Keloryn's Dump

Discussion in 'THE TEST CHAMBERS' started by keloryn, Aug 11, 2016.

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    Hatred and prejudice will never be eradicated; witch hunts will never be about the witches.
    The King's Speech
    You gather before me today, my lords, my gentleman, to listen as I fully open my views and intentions. The constant employment of my thoughts and the most earnest wishes of my heart, tend wholly to the safety and happiness of my people, to re-establish the order and tranquility of Brandkast, of whole Merith. You have seen the fruits of present disorders in a land rampant with these savages, these spawns of leviathan raised from hellish ancestry from behind the Veil, these so called Acerbus. The Acerbus whose humanity they once possessed flickers out from within them, leaving them empty, inhuman husks. They kill or men, women, and children, and I have stated to you the measures which I mean to pursue for suppressing them, nay, eradicating them. Whatever remains to be done, that may further contribute to this end, I commit to your wisdom. My most elite, these Orions as they are named, have started their ride across the lands. As bloodthirsty as the Acerbus themselves, they shall quench and extinguish these animals like the vermin they are. And I am happy to add that, as well from the assurances I have received, as from the general appearances of the affairs in Merith, I see the Orions have been successful in their summer's ride. I have ordered the proper estimates for the ensuing season to be laid before you; and I rely on your affection to me as King and your resolution to maintain just morals of this kingdom, for such supplies as the present circumstances of our affairs require. Success aside, Acerbus strongholds continue to exist amongst unavoidable ill consequences of this rebellion that has spurred amongst their ranks and for this reason, I bid war upon the Acerbus and all those who support their demoniacal way. No regret affects me more sensibly than the extraordinary burden which it must create upon my faithful subjects, but I need not dwell on the fatal effects of the Acerbus. Nigh is a time of peace; now is the time of the sword, my lords.
    -King Sephiran, 1519, in an address to his Royal Court ​
    Overview [Side=right]Level: Detailed Genre: High Fantasy, Medieval Secondary Genre: Survival Scale: 4-8 players Pace: Medium. One post expected per week. [/Side]
    1514, the veil between life and death has been broken, carpeting the Earth in new magic and a thousands of half-living creatures named Acerbus. These Acerbus look, and quite often act, human, but are incredibly powerful creatures that come in a variety of flavours. Separated by element, all Acerbus are able to control one of five elements, each possessing unique powers. Most of these creatures live relatively harmless lives and seek endlessly to integrate into humankind, yet the King, King Sephiran, trying to quench a revolt bubbling in his subject over high taxes, starvation, and disease, turns the common man's eyes to the Acerbus: accusing them of being evil magical entities that have disrupted the cycle of life and have angered the Gods. Now the year is 1519 and a war against the Acerbus had been declared by King Sephiran. He has trained and sent a métier cavalry, dubbed The Orions, throughout the kingdom of Merith in search of capturing and killing these creatures like animals, like vermin. Hundreds of Acerbus have already been eradicated by this elite force of soldiers, and the remaining few have fled into underground villages or under the shelter of the elves, some of whom have opened their dwellings in secret to the Acerbus. Others still have turned to fight for their freedom against King Sephiran's armies, but often die at the end of a blade. The people have abandoned the Acerbus, the kings have abandoned the Acerbus, The gods have abandoned the Acerbus; precious few friends exist, but so long as their is a heartbeat in their chest... the Acerbus are alive.
    Who Are You? As one of the last few hundred Acerbus remaining in the kingdom of Merith, you are hungry, terrified, and fleeing for you life from the Orion Knights who remain in your constant pursuit... biting, and biting away. You are hiding in the wild, in an elven village, in an underground refugee camp speculating how long until the Orions sweep through when, rather abruptly, a letter shows up. Perhaps it is nailed to your front door, or folded on your dining table, or slipped under the flap of your horse's saddle... but it appears, seemingly out of nowhere, inviting you to a meeting. There are precious few details, aside from a meeting place and the closing line A Friend, but in a world where the road is paved with enemies, friends are going extinct. The question remains: do you go? You are tired of running; you decide you must.
    The Letter​
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    #1 keloryn, Aug 11, 2016
    Last edited: Aug 11, 2016
    • You Get a Cookie You Get a Cookie x 1
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    Please use this thread for your every Out of Character discussion need.
    • Please note that all site & roleplay rules apply.
    • Questions & concerns may be directed to @keloryn here, or in a private PM.
    • As GM of this roleplay, I reserve the right to enforce all site & roleplay rules. c:
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    Four easy steps to applying: Step 1: Read everything. This includes all the tabs above, especially the rules. Decide if this is a roleplay for you. If it is, proceed to Step 2. If it is not, proceed to the RpNation homepage. Step 2: Fill out the following Character CS sheet using the code provided. More detailed instructions are provided within the CS itself. Real images and digital paintings are preferred for reference images. Please do not use anime images, as this disrupts the realistic feel of this roleplay setting. You may post your CS as a work in progress (WIP), but please make a note of the WIP status above so I know not to review it. Step 3: Wait for Keloryn's review. Once reviewed, Keloryn will add one of three notices to the bottom your character sheet: Acceptance, Needed Revision, or Rejection.
    • Acceptance - Congratulations, your character has been accepted into the roleplay and you are welcome to begin posting at any time!
    • Revision - Your character is almost ready to be accepted, but a few changes must be made to your character sheet. Once you have rectified the issues, please reach out to Keloryn and she'll review again to make sure all is in order.
    • Rejection - I'm sorry, but your character is not compatible with this roleplay. If you would like to know more specifics, please reach out to Keloryn in PM and she will explain the decision.
    Step 4: Roleplay like a boss.
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    [​IMG] [imagefloat=right][​IMG][/imagefloat] The Acerbus Since the dawn of time, both elves and men, when they died, would have their souls transported behind the Veil that separated life from death; the veil provided an afterlife of sorts, though no Acerbus can remember what their existence was like on the other side and possess only incomplete memories of what their first lives had been like. After the cutting of the veil, thousands of Acerbus escaped before the veil closed again, blanketing Merith in human-like bodies, though with extensive and unique elemental powers. Their bodies are weak, like the living, and are susceptible to pain, damage, hunger, thirst, desires, and death in all the same way mortals are. They are a breed that is both feared and loathed by men and, to a lesser extent, elves. Like animals, they have been hunted and slaughtered in droves by an elite calvary dubbed the Orions. How an Acerbii's element was chosen upon their release of the Veil seems to be tied primarily to their personality type, as general personality traits are often seen with each elemental type; however, exceptions are always exist.
    • Warrior, builder, leader - Metals are ambitious, self-confident, deliberate, and long-range thinkers. As such, they believe in constant technological improvement. While they make excellent leaders, they tend to lead by example and less by voice. They are known for being a bit aloof, but are incredibly balanced individuals both mentally and spiritually. They believe in cut and dry concepts, especially in cases of right or wrong and winner or loser. Their powers include shaping and creating metals, liquify metallic substances without heat, build nigh unbreakable weaponry, and manipulate the movement of rock to a lesser extent.
    • Moderate, passive, and cultivator - Earths tend to be more concerned about their own problems than the problems of others. They can be a bit stubborn and set in their ways at times, but make great friends to those they trust. Overall, Earths tend to be content with letting life pass them by and don't get wrapped up in the "big picture." As such, they are probably the group with the least amount of individuals captured by the humans because they prefer a hermitized lifestyle. Their powers include controlling and manipulating earth and rock, reshaping landscape, create earth minerals, growing plants, and healing small animals.
    • Vagabond, prankster, adventurer - Air is commonly seen in individuals who are carefree and fun-loving, but known to be a bit disobedient. This doesn't make them necessarily bad or immoral people, but they do like to bend the rules a little. As people go, they tend to have short attention spans and get restless if they stay in one place for too long. As such, they are known for being incredibly nomadic and can be a bit flakey when it comes to keeping schedules. Their powers include manipulating air, wind, and gas, traveling on wind currents, controlling certain extreme weather conditions like tornadoes, and removing oxygen from an area of their choosing to suffocate a living creature.
    • Cultivator, compromiser, and phlegmatic - Waters are calm, "go with the flow" individuals that rarely get swept up in their emotions. They tend to be seen as maternal or paternal figures and are usually very passive, often to the point of being push-overs. Waters have a very clear sense of morality, justice, and custom, but are also very accommodating. They are considered the warm-climate cousins of the Ice element. Their powers include manipulating and controlling water in any form (although solid form can be very energetically taxing), breathing underwater, dehydrating other animals or plants to death, and healing.
