to carry out their will.
The Commander: Bestows an aura of command and inspiration, as well as an enhanced military mind. Can be male or female, with the current one being male.
The Soldier: Turns men into the mightiest of warriors at the cost of their minds and free-will; once bestowed the Soldier's Gift, a man is bound to his master and his master's goals, swearing so in an oath, and thereafter sacrificing his will until the day one of them dies. Those bestowed The Gift of The Soldier are granted immense power, usually being granted monstrously powerful enchanted armor and weapons, along with the greatest martial prowess one could hope for. Must be male.
The Lady: Bestows otherworldly radiance, grace, beauty, poise and confidence, as well as fine silks, silver, gold, jewels and jeweled things, and even entire kingdoms to those she sees as excellent potential rulers. People with this gift often become rulers in their own right, as their mere voice is enough to make most swoon and submit, and their wealth is often enough to buy a kingdom outright. Must be female.
The Wench: Matron of pleasure halls and prostitutes, The Wench watches over and protects both those who pay and those who are payed to have have a roll in the hay. Able to bestow amazing beauty and powers of seduction,
The Wench is also, in ways, a female counterpart to The Fool, instilling lighthearted moods and atmosphere in places she thinks may require or deserve such levity. Must be female.
The Murderer: Destroyer and ravager, The Murderer rules over the domain of prolific and grandiose murder and misdeed, bestowing his servants with horrendous powers ranging from the relatively mudane improved strength or explosive breath, to morphing them into grotesque, monstrous creatures. Can be male or female, with the current one being male.
The Mariner: Bestows otherworldly clairvoyance regarding the sea to, and enchants the vessels of, great seafarers. Rarely female, with the current one being male.
The Farmer: Sees that crops and livestock are tended to, helping those who lack in these areas and setting people on a right path concerning farm life and surrounding virtues. Also known to punish habitual animal and landscape abusers. Can be male or female, with the current one being male.
The Pioneer: Much like the Farmer, but attuned to the frontiers and wildlife more than crops and livestock. Known to bestow gifts of the wilderness such as animal tongues, the power to shape-shift into animal forms, and a clairvoyance of the forest much like The Mariner's clairvoyance of the sea. Can be male or female, with the current one being male.
The Innocent: Unnaturally lightens up situations and moods, and also grants this power to kindhearted people, which has prevented many disputes, and even wars. The Innocent is often a child. Can be male or female, with the current one being female.
The Scoundrel: Grants abilities and spells that help while being stealthy and during the night. Can be male or female, with the current one being female. Floating, invisibility and concealment, enhanced climbing, jumping, agility and balance are all gifts freely granted by The Scoundrel.
The Smith: Grants the greatest enchanted weapons and armor known to man, and sometimes even sees fit to increase the stamina, fortitude and will of those he grants his famous enchanted gifts to. Rarely female, with the current one being male
The Hero/Heroine: Respects heroic martial action, and bestows a wide range of blessings to those he deems worthy. Matched in fighting prowess only by those granted the gift of The Soldier, and allowed their own freewill with which to power their resolve, the Gifted of The Hero are, perhaps, the most innately talented and unstoppably powerful warriors to ever exist. Rarely female, with the current one being male.
The Shaman/Medicine Woman: Enchanted and continues to enchant different species of plants which, when combined in proper proportions, create alchemic reactions and compounds. Patrons naturalists and alchemists. Can be male or female, with the current one being a female.
The Genius: Bestows miraculous super-natural tools, books and inventions on brilliant minds he favors in order to further their goals. Arcane books containing spell encoded riddles, puzzles that reveal world changing secrets, or even mechanical wings are all within the Genius' domain. Can be male or female, with the current one being a female.
The Ruiner: Acts against all machinations of the other gods, except perhaps The Murderer who is by nature inclined to chaotic behavior, or the Scoundrel, Statesman, Merchant or Genius, who often patronize and assist rebels and other topplers of the status quo. Causes madness, plague, disease, drought, flood, decay and despair. Any person terrible enough to receive the "gifts" of The Ruiner are damned to a wretched existence as a walking embodiment of ruin, causing all around them to writhe and wither in terrible lamentation. The Ruiner long ago commissioned the Statesman to erase all memory of his/her past from the minds of every conscious thing on Fleggis, forsaking it's human form for an indestructible cloud of smoke. Speaks primarily in others minds using the voice of yet an other person. Can be male or female, with the sex of the current one unknown.
