TESTING Please don't explode... Elle's testing ground(zero?)


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Arianell Oresh
Twenty | Female | Human




APPEARANCE
WHILE standing at only roughly 5'0", Arianell ultimately carries herself confidently, with grit and determination. Despite her smaller stature, Aria possesses a solid build - honed from years of hard work in the fields and beneath her brother's training.

Bronze skin is dappled by freckles, calloused hands nearly devoid of feminine softness. A small hairline scar runs the length of her elbow to her left wrist, though she rarely discusses its origin.

While she might be pretty if she ever bothered to try, she possesses a sharp severity, by force and will, and to the undetermined eye, could very easily pass for a young male. Her eyes are a clear gas-light blue, hair a mass of short whitish blond ringlets. Slightly delicate features belie her depth of strength, a quality, in tandem with her diminutive stature, that she has been known to use to her advantage.

Her voice is intentionally gruff, her posture and gait carrying practiced bravado.

"Let them see what they want… Serves me all the better they won't see it comin'..."


"I have long since stopped expecting life to be kind. Life is cruel and cold and takes far more than it gives... but that does not mean that we must become the things we fight. Little is born from bitterness, and I will not disgrace my brother's memory by forgetting all he taught me - Most important of all, to love."




HISTORY
To protect a father. To vindication a brother.
ARIA was born in the small village of Korin, low in the valley of Therid, the youngest of four beneath three brothers. Her mother, Lydia succumbed to illness during Aria's youth, following the birth of twin girls, leaving Aria's father Brien with the task of raising his children on his own. Brien, a military man, once a scourge against the demonic forces that plagued their lands, knew very little about rearing young girls. Aria and her sisters, thus, received a thorough education on all the practices of farming and swordsmanship that their brothers did before them. Within this was forged a great strength and resolve that would serve the family well in the difficult life they were in store for.

The first tragedy would come when Aria was only nine. Men were often chosen from Korin, grafted into the makeshift militia, to journey North and fight off potential raids of demonkind. Despite his familial obligations, Aria brother Callum found himself called to this militia and shortly after his nineteenth nameday, Callum left home to pursue the raiders. He never returned and a few months later, Brien received word that his son had fallen in battle.

Few could blame Callum's younger brother Tal when his turn came to enlist and he turned tail and ran. And it could not have been known that the militia would, instead, come for Matthias - the third of Brien's sons. At only sixteen, Matthias took up his sword and the banner of Korin and disappeared into the North.

Aria's story did not begin until nearly half a decade later, when those same men came to conscript the final eligible male in her family… Her father. Well into his years and worn down by loss and a sense of failure to his children, Brien nevertheless was determined to do his duty - even if it meant leaving his only remaining children alone. His eldest daughter, however, had another scenario in mind. While women were not undervalued within Korin for their worth, it was considered ignoble for a woman to succeed where a man had failed… Knowing this, but challenged with protecting her ailing father, Aria sawed off the length of her hair, bound her chest and wearing Tal's armor and bearing her father's sword, left to join the militia under the guise of her father's forth son, Arin.



SKILLS
COMBAT TRAINING | Aria knows her way around both blade and fist, having trained and sparred with both her father and her brother Callum for many years. Her skills are formidable, though adaptive to her size and reach, scrappier and swifter than one might learn by traditional methods. Growing up on a farm, she's learned to utilize her surroundings to her advantage, and isn't without capabilities in improvisational weaponry as well.

RESILIENCE | Years of hard living and loss have tuned Aria to a resolute, albeit cautious, mindset. She knows well how to compartmentalize her emotions and fears, and has little difficulty facing challenges that are seen as 'above' her capabilities for the sheer fact that she's always had to.

MEDICINE & COOKING | Because of her wealth of siblings, and her tendency to fill in gaps where needed, Aria has spent a good bit of time studying medicinal herbs, field dressing and putting together sensible and quick meals. Ironically, she had little luck with hunting (her brothers would blame this on her inability to see over the bush), but what is caught is generally well tendered and there's very few meals she puts out that aren't warmly accepted.
ITEMS
SWORD | An elegant, but rustic iron sword - well crafted and cared for, beyond its value.

PACK | A standard travelers pack, complete with dry rations, spare clothing, tools, money and a medicine pouch. This particular pack also contains a pair of torches and flint, a small jar of seasoning and an amulet bearing Aria's family crest. Outside of the pack hangs a length of rope, a bedroll and a cast iron skillet.

CLOAK | A standard travelers cloak - this particular cloak is made from a thick sheep wool, blended with a fibrous material from the farms where Aria was raised. She also wears a light blue scarf and hood to fend off the elements.

ARMOR | While it's clearly older, and appears to have been made for someone with a marginally larger in build, Aria's armor is of good quality - steel plated, with simple but refined embellishments in bronze.

A SOLID METAL RING | Hanging beneath her armor, rarely seen, but for the chain, is a solid metal ring also bearing her family emblem - this belonging to her eldest brother Callum - the only thing recovered after his death.