    • Defender, avenger, and entrepreneurial - Despite what many people think, Fires are not often quick to anger. They are the type with strong emotions that display them as they are felt. That said, they are incredibly passionate and driven individuals, especially when they have their mind set on a goal. They are confident and eager, sometimes to a fault, but make up for it in sincerity. Their powers include being able to start and manipulate flames and heat, melt things, control explosions, and burn things. They can also steal heat from other living creatures to effectively freeze them to death.
    • Quiet, informant, deceptive - Shadows are the smallest group in number and the least understood of all the elements. They are incredibly quiet and would much rather keep to themselves than meddle in the affairs of others. While they do tend to have sadistic elements to their personality, this does not necessarily make them outright evil. They enjoy, above all else, spying and have been known to be informants and moles throughout history. Their powers include controlling shadows, animating one's shadow, night vision, blocking out light in a certain area, and teleportation via shadows.
    • Peacekeeper, crusader, luminary - Arguably the most humble of all the elements, Lights are incredibly loyal and strongly believe in the goodness of all creatures. They often possess a very abrasive form of self-loathing and tend to be thought of as borderline bipolar. Nevertheless, they tend to be some of the smartest individuals and enjoy spreading their knowledge. They are incredibly effective peacekeepers and will never skip an opportunity to quench a fight. Their powers include manipulating existing energy, releasing energy in the form of heat or light, steal energy away from other creatures, and dole out life energy for healing purposes.
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    [imagefloat=left][​IMG][/imagefloat] The Elves For the extent of written history, the relationship between the Elves and the humans has been a tense one and the two have never entirely lived at peace with one another. The elves, an often diplomatic, but harsh society, is renowned for the obedience of their civilians under their former king, which once ruled a glorious elven empire. Unfortunately, under the violent expansion of King Sephiran’s armies, the Elven Empire crumbled, leaving behind only remnants of its existence. Pockets of elven communities are draped all throughout Merith, though elves are often treated with disdain and disgust by their human counterparts, and strict rules and regulations against elves have been sent in place preventing elves from rising in political power, worshiping their religions, and even visiting certain parts of cities. Like the Acerbus, they often lead lives like refugees, though pride in their race often prevents them from working together with the Acerbus against a common foe. They once had their own language, identity, rituals, and magic, but most of the Elven culture has been extinguished. Elves live extended lives, some of the eldest being four-hundred years old or older, but only the young can reproduce, ergo, the elves are an aging population that will, most likely, go extinct in time.
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    [imagefloat=right][​IMG][/imagefloat] The Men While physically the weakest of the three humanoid species, men have wrought the world in the most pain and bloodshed. Rules by a long string of merciless rulers, men have waged war against anything and anyone who can be described as "not us." By far the most advanced in terms of military technology and warfare tactics, the kingdom of men have dominated Merith and the King Sephiran rules as the sole royal after crushing the Elven royal kingdom and pulverizing the weak nation to dust, essentially stripping elves of their identities in the process. With the elves reduced to rubble, King Sephiran has scapegoated the Acerbus for prolonged poverty, starvation, and illness of his people, allowing him to assemble and train an elite calvary for the sole purpose of seeking and slaughtering the Acerbus: The Orions. Humans have built incredibly formidable fortified cities that dominate the Merith landscape though only the select few live lives of luxury as the common man lives in squalor, fighting starvation, and blaming Acerbus for their unfortunate situations.
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    • Nice execution! Nice execution! x 1
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    [​IMG] An overwhelming cold climate, Merith is gripped in long winters and short summers. The long, cold, dark winters choke out the land with heavy snowfalls, thick ice, and dismal temperatures. Spring and summer are mild, but short, though allow for cultivation of a variety of grains, fruits, and vegetables. Winds are prevalent and heavy year around with frequent precipitation, whether that be in snow or rain. Cities are most common along the central belt of the kingdom where the climate is most predictable and humane. The far North is blanketed in ice year-round, making it a harsh and hospitable land and the far South is prone to intense and unpredictable weather patterns.
    Map of Merith
