- Invitation Status
- Looking for partners
- Posting Speed
- 1-3 posts per week
- One post per week
- Slow As Molasses
- Writing Levels
- Advanced
- Prestige
- Preferred Character Gender
- Male
- Female
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A dream prison built by one of the world's most powerful sorcerers, Thalia, Evernight was designed as a prison to possess her greatest enemies and her incompetent son. In the heart of the land is Thalia's fortress, a fine castle, built with a panorama of the surrounding lands. Heartbreaking, inspiring, something so wild, Evernight embodies equal parts nightmares and dreams and traps its prisoners in a perpetual dream-like state they can escape from. In the real world, nicknamed Green Reach, prisoners of Evernight lie in coma with the only known transport between the two realms being on the coattails of Thalia herself. In Evernight, magic is abundant and the landscape is crawling with life, both in creature and plant form. With its dramatic landscapes ranging from frozen tundra to enchanted forests to desert wastelands, there are wonders beyond human comprehension: fears waiting to be faced, magical beasts waiting to be conquered, lands waiting to be explored, skies waiting to be admired, wilderness waiting to be tamed.
A powerful sorceress, Thalia, whose immense power includes the ability to jump freely from one reality to another, makes her home in Green Reach, the same reality in which planet Earth exists. Creating her own realm made in the dreams of others, called Evernight, she has the ability to cast others in to a coma and forever trap them in her Evernight prison, but her power is never great enough to satisfy her greed. When a young maiden is announced to be wed the handsome prince, set to be king, of Doyle, jealousy strikes Thalia. Though her magic prevents her from killing people in cold blood, she casts the maiden into her Evernight prison. In an attempt to rid herself of the maiden once and for all, she sends her son, also trapped in Evernight, to slay her with the promise that if he does, he will be rewarded with his freedom to Green Reach. When her son inevitably fails his quest, not having the heart (or lack thereof) to drive his sword through the maiden's heart, she sends her Watchcrew, a group of powerful and menacing magical creatures, in their pursuit, while she remains in Green Reach using every trick in the book to woo the prince and become Queen of Doyle.
Green Reach is a nickname given to the realm in which Earth exists. Set in a Medieval era, Earth is wrought with castles, kingdoms, kings, queens, and wars. Magic exists in Green Reach and is abundant, but mostly useless. Most humans of Green Reach are entirely ignorant to its existence entirely. The kingdom of Doyle, with its prince set to marry a beautiful young maiden, exists in Green Reach, until inevitable tragedy strikes and the young maiden quickly begins to fall in to Evernight during her dream. [/bg]
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Tall, spindle-like creatures, Shivers are ice-cold and only exist in the farthest Northern reaches of Evernight and reigns king in the frozen tundras. They're generally slow moving, but their incredibly capabilities to camouflage themselves amidst the snow and ice make them an apt predator, despite their lack of speed. They live on large territories and will never cross beyond the boarder of what they believe is 'their land.' Anything that wanders into their land, though? Why, they just happen to be fair game. Shivers, when hunting, will pick their moments carefully, then suddenly appear out of the snow and ice like a phantom to drag their prey away. They most kill their pray by crushing them with their powerful hands or freezing them to death. They have a tendency to hang their prey's bodies from trees until they are ready to eat, often hoarding huge stockpiles of frozen carcasses in a single tree. As one might suspect, they are incredibly liable to overheating and are scared of flame.
"Senseless predators" is a good way to describe the way of the Wiverunner. A powerful sprinter, the Wiverunner lives more then 90% of its life running, stopping only to rest, mate, and drink water. Sleeping in small doses of only five to ten minutes every few hours, the Wiverunners dominate the dry Dunes and terrorize other creatures with their powerful jaws and four rows of razor sharp teeth. They are known to kill for pleasure and will very rarely finish a carcass, leaving a trail of half-consumed bodies behind them. They travel in stampeding packs, and weighing in at nearly 1,500lbs per adult, it's not hard to hear them coming.