The Mother: A healer and comforter who's gifted are great healers with the ability to heal ailments of the mind, body and heart. Those blessed by The Mother are able to heal wounds like they were smoothing over clay, and can sometimes even bring people back from the brink of death. Must be female
The Fool: Bestows a jovial aura of comradery to kindhearted, boisterous drunks. The fool blesses his chosen with whimsical and unique items, usually involving music, drink, food or all three. Those he has gifted can bring great prosperity and happiness to those affected by their festivals, bringing much needed food and drink to poverty stricken areas, inducing progress and growth. The joy they bring also helps to avert strife, much like the innocent. Also represents a kind of "blue collar" wisdom. Must be male.
The Statesman: The Statesman likes to manipulate eloquent chamber speakers and large governments into being larger and better in many ways, though is some times callous, merciless, and even a bit sadistic in the process. The Statesman often poisons the minds of certain politicians, sowing mistrust, paranoia, jealousy, and even murderous intent. The Gift of The Statesman often manifests in the form of a silver tongue, able to sway the hearts and minds of all but the most solid of constitution. Another for of the gift is to allow the gifted individual to plant images, thoughts, feelings or even memories in the minds of others, even large groups of people. Rarely female, with the current one being male.
The Merchant: Coin master and hand of progress, the merchant pushes for expansion in most forms, and aids those who would see businesses, cities, technology, knowledge, and the human race in general, grow. At the same time, however, The Merchant seeks to cut dead weight and therefore destroys or aids in the destruction of certain large, stagnant states, usually by bestowing large sums of coin to opposing sources, though, since fire is key to progress in the human world, he also holds some domain over pyromancy. Can be male or female, with the current one being female.
The Judge: God of recompense and the patron of judges, physicians, knights, councilmen, juries, constables, and executioners. The Judge values trust, honor, duty, loyalty, trustworthiness, dependability, keeping your word, honesty, justice, vengance, retribution, punishment, reward and compensation. The Judge is capable of miraculous and varied powers such as shape-shifting, teleportation, incorporeal forms with minor flight (ie. floating around as a spirit) and her touch can do many miraculous things, such as turn items into other materials or even shape-shift other living things (i.e. turn you into a frog, or enhance your size/strength) or even grant these abilities to others. Gives favor and grants powers to promise keepers and selfless, dependable individuals. Can be male or female, with the current one being female.
a Land With War On the Horizon...
Current Chapter:
Chapter One: As a war brews in the west, the fertile midlands bordering Jerrel must prepare for the looming conflict.
Chapter one will focus on locations 1(Barrience), 2(Leoriene) and 3(Kerralakk)
In Barrience: A council meets to discuss the coming war; Tavorra is in attendance, as well as the near entirety of the ruling nobility. There is even a representative from a strange land, his liege concerned the conflict may spread to the east.
In Leoriene: Defenses are being improved and fortified by the master architect Jeol Leveronnce. Leoriene will most certainly bear the brunt of the first throes of the war, and as such it's protector nation, Barrience, has commissioned Leveronnce to raise solid and expansive fortifications across the land bordering Jerrel and Leoriene, an area already littered with stronghold and fortress.
And in Kerralakk: The hardnosed rulers of Kerralakk convene a council of their own. Though the Kingdom of Emerald and Sapphire has long been their ally, there is much disagreement concerning to the nature of the assistance they will provide, especially when it comes to front line assistance.
and Most of All...
a Land of Champions!
Accepted Characters:
1: Gyde Sarizar (Xylime)
2: Yilvia Stalmont (Xylime)
3: Nimrellye Alarel (J_"Kraken")
4: Jamond Rayte (J_"Kraken")
5: Draven Valkion (Nocturne997)
6: Alaron Baird (LeoKasper)
7: Jeol Leveronnce (GonzoB.)
8: Tavora Melyncleif (GonzoB.)
9: Jerro the Black (GonzoB.)
10: Finasaer Garay (J_"Kraken")
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