 
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Marcellus;Quicksand;LB;

THE
RIDERS
of VERLENDIA

PLOT
For nearly a century, the Draconic Forces of the great kingdom of Verlendia have lay dormant, the creatures all but driven to extinction by a mysterious illness. Six eggs remain, belonging to the original line, guarded diligently in their stasis. At long last, the kingdom prepares itself for the Hatchling Ceremony. But on the cusp of the ceremony, a great evil builds, determined to ensure the creatures born from the eggs of their ancestry will never rise to meet their calling.

Meanwhile, the time has come for the Eyes of Orestra to begin their pilgrimage. The Oracles have been called forth to choose the Riders that will defend Verlendia and all her surrounding lands. The Knights of the Phoenix Ash are tasked with the protection of the oracles as their journey leads them into the world to complete their Vision Quest. But the Knights are not the only ones aware of the pilgrimage, and danger lies in wait at every turn as dark forces strive to prevent these quests from their fulfillment.
MAGIC TYPES
& SCHOOLS

NATURAL MAGIC
This is an elemental based magic, stemming from one's connection to a particular intrinsic source of nature - those sources being fire, metal, earth, water, wood, air and light and dark. These magics are limited to their source and require a balance of energies to execute, which are gathered from the element's natural draw points. The stronger the spell, the more energy is required. With this balance, the magic user is then able to control the element they are connected to.
  • FIRE || Strength, Fervor, Adaptation | CONTROL - FIRE [flames, cinders, smoke] DRAW - Feats of strength [battles, sparring, fights etc.]
  • METAL || Focus, Willpower, Potential | CONTROL - METAL [external metals] DRAW - Mental Feats [intense study or review]
  • EARTH || Endurance, Determination, Productive | CONTROL - EARTH [stone, dirt, clay etc.] DRAW - Feats of Creation [farming, tilling, planting, building etc.]
  • WATER || Flexibility, Naturalism, Momentum | CONTROL - WATER [water, ice] DRAW - Physical Feats [Non-combative physical exertion]
  • WOOD || Vitality, Patience, Purity | CONTROL - WOOD [flora and fauna] DRAW - Spiritual Feats [prayer or meditation]
  • AIR || Curiosity, Creativity, Confidence | CONTROL - AIR [air, pressure] DRAW - Artistic Feats [art, dance, music]
  • LIGHT || Boldness, Brashness, Decisiveness | CONTROL - LIGHT [radiance] DRAW - Feats of Leadership [speeches, inspiration, leading, strategic cleverness etc.]
  • DARK || Restfulness, Healing, Secretive | CONTROL - DARK [healing, sleep] DRAW - Feats of Restfulness [deep sleep]

ALCHEMY
Science based magic. Alchemy involves focusing on the blend of mysticism and science, particularly where it concerns transmutation, or the transforming of basic materials into something of a purer nature (lead or iron into silver or gold), or making lasting or permanent alteration to the state of matter (making glass bendable or more durable), etc.). Highly skilled alchemists are also capable of forms of Elemental Manipulation (particularly electricity and fire).

Alchemists are also capable of creating potions and imbuing items with magical properties. These include but are not limited to healing potions, poisons, other physical effects (invisibility, fire-impervious skin, water-breathing, etc.) and items such as bags of holding, alchemical jugs and pins or tools imbued with spells.

Very rarely (and even more rarely with success) and only in the event of absolute mastery of their craft, an alchemist may be capable of Life-Force Manipulation (cheating death and creating artificial 'life').

CEREMONIAL
This breed of magic involves a form of ceremony to complete - generally requiring either a willing or unwilling sacrificial element. These magics include Necromancy, Blood and Soul magic. While not all who use these spells are necessarily evil or violent in nature, because of the abuse of such powers and the dangers involved in proper usage, most ceremonial magic is outlawed within Verlendia and several outlying lands within Calion for practice by commoners.

There are sects throughout Calion where these magics can be utilized, but the acolytes responsible are required to practice within their temples, only, and all magic must be approved by a figure of authority.

  • NECROMANCY || Involving the reanimation of the dead, either for communication or as an non-living oppositional force. Generally, this magic requires a sacrifice of something living [General practitioners commonly use birds, rodents or small reptiles]
  • HEMOMANCY || Blood Magic - this can be used in creating blood-pacts or in blood-skrying, as well as temporary physical enhancement (strengthening or quickening). Blood must be used in order for the magic to effectively be used, both of the caster and those upon whom the spell is cast.
  • PSYCHOMANCY || Soul Magic - generally practice of soul magic is highly discouraged, as soul magic is rarely ever effective beyond use as a curse. The sacrificial element of soul magic is seen as so depraved, no known acolytes of this magic exist within the temples. In order for soul magic to work, one must sacrifice their own soul. The only known use of soul magic within Verlendia was performed by a dark mage, Cyrcian Penndrake - a failed attempt to curse the King of Habi'sav with infertility, after being slightest as court magician. Cyrcian was burned at the pyre for his actions, his soul damned to the Undying Darkness.

SHALMAI MAGIC
The ability to perform spells and rituals through communication and bargaining with the spiritual and natural realms. Shalmai (a name derived from the nomadic people of the Shalmarin desert in Maglin) typically stem from a tribal community, their magic passed down generation to generation - different techniques are taught, including the use of animal bones, totems or other physical items.