Distant cousins of the Wiverunners, Abakers are just as fierce, but live at a slower pace. They travel slowly for the most part, but are capable of short bursts of fast movement when hunting. They primarily hunt down small rodents and reptiles, like lizards and snakes, using the bright red 'crown' of feathers to lure prey, though they are certainly not opposed to consuming the half-eaten carcasses left behind by Wiverunners. Solitary animals, Abakers don't often travel in groups, though mated pairs come together twice a year for mating. Though their bite can be extreme toxic to humans because of the amount of bacteria in their mouths, Abakers's tough skin is often used for armor and leather products made by the Antropoes people. Their eggs contain a chemical compound that is a hallucinogen, and can be used as an anesthetic, though the Antropoes people will sometimes use it recreationally, as well.
Similar to a griffon, the Lilegifs are a charming little woodland creature that do little besides zipping around and feeding on insects. As far as animals go, they're a bit low in the intelligence department, and survive as a species because of their flight alone. They often are solitary, but seem to enjoy flying with or around pairs of Oilers. They tend to be devious, and enjoy landing on the backs or heads of large creatures-- or, sometimes if they're feeling particularly frisky, pooping on them. The Antropoes often tame these creatures to keep as pets and while they can be eaten, they are so small, they provide little in the way of sustenance for anyone to eat. In terms of shape and colour, Lilegifs are almost all identical with a hazy chestnut coloured body that is fluffed with white chrome across their chest, bellies, and face and have the most miraculous healing abilities of all the animals in Evernight. Almost every appendage, with the exception of the head, cane be removed and will grow back.
The only (known) humanoid species native to Evernight, the Antropoes are unusual little creatures who like heavy lagers, cuss words, and being crouchy. They tend to have foul attitudes, and even worse body odor, but are extremely adept at making armour, clothes, and taming animals of Evernight. They average about two feet high and have ashy skin with beak like noses and beady, yellowed eyes. There is nothing particularly attractive about these little creatures, but they're in love with anything that glitters and is precious (gold, silver, gems, etc). In exchange for favors, they are willing to craft clothes, armor, weapons, and tame beasts, though not without teasing their clients. Male Antropoes are especially keen on human females, and will eagerly and aggressively try to woo any one of them they come across. In terms of population, they live in small villages all across Evernight, though seem to be centralized throughout Tanglerot, Dry Grove, and the Ethereal Falls.
Lorem ipsum dolor sit amet, consectetur adipiscing elit. Fusce vitae est dapibus leo luctus ultrices vel nec nulla. Pellentesque iaculis consequat leo, eget hendrerit magna vehicula faucibus. Maecenas euismod ligula erat, sed suscipit velit pharetra vel. Praesent dictum, enim id hendrerit aliquet, leo nulla interdum dolor, at sagittis est leo eu arcu. Morbi at metus in leo pellentesque scelerisque. Donec auctor a quam ac ullamcorper. Etiam vel rutrum nulla. Fusce molestie dictum faucibus. Ut vulputate est erat, a laoreet dolor porta eget. Duis sit amet porttitor nisi. Curabitur vitae erat tempor, aliquam diam volutpat, ultricies sapien. Curabitur vel nunc eros. Ut et porttitor felis. Integer rhoncus velit non turpis fringilla sollicitudin. Proin maximus metus lacus, sit amet placerat orci gravida sed. Cras id sem in ex posuere tristique. Curabitur eleifend turpis eget tortor tristique, eget ornare enim bibendum. Pellentesque habitant morbi tristique senectus et netus et malesuada fames ac turpis egestas. Pellentesque habitant morbi tristique senectus et netus et malesuada fames ac turpis egestas.