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    [Row][Column=span3][​IMG][/Column] [Column=span2][Border= 1px solid #727e59]Sorvan City Sorvan City once belonged to the Elves and existed under the name Ehlark, but was burned to the ground in a territorial spat between King Sephiran's army and the elves of Ehlark. The men rebuilt the city on top of the rubble, dubbing it Sorvan City. While now under the control of King Sephiran, the elves have continued to reside in Sorvan city, often alongside refuge Acerbus. [/Border][/Column] [Column=span3]The city of starting for our roleplay, Sorvan City will home most of Merith's remaining Acerbus. The city is ideal for refugees because the original Ehlark sewer system still exists below the city, allowing for passage or escape. Most of Acerbus have flocked to the safety of Sorvan City, often living below the good graces of elven families willing to harbour them... for a price. Sorvan City is also home to the infamous pub: The Golden Scribe, which is rumoured to be ground zero for a revolt beginning to simmer against the reigning monarch.[/Column] [/Row] [Row][Column=span3][​IMG][/Column] [Column=span2][Border= 1px solid #727e59]The Golden Scribe An elven pub, the Golden Scribe is the North Star of Sorvan City. A large, old building brimming with strong, Sutton vodkas and flowing ales, it certainly does not possess a healthy reputation. The Golden Scribe booms with entertainment, ranging from card games, Jongleurs playing their instruments, and women selling themselves for an evening. [/Border][/Column] [Column=span3]The pub, doubling as an Inn, was built on top of an entry point to the original sewer system back when the city was still Ehlark. For this reason, the pub has been rumored to have grassroot movement tendencies. The original pub Golden Scribe pub that existed prior to the great Ehlark fire was the scene of a revolt against a wealthy baron choking the elven city and citizens often rumor that another movement is cooking below its roof: a revolt against King Sephiran. Though that is just hearsay, right?[/Column] [/Row] [Row][Column=span3][​IMG][/Column] [Column=span2][Border= 1px solid #727e59]Brandkast The royal city, Brandkast is an impressive fortress that houses Merith's king and most elite. The walled city is the hub of all political and military action in Merith and it is generally believed that it hosts more jail cells than it does pubs. An ominous hum rumbles all throughout the city, especially in recent years as public hangings become increasing prevalent. [/Border][/Column] [Column=span3]The walled, royal city is plopped dead-centre in the heart of the Merithian Kingdom and hosts the extravagant royal palace. Elves rarely venture into the city walls, claiming the streets thirst for blood. Likewise, Brandkast is a place Acerbus fear to tread for the city is a hub of activity for the Orion knights. Once captured by Orions, Acerbus are often transported to Brandkast to be hanged in the public square. Their corpses are left to dangle and rot as a reminder of the laws against harbouring Acerbi, and the punishment for breaking those laws. [/Column] [/Row]
    Other Locales
    • Tivan - A very remote and very poor village that survives primarily on its fishing and mining markets, Tivan is Brandkast's biggest supplier of mined raw gold and silver. Populace is very small and ruled by Baron MacLaren.
    • EastWood - Built into the mountains, EastWood had once been a fortified resistance against the Eleven regime some four-hundred years ago. The elven monarch has since crumbled to dust, much like the city. Like its neighbour Tivan, EastWood has survived by mining raw gold and silver but remains exceedingly poor.
    • Wren - A charming hamlet built to support the wealthy and social elite outside of Brandkast, Wren exists far above the standard of living in other cities. The city itself is less than fifty years old, but hosts the Wren Academy of Science.
    • Windsor - A port city that funnels goods between the East and West, Windsor functions as an hub of merchant activity. Therefore, it comes as no surprise that Windsor is one of the biggest cities in the kingdom, second only to Brandkast. A plague gripped the city about twenty years ago and devastated the population, though was controlled by the military by locking the city gates and preventing people from both entering and exiting. Many Windsor civilians died as a result, unable to seek medical attention they needed.
    • Farrow City - Built on agriculture, Farrow City hosts a number of herbalogists due to area's impressive diversity in plant and animal life. Generally, Farrow City sits on a stretch of land that is considered the most hospitable and agriculture friendly in the kingdom.
    • Duncaster - The far Northern city of Duncaster had never been important to anyone, lest of all the king, until a young child, the last of the Wichons-- an extremely powerful magic-based blood rite-- sliced through the Veil to save a childhood friend who passed away, thus allowing the Acerbus to roam free. Since the opening of the Veil, Duncaster has been condemned as a magic wasteland.
    • Norfolk - A logging and agriculture community, Norfolk is considered the capital of the East and is the center of military activity in the Eastern half of the kingdom, where Brandkast acts primarily on the Eastern half. A close advisor and personal friend of King Sephiran oversees the city and military activity-- Archduke Betharo.