Generally, Shalmai practice the evaluation and care of a person's physical ailments, as well as control or contract with a spiritual force. Shalmai have a natural affinity with both plants and animals and are thought to be able to communicate with both effectively. It is believed that Shalmai magic is inherited through blood,

RUNIC
A sympathetic magic, Runic magic requires the use of runes to complete a spell. These runes are taught only to those who show a natural affiliation for the craft, and are otherwise kept well guarded within the Libraries of Prell on Taz'Dien. When a Rune mage (also known as Artisans) graduates from the Library, they are gifted with a special quill, equipped for the Rune drawings - this quill can only be used by and its writing read by those possessed of this magic.

The Runes learned are of a basic, intermediate and advanced class.

  • BASIC|| Control Water - As the spell name indicates, this allows the user to temporarily control small amount of water.
    Enlarge/Reduce - With this rune, the user can either enlarge or reduce an object for a small period of time.
    Entangle - Using this spell, vines of entanglement can be created and utilized to ensnare.
    Minor Healing - With this spell superficial wounds, burns or injuries can be healed.
    Levitate - This rune allows a person to temporarily levitate.
    Heat Metal - This rune is used as the name suggests, to heat metal objects or items.
    Ice Blade - A blade of frost can be called using this rune - sharp and dangerous, though generally only for one use.
  • INTERMEDIATE || Hasten - With this spell, a creatures speed is quickened temporarily. Note: Said creature will suffer exhaustion, following a use of this spell.
    Counterspell - This rune can be used to despell an object or counter a spell used against the target.
    Animate Objects - This spell will temporarily enliven an inanimate object for a brief period of time.
    Mirror Image - This rune creates a mirror image of the target it is used on.
    Intermediate Healing - This rune can be used against slightly more intensive injuries or wounds.
    Invisibility - This rune temporarily turns a creature or object invisible.
    Daylight - With this spell, a beam of bright white light is called forth, which can cause damage and burns to any target it is used against.
  • ADVANCED || Rebuke - This rune calls down fire from above for a brief period of time.
    Wall of Flames - As the name suggests, this rune can be used to create a wall of flames. Superior Healing - This spell can be used to heal major wounds or injuries.
    Mental Subversion - This rune is used to temporarily control the mind of a subject or creature.
    Bolt of Lightning - This rune calls down a bolt of lightning to a single target.
    Door to Planes - Using this rune open a door to a separate plane for a brief period of time, allowing travelers to pass through it.
    Will of Life - This rune allows a subject to resist the call of death - working only as long as the rune is in use and only once.

CELESTIAL
Celestial magic is derived from a connection to the celestial realms - or magic imbued by a deep spiritual connection to a deity. Because of the nature of this magic, and its reliance on worship of and devotion to a deity, this magic is largely practiced by clerics or paladins, scattered throughout the lands.

Celestial magic largely relies on healing, inspiration, protection and prevention of death. Because of their connection to the spiritual, Celestial mages often possess the ability to communicate with the dead for brief periods of time.

DIVINATION
This magic draws visions of future occurrences or the Sight | Every few years, a person is born gifted by what is known as the Sight. These gifts are revealed in facial markings, the color, size and shape varying based entirely on the strength of one's gift.

Once it has been determined the Sight is present, by a legitimizing process, the baby is taken from their home and placed in one of the four temples scattered throughout the Land to become an Oracle within the Order of Orestra (The spirit of Justice).

Because of its rarity, Oracle magic and those who possess it are widely respected and revered, and often feared. Their gift is enacted through touch, and because of this it is considered a great show of disrespect to touch an Oracle without consent - punishable in most kingdoms. To prevent accidental use of their Sight, most Oracles wear covering, particularly gloves.


HISTORY

HISTORY


Man and Dragon were not always opposing forces. Once, many long years ago, mankind shared the skies with the magnificent beasts, protecting the people below with honor and dignity befitting knights of old. But men below were greedy, and kings and warlords claimed the dragons as their own - tame though they were not. Soon, tiring of their captive lifestyle and the lack of regard for their formidable nature, the dragons and their kin rose up and a terrible war took place. (The Reckoning)

In the wake of such devastation, few dragons remained that bore loyalty to man. Those few centered around the land of Verlendia, where the Draconic Forces rose from the mire of desolation. Chosen by the Eyes of Oresta, oracles gifted with foresight, the Dragon Riders and their dragons guarded the lands and people of Verlendia.

Then the Great Disease came. It began swiftly and carried little mercy, taking the dragons with it. In time none of the fearsome beasts would survive its calculating hand of death and destruction. Without their guardians, Verlendia became vulnerable to outside forces, and though their army was diligent, they could not stand against the onslaught (The Bleak Year). Most of Verlendia was taken. Only the Iron Citadel of Cobrol and the deep stone walls of Stavinburg held fast. They would not hold forever, but there was hope. Hidden in a cave deep below the Palace of Glass, at the peak of Mount Theonar outside of Holiveil, six eggs were gathered, untouched by the illness that ravaged the dragons.

Strengthened by the rumors that their guardians would be born anew, the people of Verlendia rose up against their tyrannical infiltrators, and liberated the lands once more. (The War of Sowers)

RACES

RACES

The Gatskin and Dracoric were thought to be some of the original races on Calion - slowly, over many generations, the dragon-like qualities of the Dracoric becoming less and less apparent in many Dracoric (giving way to a separate of darker, scaled Dracoric and the lighter skinned, who began referring to themselves as Scalefeld). Over time, the Gatskin and Dracoric began to interbreed, thus giving way to both the Marband (Gatskin-like with slightly curvier ears and smaller stature) and the Sol'dien (elven-like, with sharply pointed ears and taller, leaner structure).