Lorem ipsum dolor sit amet, consectetur adipiscing elit. Fusce vitae est dapibus leo luctus ultrices vel nec nulla. Pellentesque iaculis consequat leo, eget hendrerit magna vehicula faucibus. Maecenas euismod ligula erat, sed suscipit velit pharetra vel. Praesent dictum, enim id hendrerit aliquet, leo nulla interdum dolor, at sagittis est leo eu arcu. Morbi at metus in leo pellentesque scelerisque. Donec auctor a quam ac ullamcorper. Etiam vel rutrum nulla. Fusce molestie dictum faucibus. Ut vulputate est erat, a laoreet dolor porta eget. Duis sit amet porttitor nisi. Curabitur vitae erat tempor, aliquam diam volutpat, ultricies sapien. Curabitur vel nunc eros. Ut et porttitor felis. Integer rhoncus velit non turpis fringilla sollicitudin. Proin maximus metus lacus, sit amet placerat orci gravida sed. Cras id sem in ex posuere tristique. Curabitur eleifend turpis eget tortor tristique, eget ornare enim bibendum. Pellentesque habitant morbi tristique senectus et netus et malesuada fames ac turpis egestas. Pellentesque habitant morbi tristique senectus et netus et malesuada fames ac turpis egestas.
Lorem ipsum dolor sit amet, consectetur adipiscing elit. Fusce vitae est dapibus leo luctus ultrices vel nec nulla. Pellentesque iaculis consequat leo, eget hendrerit magna vehicula faucibus. Maecenas euismod ligula erat, sed suscipit velit pharetra vel. Praesent dictum, enim id hendrerit aliquet, leo nulla interdum dolor, at sagittis est leo eu arcu. Morbi at metus in leo pellentesque scelerisque. Donec auctor a quam ac ullamcorper. Etiam vel rutrum nulla. Fusce molestie dictum faucibus. Ut vulputate est erat, a laoreet dolor porta eget. Duis sit amet porttitor nisi. Curabitur vitae erat tempor, aliquam diam volutpat, ultricies sapien. Curabitur vel nunc eros. Ut et porttitor felis. Integer rhoncus velit non turpis fringilla sollicitudin. Proin maximus metus lacus, sit amet placerat orci gravida sed. Cras id sem in ex posuere tristique. Curabitur eleifend turpis eget tortor tristique, eget ornare enim bibendum. Pellentesque habitant morbi tristique senectus et netus et malesuada fames ac turpis egestas. Pellentesque habitant morbi tristique senectus et netus et malesuada fames ac turpis egestas.
These unusually normal looking creatures are actually quite extraordinary. They are primary prey for a lot of predators, and survive using a combination of echolocation and infrared sensitive pit receptors that allow them to see heat signatures coming off possible predators. The sacks hanging from their chins can be flushed with blood to send heat coded messages to their herd, as they travel in groups of 12-17 individuals. They are exclusively herbivorous and they use fatty deposits around their body to store water, so they only have to visit watering holes once every few weeks. Primarily located in dry savanna, like the Dunes, Gofrees excel and paint the landscape by the thousands. Herds have been even known to travel into the forests and Outlying Territories and are extremely adept at adjusting to new vegetation and landscape.
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Born a magic starved child to one of the most powerful witches known to the contemporary world (the locals call it Green Reach), Thalion Tel'Nair was more or less born a disappointment. He always attempted to live up to his mother's expectations, but for the witch Thalia, expecting to bore a powerful heir to her empire, her son's efforts always yielded less than impressive results.
Determined to shape him into the successor she was so desperately in pursuit of, he was cast aside into a dimension created by Thalia the Great herself--Evernight. Until he honed his skills in combat (unlikely) or proven possession of magic (even more unlikely), Thalion must remain in Evernight until he either succeeds, or dies. The vicious and often violent world of Evernight has given him a great number of skills, and he has survived alone, since his thirteenth birthday, on his cunning, charismatic, and conniving nature.