    • Alnwick - The Eastern cap of the kingdom, Alnwick is not very notable aside from the fact that it hosted the biggest slaughter of Acerbus by the Orion knights. Acerbus fled to Alnwick, thinking they'd be safe in the farthest reaches of the kingdom, but were discovered by Orion knights only months after their settling, leading to a massacre of over two hundred Acerbus.
    Yes, other small towns and boroughs exist through the land. If you wish to develop your own city for your character's backstory, would like additional information on the cities listed above or unmentioned places on the map, please contact @Mordecai and we can discuss it.
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    King Sephiran | Human ​
    At vero eos et accusamus et iusto odio dignissimos ducimus qui blanditiis praesentium voluptatum deleniti atque corrupti quos dolores et quas molestias excepturi sint occaecati cupiditate non provident, similique sunt in culpa qui officia deserunt mollitia animi, id est laborum et dolorum fuga. Et harum quidem rerum facilis est et expedita distinctio. Nam libero tempore, cum soluta nobis est eligendi optio cumque nihil impedit quo minus id quod maxime placeat facere possimus, omnis voluptas assumenda est, omnis dolor repellendus. Temporibus autem quibusdam et aut officiis debitis aut rerum necessitatibus saepe eveniet ut et voluptates repudiandae sint et molestiae non recusandae. Itaque earum rerum hic tenetur a sapiente delectus, ut aut reiciendis voluptatibus maiores alias consequatur aut perferendis doloribus asperiores repellat.[/column][/row][/centerblock] [centerblock=75][row][column=span2]
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    Archduke Betharo | Human ​
    At vero eos et accusamus et iusto odio dignissimos ducimus qui blanditiis praesentium voluptatum deleniti atque corrupti quos dolores et quas molestias excepturi sint occaecati cupiditate non provident, similique sunt in culpa qui officia deserunt mollitia animi, id est laborum et dolorum fuga. Et harum quidem rerum facilis est et expedita distinctio. Nam libero tempore, cum soluta nobis est eligendi optio cumque nihil impedit quo minus id quod maxime placeat facere possimus, omnis voluptas assumenda est, omnis dolor repellendus. Temporibus autem quibusdam et aut officiis debitis aut rerum necessitatibus saepe eveniet ut et voluptates repudiandae sint et molestiae non recusandae. Itaque earum rerum hic tenetur a sapiente delectus, ut aut reiciendis voluptatibus maiores alias consequatur aut perferendis doloribus asperiores repellat.[/column][/row][/centerblock] [centerblock=75][row][column=span2]
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    Tel'Nair | Elf ​
    At vero eos et accusamus et iusto odio dignissimos ducimus qui blanditiis praesentium voluptatum deleniti atque corrupti quos dolores et quas molestias excepturi sint occaecati cupiditate non provident, similique sunt in culpa qui officia deserunt mollitia animi, id est laborum et dolorum fuga. Et harum quidem rerum facilis est et expedita distinctio. Nam libero tempore, cum soluta nobis est eligendi optio cumque nihil impedit quo minus id quod maxime placeat facere possimus, omnis voluptas assumenda est, omnis dolor repellendus. Temporibus autem quibusdam et aut officiis debitis aut rerum necessitatibus saepe eveniet ut et voluptates repudiandae sint et molestiae non recusandae. Itaque earum rerum hic tenetur a sapiente delectus, ut aut reiciendis voluptatibus maiores alias consequatur aut perferendis doloribus asperiores repellat.[/column][/row][/centerblock]
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  6. People & Places

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    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.

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    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.

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    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.



    Bestiary

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    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.

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    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.

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    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.

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    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.

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    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.

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    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.

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    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.

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    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.

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    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.

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    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.

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    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.

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    Shifts


    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.

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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.

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    • Nice execution! Nice execution! x 1