Also present on Calion at the time of its creation were the Esquirian - half man, half beast - and Amalfi (beast-like men), as well as the minuscule race known as Triflings and the druidic tribes of the Nera.

While all races appear capable of magic, not all utilize it, and fewer possess a natural inclination for it. Due to the focus it requires to learn even the basic skills of magic, few strive beyond one school, and those that do are generally stunted in their abilities to master any skills.

DRACORIC & SCALEFELD


Dracoric [dragonborn] || Dracoric - [dragonborn] - No one knows quite how the Dracoric race came to be. Some speculate that they are a mutated breed of dragon and some suggest that they were created by the great Draconic deity, Lioris. All that is really known is that their appearance greatly resembles that of their much larger, primal relations. Scales line their skin - their colors varying in shade as dragons do - and their eyes are reptilian in nature, with claw-like hands and feet, elongated faces and sharpened teeth. Their ears are sharply pointed and their noses flat and slit-like. Their height averages to six foot for women and six five for men.

Over time, some Dracoric beings began to experience an alteration in their biological appearance - thought to be a result of their decision to leave their cavernous dwellings and explore life above ground. While their tusks and the sharp point of their ears remained, their scale-like skin softened, the coloring fading significantly, and their eyes began to dilate more evenly, adapting to the brightness of the sun and sky. Eventually, they took on the name Scalefeld, and began societies of their own.

While the nature of the world has forced civility as much as it might, the Dracoric are a naturally elusive race and prefer isolation. They can be quite territorial and when pressed, significantly volatile. The Dracoric lineage still live beneath the mountain ranges of Taz'dien, while the Scalefeld take residence within the valleys above.

Dracoric tend to favor the Natural magic and lack most of the education for other magical schools.

Dracoric have their own language, though most speak the common tongue as well. Their naming conventions are customarily revered in most all settlements - a personal name given at birth, with a surname reflecting that of their clan name. Most Dracoric will also go by a pseudonym given to them during childhood, something reminiscent of an event or quirk - For example, Stickyfinger Jinclaw of the Orios or Swallow-pecked Midrim of the Blackscales.

Scalefeld [orc] || A product of their environment, quite literally, Scalefeld are the result of a sect of Dracoric, having abandoned the lifestyle to which they were accustomed and adapting to a significantly altered state. While their physical form in build remains similar to their original state, little else is reflective of the dragonborn nature of the Scalefeld. Scaleless, as vaguely implied by their name, their slightly coarse skin varies in shade, from pale to dark, and in hue, ranging from green to peach. They still possess significantly sharper teeth, but with the flattening of their facial structure, manifest tusks. Their ears still rise to a point, but their eyes have lost most of the reptilian slit and their claw-like hands and feet are considerably less so.

After their shift in appearance first manifested, the Scalefeld were subjected to cruel prejudice from their dragonborn kin and have since separated themselves from the Dracoric nature entirely, settling above ground on Taz'dien and parts of Verlendia, educating themselves, particularly favoring the sciences of the Gatskin and artistic nature of the Nera.

The Scaleborn, due to their inquisitive nature, have quite the affinity for Alchemy. Given their connection to the Dracoric, they are also often gifted in Natural magics. Both Dracoric and Scalefeld tend to live roughly 150-175 years.

Scaleborn will often speak Dracoric and common-tongue, and have also transmuted some branches of Dracoric, to separate themselves from their former kin. Names within the Scaleborn reflect common traditions, generally utilizing a proper name and surname, usually of a strong or guttural tone to them.

GATSKIN, SOL'DIEN & MARBAND


Gatskin [dwarf] || Despite their somewhat shortened stature, the average height of their males buckling at five foot five, the Gatskin are not a people to be taken lightly. Wise and cultured, they are as formidable as they are intelligent. Generally ranging from lighter skinned to a pale bronze, the Gatskin possess rounder, plumper frames, smooth ears and quite often, some degree of facial hair (though not prevalent among the females, it isn't entirely unheard of for even a woman to possess a full beard).

The Gatskin take great pride in the nature of their intellect, and are quite gifted in medicine, astronomy and architecture. Their cities are often spectacles, magnificently beautiful and filled to the brim with cultural heritage and educational resources. While originating on Taz'dien, the Gatskin people have since taken to spreading out across Calion, and can be found on nearly every continent besides Maglin - having no affinity for the discomfort of sand in one's undercarriage.

A scientific people, Alchemy is generally the central focus of Gatskin magic, but they seem to possess capability in nearly every school apart from Shalmar (which requires far too much time in the desert for their comfort). Gatskin tend to live roughly 100-125 years.

The Gatskin don't follow much in regards to a naming tradition, but they do tend to emphasize those things with which they take great pride - for instance Martha Featherstep Trunch or Simeon Thickbeard Malman. The Gatskin speak their own language as well as common - most Gatskin are fairly fluent in Dracoric, due to their proximity to the largest Dracoric settlements.