Cold and untrusting, though in a place like Evernight probably rightfully so, Thalion certainly does not proceed to fill the role of the knight in shining armor; however, when an unusual woman from the Green Reach drops into his arms (a bit more literally than he would have liked), Thalion must conduct himself by a code of ethics, even though he's not particularly renowned for his morals. After all, he isn't a dumb man, far from, and when he sees the young princess bewitched for the first time, he doesn't see a woman in distress... he sees a way out of his own mess. After all, if the rumors are true, human-witch hybrids, often called Wichons, are born without souls.
Though who knows, maybe that weight in his chest is there for a reason... or maybe it's just heartburn.
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People & Places
Evernight
A dream prison built by one of the world's most powerful sorcerers, Thalia, Evernight was designed as a prison to possess her greatest enemies and her incompetent son. In the heart of the land is Thalia's fortress, a fine castle, built with a panorama of the surrounding lands. Heartbreaking, inspiring, something so wild, Evernight embodies equal parts nightmares and dreams and traps its prisoners in a perpetual dream-like state they can escape from. In the real world, nicknamed Green Reach, prisoners of Evernight lie in coma with the only known transport between the two realms being on the coattails of Thalia herself. In Evernight, magic is abundant and the landscape is crawling with life, both in creature and plant form. With its dramatic landscapes ranging from frozen tundra to enchanted forests to desert wastelands, there are wonders beyond human comprehension: fears waiting to be faced, magical beasts waiting to be conquered, lands waiting to be explored, skies waiting to be admired, wilderness waiting to be tamed.
Thalia
A powerful sorceress, Thalia, whose immense power includes the ability to jump freely from one reality to another, makes her home in Green Reach, the same reality in which planet Earth exists. Creating her own realm made in the dreams of others, called Evernight, she has the ability to cast others in to a coma and forever trap them in her Evernight prison, but her power is never great enough to satisfy her greed. When a young maiden is announced to be wed the handsome prince, set to be king, of Doyle, jealousy strikes Thalia. Though her magic prevents her from killing people in cold blood, she casts the maiden into her Evernight prison. In an attempt to rid herself of the maiden once and for all, she sends her son, also trapped in Evernight, to slay her with the promise that if he does, he will be rewarded with his freedom to Green Reach. When her son inevitably fails his quest, not having the heart (or lack thereof) to drive his sword through the maiden's heart, she sends her Watchcrew, a group of powerful and menacing magical creatures, in their pursuit, while she remains in Green Reach using every trick in the book to woo the prince and become Queen of Doyle.
Green Reach
Green Reach is a nickname given to the realm in which Earth exists. Set in a Medieval era, Earth is wrought with castles, kingdoms, kings, queens, and wars. Magic exists in Green Reach and is abundant, but mostly useless. Most humans of Green Reach are entirely ignorant to its existence entirely. The kingdom of Doyle, with its prince set to marry a beautiful young maiden, exists in Green Reach, until inevitable tragedy strikes and the young maiden quickly begins to fall in to Evernight during her dream. [/bg]
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Bestiary
The Watchcrew are cruel, silent hunters that take on a wolf-like form. They are extremely aggressive when approached, though it may be hard to spot one at first glance. A hybrid of animal and plant, Watchcrew can acquire nutrients by both hunting prey and photosynthesizing. They serve Thalia religiously and attend as her eyes and ears in Evernight when she is away, obliging her every wish and command. They move in packs, often three or four, though they rarely congregate in large groups. Different breeds of Watchcrew exist for the different climates to be found around Evernight, though no sub-group is believed to live in the Frozen North as there is too little prey and too little sun for them to survive on. They are extremely crafty creatures, able to speak a variety of tongues, and can be subdued by being asked a riddle they cannot solve. Be warned, there are very few riddles these ancient beasts have not heard.
About as fierce as one might expect, dragons spend most of their time hibernating in hidden away places, like burrows, caves, and even underwater. They are about as greedy as the lore has made them out to be, and will daftly pursue anything shiny or bright that catches their eyes. They come in a great variety of colours: blue, black, green, white, though this gives way to no differentiation in sub-group. All individuals look more or less the same in shape and form, though sizes are known to vary. Fearsome and mighty, the dragon is truly the ultimate predator, but incredibly susceptible to laziness. They aren't often bothered enough to stir from their dwellings and slumber, least of all to pursue prey and generally sustain themselves on unsuspecting critters that pass by their caves and dens, making them more of an opportunistic predator than a classic predator. If, by chance, you annoy one great enough to make it wish to pursue you, you best kiss life goodbye… for nothing will stop a dragon when it has its heart set on a task except death. Only two have ever been slayed by human hands, though many more men have been slayed by dragons… countless, even. As they say: "Never laugh at live dragons" and truer words have never been spoken.
Oilers are most unusual creatures. Like butterflies, they have two sets of wings: anterior and posterior sets that span about two yards in length, though they are inky black and oily, which derives their names. They lack heads and instead have chemical seeking eyes peeking out from their sleek, hairless bodies, centralized primarily on their chest and shoulders. They are blind in a traditional sense, but use chemical signals to navigate and hunt. They click to communicate, like Morse code. They're vicious predators, but usually hunt small game—rabbits, birds, and rodents and they, themselves, make for great meals because they are one of the few animals in Evernight that are not poisonous or liable to kill you before you kill them. They seem to enjoy following humans and other big animals. Though they rarely land, even sleeping while flying, they always travel in pairs: one above, one below. Such is the way of the Oiler.
Considered one of the noblest animals in Evernight, the Roc are thought to represent what good remains in Thalia's heart. These coercive birds of prey easily dwarf most other creatures in Evernight, and is intelligent, strong, and just. They can see intentions and goodness in all living things around it and judge other living creatures based on what it sees. Win a Roc's praise, and it is humble enough to carry you upon its back and serve you loyally. Disgust it, however, and it will not rest until it has hunted you down. Roc are the only creature known to exist in Evernight that opposes Thalia, though they will not openly attack her, as they are intelligent enough to understand their origin. As one might imagine, Rocs are a dying breed, though those that remain can be hundreds of years old. They are solitary creatures and often come in shades of brown or tan.
[/bg][bg=#000000]Watchcrew
The Watchcrew are cruel, silent hunters that take on a wolf-like form. They are extremely aggressive when approached, though it may be hard to spot one at first glance. A hybrid of animal and plant, Watchcrew can acquire nutrients by both hunting prey and photosynthesizing. They serve Thalia religiously and attend as her eyes and ears in Evernight when she is away, obliging her every wish and command. They move in packs, often three or four, though they rarely congregate in large groups. Different breeds of Watchcrew exist for the different climates to be found around Evernight, though no sub-group is believed to live in the Frozen North as there is too little prey and too little sun for them to survive on. They are extremely crafty creatures, able to speak a variety of tongues, and can be subdued by being asked a riddle they cannot solve. Be warned, there are very few riddles these ancient beasts have not heard.
Dragons
About as fierce as one might expect, dragons spend most of their time hibernating in hidden away places, like burrows, caves, and even underwater. They are about as greedy as the lore has made them out to be, and will daftly pursue anything shiny or bright that catches their eyes. They come in a great variety of colours: blue, black, green, white, though this gives way to no differentiation in sub-group. All individuals look more or less the same in shape and form, though sizes are known to vary. Fearsome and mighty, the dragon is truly the ultimate predator, but incredibly susceptible to laziness. They aren't often bothered enough to stir from their dwellings and slumber, least of all to pursue prey and generally sustain themselves on unsuspecting critters that pass by their caves and dens, making them more of an opportunistic predator than a classic predator. If, by chance, you annoy one great enough to make it wish to pursue you, you best kiss life goodbye… for nothing will stop a dragon when it has its heart set on a task except death. Only two have ever been slayed by human hands, though many more men have been slayed by dragons… countless, even. As they say: "Never laugh at live dragons" and truer words have never been spoken.