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Sol'dien [orc] || The Sol'dien are another offshoot of the union between the Scalefeld and Gatskin. Similarly colored to Marband, they retain the somewhat pointed ears of their ancestors, as well as the nature of their structure. The Sol'dien are a somewhat nomadic people, traversing Calion throughout, though large groups have settled within Maglin, forming several tribes within the desert lands.

The Sol'dien are a private people, but their natural gifts in healing make it difficult to maintain an entirely secluded society. Most Sol'dien live to be about 90-100 years.

The Sol'dien seem to practice Shalmar magic quite exclusively on Maglin, but elsewhere bear a natural gift for other magics as well.

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Marband [human] || Created from a union between Scalefeld and Gatskin, Marband possess very little of their dragonborn heritage. While their coloring is varied, from pale to dark, their skin is completely smooth, their eyes and ears rounded and their teeth straight and flat. Their height and stature are varied as well, though they are smaller than their Scalefeld forebearers, generally averaging between five foot five for females and six feet for males.

Marband people have no particular territory, and over time and with expansion have settled within every continent on Calion. The Marband lifespan is roughly between 70-90.

Marband are capable of most magics, but also appear the only race capable of Runic magic, largely contributed to the combination of their genetic blend.

Marband speak common and are known to study other languages as well. Their naming conventions are fairly standard, with a proper name and surname. Occasionally, a Marband will also go by a title, if one is applicable.

ESQUIRIAN & AMALFI

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Esquirian [centaur] || Esquirian are a race comprised of half-man, half-beast, possessing the upper quadrant of the former and the lower quadrant of the latter. Where the upper half can vary in terms of coloring and build, the lower half is always, to some degree, a hoofed beast - primarily horses, deer, elk, moose or mule, though camel variants exist on the desert continent. The physical appearance of their upper halves has some correlation to the lower half, and it is not unheard of for Esquirians to compare antlers as a sign of dominance.

Esquirian are a societal people, living in herds. Though they seem to possess no ill will towards other races, understandably, they do not intermingle and in fact find the non-hoofed to be quite ridiculous and unpleasant to look at.

They are largely located in the plains Of Verlendia and Sor'len, and parts of Maglin, though some herds can be found on Sor'len. They are a largely non-magical society, though each herd does seem to possess some form of healer, either Natural, Celestial or Shalmar trained. Esquirian generally live to roughly 70-80.

Esquirian naming conventions are generally uncomplicated - they will choose a proper name, then a surname in relation to their coloring - for example, Sebris Baycoat or Dammer Greyskin. Esquirian speak common.

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Amalfi [anthropomorphic] || Amalfi, similar to the Esquirian, are an amalgamation of beast and man, but in a way more notably defined, with features of beasts in a bipedal, humanoid frame. The Amalfi are spread throughout Calion, but the largest population lives on Verlendia. Amalfi are significantly more territorial than the Esquirian, and are not above base or primitive behavior, often where outsiders are concerned. Because of this, Amalfi are regarded often with caution or fear, and occasionally with discrimination, in all but Maglin, where the Sol'dien are quite accepting of the race.

Yearly, a few Amalfi youth are selected by their kin to pursue an Honor Quest of their choosing. Most involve the slaying or taming of a great beast or the procurement of a relic or hidden artifact. Amalfi that have completed their honor quest tend to choose a new nickname reflective of this task.

Amalfi are generally inclined towards all branches of magic, though few possess the patience to explore beyond the basic skills. Amalfi are also incapable of breeding outside of their own race, and rarely associate with outsiders more than is absolutely necessary. Their lifespan is generally between the Marband and Sol'dien, averaging 80-90 years.

Most Amalfi are fluent in common-tongue, as well as their own language (related in general to their subspecies race). Their naming conventions are common-inspired, though it isn't unusual to find Amalfi have taken on names with tones of prowess or intimidation - Bragdin 'Claw Bearer' Bellows or Leopold 'Sharp Bite' Dane.

NERA & TRIFLINGS


Nera [druids] || Druidic by order, Nera are a people centered around nature. Several tribes of Nera exist, scattered across the continents, each developed around one of the eight elements. Due to their tribal lifestyle, Nera are generally accustomed to traditionalism and ceremony, including the selection of a leader, annually, by whom all tribal decisions are mandated. Outsiders are generally welcomed within Nera camps, but are not permitted to take place within the Nera tribal makeup. To preserve their lineage, Nera marry within their tribes and for this reason, are quite small by comparison to other races. Nera that choose to marry outside of their own are banished from tribal life. Nera do not appear capable of reproducing other Nera with those outside of their race. Half-Nera appear profoundly mundane - possessing little to no magical proficiency whatsoever.

Nera appear similar to Marband, but for the natural elemental aspects of their appearance. Their size and shape vary, but they are generally Marband-sized. Their lifespan tends to be longer than most races in Calion, often extending beyond 150 or so.

Nera magic is almost entirely Natural and each tribe focuses on only one elemental form. The Wood and Dark tribes are located in Sor'len, the Metal and Fire tribes in Verlendia, the Earth and Air tribe in Taz'dien, the Light and Water tribes in Maglin. Once yearly, all eight tribes gather for what is known as The Suring - a celebration and ceremonial blessing of the next year's Tribal Ruler.