Oilers
Oilers are most unusual creatures. Like butterflies, they have two sets of wings: anterior and posterior sets that span about two yards in length, though they are inky black and oily, which derives their names. They lack heads and instead have chemical seeking eyes peeking out from their sleek, hairless bodies, centralized primarily on their chest and shoulders. They are blind in a traditional sense, but use chemical signals to navigate and hunt. They click to communicate, like Morse code. They're vicious predators, but usually hunt small game—rabbits, birds, and rodents and they, themselves, make for great meals because they are one of the few animals in Evernight that are not poisonous or liable to kill you before you kill them. They seem to enjoy following humans and other big animals. Though they rarely land, even sleeping while flying, they always travel in pairs: one above, one below. Such is the way of the Oiler.
Roc
Considered one of the noblest animals in Evernight, the Roc are thought to represent what good remains in Thalia's heart. These coercive birds of prey easily dwarf most other creatures in Evernight, and is intelligent, strong, and just. They can see intentions and goodness in all living things around it and judge other living creatures based on what it sees. Win a Roc's praise, and it is humble enough to carry you upon its back and serve you loyally. Disgust it, however, and it will not rest until it has hunted you down. Roc are the only creature known to exist in Evernight that opposes Thalia, though they will not openly attack her, as they are intelligent enough to understand their origin. As one might imagine, Rocs are a dying breed, though those that remain can be hundreds of years old. They are solitary creatures and often come in shades of brown or tan.
Shivers
Tall, spindle-like creatures, Shivers are ice-cold and only exist in the farthest Northern reaches of Evernight and reigns king in the frozen tundras. They're generally slow moving, but their incredibly capabilities to camouflage themselves amidst the snow and ice make them an apt predator, despite their lack of speed. They live on large territories and will never cross beyond the boarder of what they believe is 'their land.' Anything that wanders into their land, though? Why, they just happen to be fair game. Shivers, when hunting, will pick their moments carefully, then suddenly appear out of the snow and ice like a phantom to drag their prey away. They most kill their pray by crushing them with their powerful hands or freezing them to death. They have a tendency to hang their prey's bodies from trees until they are ready to eat, often hoarding huge stockpiles of frozen carcasses in a single tree. As one might suspect, they are incredibly liable to overheating and are scared of flame.
Wiverunners
"Senseless predators" is a good way to describe the way of the Wiverunner. A powerful sprinter, the Wiverunner lives more then 90% of its life running, stopping only to rest, mate, and drink water. Sleeping in small doses of only five to ten minutes every few hours, the Wiverunners dominate the dry Dunes and terrorize other creatures with their powerful jaws and four rows of razor sharp teeth. They are known to kill for pleasure and will very rarely finish a carcass, leaving a trail of half-consumed bodies behind them. They travel in stampeding packs, and weighing in at nearly 1,500lbs per adult, it's not hard to hear them coming.
Abakers
Distant cousins of the Wiverunners, Abakers are just as fierce, but live at a slower pace. They travel slowly for the most part, but are capable of short bursts of fast movement when hunting. They primarily hunt down small rodents and reptiles, like lizards and snakes, using the bright red 'crown' of feathers to lure prey, though they are certainly not opposed to consuming the half-eaten carcasses left behind by Wiverunners. Solitary animals, Abakers don't often travel in groups, though mated pairs come together twice a year for mating. Though their bite can be extreme toxic to humans because of the amount of bacteria in their mouths, Abakers's tough skin is often used for armor and leather products made by the Antropoes people. Their eggs contain a chemical compound that is a hallucinogen, and can be used as an anesthetic, though the Antropoes people will sometimes use it recreationally, as well.
Lilegif
Similar to a griffon, the Lilegifs are a charming little woodland creature that do little besides zipping around and feeding on insects. As far as animals go, they're a bit low in the intelligence department, and survive as a species because of their flight alone. They often are solitary, but seem to enjoy flying with or around pairs of Oilers. They tend to be devious, and enjoy landing on the backs or heads of large creatures-- or, sometimes if they're feeling particularly frisky, pooping on them. The Antropoes often tame these creatures to keep as pets and while they can be eaten, they are so small, they provide little in the way of sustenance for anyone to eat. In terms of shape and colour, Lilegifs are almost all identical with a hazy chestnut coloured body that is fluffed with white chrome across their chest, bellies, and face and have the most miraculous healing abilities of all the animals in Evernight. Almost every appendage, with the exception of the head, cane be removed and will grow back.
Antropoes
The only (known) humanoid species native to Evernight, the Antropoes are unusual little creatures who like heavy lagers, cuss words, and being crouchy. They tend to have foul attitudes, and even worse body odor, but are extremely adept at making armour, clothes, and taming animals of Evernight. They average about two feet high and have ashy skin with beak like noses and beady, yellowed eyes. There is nothing particularly attractive about these little creatures, but they're in love with anything that glitters and is precious (gold, silver, gems, etc). In exchange for favors, they are willing to craft clothes, armor, weapons, and tame beasts, though not without teasing their clients. Male Antropoes are especially keen on human females, and will eagerly and aggressively try to woo any one of them they come across. In terms of population, they live in small villages all across Evernight, though seem to be centralized throughout Tanglerot, Dry Grove, and the Ethereal Falls.
Ghadzi
Lorem ipsum dolor sit amet, consectetur adipiscing elit. Fusce vitae est dapibus leo luctus ultrices vel nec nulla. Pellentesque iaculis consequat leo, eget hendrerit magna vehicula faucibus. Maecenas euismod ligula erat, sed suscipit velit pharetra vel. Praesent dictum, enim id hendrerit aliquet, leo nulla interdum dolor, at sagittis est leo eu arcu. Morbi at metus in leo pellentesque scelerisque. Donec auctor a quam ac ullamcorper. Etiam vel rutrum nulla. Fusce molestie dictum faucibus. Ut vulputate est erat, a laoreet dolor porta eget. Duis sit amet porttitor nisi. Curabitur vitae erat tempor, aliquam diam volutpat, ultricies sapien. Curabitur vel nunc eros. Ut et porttitor felis. Integer rhoncus velit non turpis fringilla sollicitudin. Proin maximus metus lacus, sit amet placerat orci gravida sed. Cras id sem in ex posuere tristique. Curabitur eleifend turpis eget tortor tristique, eget ornare enim bibendum. Pellentesque habitant morbi tristique senectus et netus et malesuada fames ac turpis egestas. Pellentesque habitant morbi tristique senectus et netus et malesuada fames ac turpis egestas.
Selk
Lorem ipsum dolor sit amet, consectetur adipiscing elit. Fusce vitae est dapibus leo luctus ultrices vel nec nulla. Pellentesque iaculis consequat leo, eget hendrerit magna vehicula faucibus. Maecenas euismod ligula erat, sed suscipit velit pharetra vel. Praesent dictum, enim id hendrerit aliquet, leo nulla interdum dolor, at sagittis est leo eu arcu. Morbi at metus in leo pellentesque scelerisque. Donec auctor a quam ac ullamcorper. Etiam vel rutrum nulla. Fusce molestie dictum faucibus. Ut vulputate est erat, a laoreet dolor porta eget. Duis sit amet porttitor nisi. Curabitur vitae erat tempor, aliquam diam volutpat, ultricies sapien. Curabitur vel nunc eros. Ut et porttitor felis. Integer rhoncus velit non turpis fringilla sollicitudin. Proin maximus metus lacus, sit amet placerat orci gravida sed. Cras id sem in ex posuere tristique. Curabitur eleifend turpis eget tortor tristique, eget ornare enim bibendum. Pellentesque habitant morbi tristique senectus et netus et malesuada fames ac turpis egestas. Pellentesque habitant morbi tristique senectus et netus et malesuada fames ac turpis egestas.