Nera naming traditions are customarily uniform throughout the varying tribes - a Tribal surname is given, as opposed to a traditional surname, along with a proper name. Lyra of the Air or Jermal of the Earth. It isn't out of the ordinary for a Nera to also bear a name related to their great strengths - for instance, Marquit The Stonebreaker or Lorenna Fireeater

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Triflings [brownies] || One might go their entire life and never encounter a Trifling, and for many, this is how they prefer it. As minute as their name would suggest, this pygmy race rarely grows much larger than average house mice, well hidden within secretive communities in the forests of Sor'len. Not unfriendly, Triflings are nevertheless quite shy and have a tendency to avoid those things that might very easily tread on them.

Trifling are, however, brilliant in all things, but primarily their militaristic mentality - their army quite intimidating for being so tiny, employing beasts and birds as cavalry, and fashioning weapons from scraps of metal and other materials they find lying around. As well as prolific numbers, families often as large as eight to ten children on average, the Trifling life expectancy is also a great deal longer than most at nearly 250 years, and they boast nearly impeccable memories.

Unlike the other races on Calion, however, Triflings do not appear to possess the ability for magic, which might, in part, account for their lack of social enthusiasms.

Trifling speak several languages (of which they study out of curiosity. The tend to have shorter names (in reference to their stature), such as Pip, Tuck, Lim... etc. Surnames usually represent the trees within which they name their home. Pip Oakleaf, Tuck Maplewood..

KLERION & EIRBLINS


Klerion [tieflings] || The Klerion appear to be a variant of Sol'dien, though differing greatly in both size and physical aspect. It was rumored at one time or another that Klerion were Sol'dien practitioners of forbidden psychomancy, used in relation to control of dragons, and their race was cursed with a distinctive physicality to their undying shame. Klerion are, however, generally considered a venerable proponent of current society, often valued for their knowledge in both magic and their weapon-craft.

For the most part, they reflect the appearance of Sol'dien - ranging between five to six feet tall, with some variations, with pointed ears and soft features. Where they differ is in the color of their skin (which reflects the chromatic scale of dragonkind), oddly hued eyes and the prominent horns crowning their heads.

Klerion lifespan is similar to Sol'dien, though they have been known to live upwards to 200 years, given their advanced use of magic. For the most part, Klerion can be found throughout Calion, though they have a tendency to resist settling on the cold continent of Taz'dien.

Klerion have their own language, and it is not uncommon for them to learn one or two other languages, as well as common. Their naming conventions tend to be reflective of soft vowels and hard consonants, though it isn't unusual for a Klerion to choose a virtue name in favor of their given name.

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Eirblins [goblins] || Contrary to their diminutive appearance, Eirblins have something of a fearsome reputation, scattered across the continents of Calion. Ranging between three to four feet tall and almost never weighing more than that of a large hound, Eirblins are generally skittish and territorial, though their disposition can vary in dependence to their correlation to civilization.

They are generally green skinned, though their tone can vary, and have sharp teeth, bulbous eyes and claws on both their hands and feet. The more civilized make a habit of wearing clothing, but it is not uncommon to find Eirblins living more primitively. They possess little in the way of magic, but are well known for being quite sneaky and their reputation often colors them as thieves or scoundrels.

Less commonly, Eirblins are known for their odd gift in musicality, and the race has been known to bring tears to the eyes of even the most stalwart with their song.

Eirblins lifespan is between 70-90 years, though some have surpassed this out of simple spite. Their names are harsh sounding, with hard vowels and consonants, and nicknames generally reflect some form of fierceness - Jawbreaker, Throatripper... Anything that, in theory, lends them a more threatening appearance.
CREATURES

CREATURES


Dragons
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Four legged winged beasts, generally possessed of flight. While they are not opposed to working with humans and are, in fact, often inclined to, they are neither tame, nor are they unintelligent. Their alliance with humankind is generally born from survival instinct, as their lifespan and the gestation length of their offspring often leaves them vulnerable to loss. Dragons can live upwards to three-hundred years, barring significant injury or illness but their eggs will generally gestate for half that time. In fact, most full grown dragons never see the following generation reach adulthood. The dragons within Verlendia were nearly entirely wiped out by a mysterious disease - only six eggs remain.

Most dragons are born to their mother, and therefore develop a passive, if not feral nature. Some, however, when the mother is absent or killed and the egg abandoned, should they not be harbored by humans and bonded, find madness at birth and their nature becomes savage and violent. Eggs that are recovered, provided a rider can be bonded with the creature, will result in an unflappable union of the soul. Should their relationship be severed (either by abandonment or death), the dragon may suffer greatly - either through death itself or a similar madness to its unbonded kin.

Dragons tend to vary in both shape, size and coloration, but they're also quite different where personalities are concerned. Even in dragons bonded to riders, the dispositions can be quite diverse.

Dragons are classified by color.
  • Chromatic - Blue, Red, Green, Yellow, Purple, Pink, Orange, Brown
  • Achromatic - Black, White, Grey
  • Metallic - Brass, Copper, Bronze, Silver, Gold, Iron ,Adamantine, Cobalt, Mercury, Mithral, Orium and Steel

Drakes
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More reptilian than dragons, drakes are on a smaller scale, four legged and without wings. While less loyal and responsive than Wyverns, drakes are occasionally known to side with larger species dragons, and their affiliations.