Shifts
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Gofrees
These unusually normal looking creatures are actually quite extraordinary. They are primary prey for a lot of predators, and survive using a combination of echolocation and infrared sensitive pit receptors that allow them to see heat signatures coming off possible predators. The sacks hanging from their chins can be flushed with blood to send heat coded messages to their herd, as they travel in groups of 12-17 individuals. They are exclusively herbivorous and they use fatty deposits around their body to store water, so they only have to visit watering holes once every few weeks. Primarily located in dry savanna, like the Dunes, Gofrees excel and paint the landscape by the thousands. Herds have been even known to travel into the forests and Outlying Territories and are extremely adept at adjusting to new vegetation and landscape.
Determined to shape him into the successor she was so desperately in pursuit of, he was cast aside into a dimension created by Thalia the Great herself--Evernight. Until he honed his skills in combat (unlikely) or proven possession of magic (even more unlikely), Thalion must remain in Evernight until he either succeeds, or dies. The vicious and often violent world of Evernight has given him a great number of skills, and he has survived alone, since his thirteenth birthday, on his cunning, charismatic, and conniving nature.
Cold and untrusting, though in a place like Evernight probably rightfully so, Thalion certainly does not proceed to fill the role of the knight in shining armor; however, when an unusual woman from the Green Reach drops into his arms (a bit more literally than he would have liked), Thalion must conduct himself by a code of ethics, even though he's not particularly renowned for his morals. After all, he isn't a dumb man, far from, and when he sees the young princess bewitched for the first time, he doesn't see a woman in distress... he sees a way out of his own mess. After all, if the rumors are true, human-witch hybrids, often called Wichons, are born without souls.
Though who knows, maybe that weight in his chest is there for a reason... or maybe it's just heartburn.
One might've thought besting over a thousand eligible young maidens in an extravagant competition for the hand of a handsome prince would be something worthy of celebration. For Minette it was the beginning of a long and arduous nightmare. Forced into the arrangement by a father too eager to see his youngest daughter well suited, Minette found herself in circumstances she was quite unprepared for when the Prince, entranced by her beauty chose her for his bride and set in motion a catastrophic turn of events.
Cursed, they said. In sleep, Minette would find herself in a land unfamiliar and terrifying, surrounded by the unknown. Upon waking, whatever injuries she sustained within the dream would find their place upon her person. For weeks this occurred with no understanding, and over time, Minette began to resist sleep altogether. It wasn't until this too began to effect her health that the resident apothecary began composing a sleeping draft, lacing it into Minette's nightly meals. Unable to resist, she turned instead to fighting the dreams... and trying with all effort to find a way to break the curse and free herself from Evernight.
Greater forces are at work here than any could imagine, though. A Witch with a vendetta... a plan to take over the kingdom and all that stands in her way is a princess already consumed by a powerful spell. But often times expectations are easily shattered... for in these dreams, Minette is not alone.
Cursed, they said. In sleep, Minette would find herself in a land unfamiliar and terrifying, surrounded by the unknown. Upon waking, whatever injuries she sustained within the dream would find their place upon her person. For weeks this occurred with no understanding, and over time, Minette began to resist sleep altogether. It wasn't until this too began to effect her health that the resident apothecary began composing a sleeping draft, lacing it into Minette's nightly meals. Unable to resist, she turned instead to fighting the dreams... and trying with all effort to find a way to break the curse and free herself from Evernight.
Greater forces are at work here than any could imagine, though. A Witch with a vendetta... a plan to take over the kingdom and all that stands in her way is a princess already consumed by a powerful spell. But often times expectations are easily shattered... for in these dreams, Minette is not alone.
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