Drakes have often been used as mounts, for while they are wild and generally not tamable, they have a strong affinity for food and can often be convinced to cooperate for a hunk of red meat.

Drakes are generally classified by elements, with which they have some affinity.
  • Air
  • Earth
  • Fire
  • Ice
  • Magma
  • Ooze
  • Smoke
  • Water

Wyvern
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Similar to dragons, but on smaller scale, Wyvern possess hindlegs upon which they stand and talon like appendages attached to their wings. While appearance wise they appear closest to dragons, Wyvern are considerably less intelligent and far more submissive, often kept as mounts. Wyvern played a grand role in the War of Sowers, ridden into the fray by several of its most notable peasant regiments.

Wyvern are classified by their locational terrain -
  • Rock
  • Sand
  • Bog
  • Snow
  • Sea
  • Field

Wyrm
Also in similar build to a drake and slightly larger than a wyvern, wyrms are without limbs or wings. While considerably more primitive in appearance, wyrms are in fact one of the more cunning breed. They loathe both mankind and those who willingly side with them, as wyrm's find it offensive to be kept or lorded over. Curiously, however, Wyrms do possess a strange affinity for the Klerion people.

Wyrms are generally found on all continents and are usually classified by their location terrain - Sand Wyrms, for instance, in Maglin, Frost Wyrms in Taz'dien.

Sea Serpent
Their structure is very similar to wyrms - limbless and wingless, but they bear long fins along their spines and as their names suggest, tend to keep to deeper waters - they are classified by salt or fresh water. Sea Serpents are a rarer breed, one to two seen, per year by sailors or travelers along the coast. They generally keep to themselves, and will only surface should they feel threatened or need to feed.

Hydra
Similar frame and size to drakes, Hydra have three separate heads, each capable of its own movement and action. Severing a head will result in two more sprouting. Their rarity is such that only one Hydra has been witnessed in the last several hundred years, deep within a cave in the Maglin desert - though some are not as of yet unconvinced the creature wasn't a figment of a desperately thirsty mind.

Fae dragon
Tiny dragons, roughly the size of birds - fae dragon are possessed of magic, and can be quite tricky should they be crossed. Generally, these dragons, if found, are found on Sor'len. They hide within flora, blending in to their environment to avoid detection. Fae dragon, however tricky, are usually amiable in nature, found of small treats and children (the two being mutually exclusive, of course). They aren't generally tamed, but have been known, on occasion to act as mounts for favored members of Trifling tribesmen.

Kirin
Horse-like in build, but possessing reptilian shaped heads and scales. Kirin trend near water - particularly natural lakes and streams, and have a tendency to be exceptionally shy. Because of their equine forms, Kirin are occasionally used as mounts, but given their nature, can be quite difficult to tame. Kirin appear to be of middling intelligence, compared to other dragon-like creatures, more animalistic in behavior.

Chimera
Blended creatures - amalgamations of multiple animals. (griffins, enfields, peryton, hippogriffs etc.) Chimera are found throughout the continents, usually within mountain ranges and caverns. They are often aggressive, but with proper motivation have been known to form bonds with other species. Certain breeds of Chimera have been used as mounts, but they must be trained from hatching, or they will not yield to the will of their rider. So much is their stubborn resolve not to be tamed that there is a well known adage "It's harder than mounting a full grown Chimera!" that has circulated Calion.

Trolls
Ogre-like beasts, large and hairy, withsimple, aggressive minds. Trolls typically live beneath structures - bridges being their most likely place of residence. They are exceptionally unintelligent and territorial and have a habit of attacking passer-byers with very little motive beyond the enjoyment of it. While not difficult to best, Trolls are known for regenerative capabilities, and the only way one can truly defeat one is to burn the body before it can heal.

Giants
Massive man-like beasts - unintelligent and extremely territorial. Giants live in the mountain ranges and deeper in the deserts of Maglin. They, like trolls, re typically lacking in intelligence and extremely quick tempered and territorial.

Merrow
Sea people - half man, half fish. Devilishly tricky, and generally responsible for ships going astray. Merrow are found in both salt and fresh water, and have even been known to take up residence in swamp areas. Merrow have a pheromone that they excrete, which if inhaled can cause hallucinations.

Kraken
A squid-like sea creature, prone to causing ship-wrecks. Kraken are found in deep waters, and rarely surface without cause. There have been a few spotted off the coasts of Taz'Dien, though often times these stories are chalked up to drunken ramblings of sailors past their prime. One particular story centers around the legend of the great One-Eyed Grin'Gashiir - a popular tail for fireside chats in taverns around Taz'Dien.




LOCATIONS

LAND of CALION


SOR'LEN

Central to Calion, Sor'len is a temperate continent, largely flat and composed of many forests. The most notable locations are Palais, Southben and Silvernest. Sor'len is home to the Esquirian and Triflings, as well as the Dark Nera tribe and the Wood Nera tribe.

  • Palais |
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    The City of Palais is located to the northeast of Sor'len, a stunning red-roof city, flanking the river Tam, and surrounded by Golden Ash trees. Palais's stone structure homes cluster alongside cobbled paths and rich gardens. Even at the furthest border, the thunderous roar of Tam's majestic waterfalls can be heard and over the air is carried the scent of lilacs and honey suckle.

    At its center lies Palais's Hall of Kings, a magnificent promenade, hugged by sweeping vines of wisteria and deep burgundy bougainvillea. The Hall is home to Palais's mayor, Chevril Danich and his family, Leeli, his wife and Petri and Mendeline, his son and his daughter. Southernmost Palais houses The Gold Leaf - a tavern and inn with a sprawling bath house,for weary travelers.

    Palais is well known for the Ash Brewery and the fine ale produced therein. A festival is held yearly, know as the Seeding, where the hops are gathered from their field and following this harvest, a feast is held, honoring Pip, the child-god of nature. Palais has no known military, but the Mayor has a private guard, fairly ornamental, known as the Gold Bearers.
    • Les'ili|
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      Located further east of Palais, within a grove of brilliant golden ash trees lies Les'ili - home to the Nera's Wood Tribe. Their dwelling places majestically fitted within the trunks of the trees themselves, Les'ili is a shining beacon, reflecting the skill and beauty of their wood craft.

      At her head is the Wood Nera leader, Tommen, and deep within the city are temples devoted both to the worship of Pip and of Heris, The Giver. Les'ili has one small tavern, located on its western edge.

    • Lyre|
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      The Lyre Orchestra is a series of waterfalls curling off from the river Tam and leading into Palais from the South. Across the Lyre stretches a stone bridge, thought at one time or another to be home to a family of river trolls.

  • Southben|
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    Southben, the Birchwood City lies to the North of Sor'len, it's striking tree houses glittering among the trees for miles. Southben is home to a large settlement of Gatskin, overseen by Beldeen 'Broadknees' Nilbor.

    Southben is home to several small inns and taverns, as well as a magnificent library, known as the Ivory Athenaeum

  • At'thalia |
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    Hedged by copses of lavender, sage and catmint, At'thalia is an ethereal paradise, a haven for the healers that make their home there. The Dark Nera reside within hovels beneath the purple-crowned sloped hills, their leader Mal'rien found in the centermost hill, beside the House of Purity - a healers domain for those in need.

    At'thalia has one inn - a relaxing retreat known as The Cozy Nook.

  • Silvernest |
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    At the southern tip of the continent sits Silvernest, the largest settlement of Triflings on Sor'len, a hive-like home with subtribe communities living within the trees and bushes scattered throughout the old ruins upon which they have built. At its center lies the tree for which the city is so named - a silver olive tree, the fruit of which is thought to possess incredible magical properties.

    Due to the Triflings isolated nature, Silvernest is incredibly difficult to find, and contains no buildings within which ordinary sized people can enter. The splendid tree itself is heavily guarded by the Silver Wings - Silvernest's private militia who ride atop heavily armored gyrfalcons.

VERLENDIA
Just east of Sor'len, Verlendia is the largest of Calion's continents, comprised mainly of temperate regions, as well as cooler climates, found primarily within the towering mountains and the land surrounding. Several decades have passed since Verlendia has seen a dragon ride its skies, after a mysterious illness wiped out those that existed on the island. All that remains of the original line of the Draconic Forces, guardians of Verlendia, are six eggs, long protected and reaching their time to hatch. Verlendia has three major mountain ranges - Curoet, Brosenkiel and the Adamantine Ridge.

  • Atheno | The Pale City
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    Atheno, the Pale City, is the centermost point of Verlendia - a sprawling and luxurious city, built in the shadow of Mount Curoet. Limestone buildings capped in cobalt domed roofs and encircled by the River Fen, overlook the lands, rife with lovingly landscaped parks and deep pine forests.

    Ruled by the Wisened Council, Verlendia's centerpoint is home to the Gilded Court. Several inns, taverns, shops and markets line the streets within Athena. Temples are also kept throughout, with many represented deities.

    The Military of Atheno is a strongly rooted force, overseen by Captain Cavirel, referred to as the Pale Guard.

  • Cobrol - The Iron Citadel |
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    The Iron Citadel is a small city built into the city of the Adamantine Mountains. So great is the city's fortification that it remains one of the few places within Verlendia to survive the devastating events of the Bleak Year War. Within the Citadel resides King Gracin Direstrine, Lord of Iron - a formidable leader and militaristic minded strategist. While few would underestimate him, Gracin has never been less than forthcoming of his weakness - his daughter known to the people as Nelicindra the Fair.

    While the population of the Citadel is small, outnumbered by most other Verlendia locations, it remains one of the most well traveled places and houses a great number of inns, taverns and shops.

    The army of the Citadel is a true force, tried by time and resilience, known as the Keepers of The Iron Will.

    Few temples exist within the Citadel - save for one dedicated to Thain, the Iron Knight, god of metal and war.
    • Holiveil |
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      A small village located north of the Iron Citadel, Holiveil is home to little more of interest than the Academy of Intrinsic Sciences - dedicated to the study of and teaching of alchemical magic. Holiveil is humble and quaint with thatched cottages dotting its hillsides, and very little in the ways of militaristic support.

      Its leader, Buck Thorian is a well known huntsman throughout Verlendia, thought to be the ancestor of one of the continent's greatest Dragon Riders. Yearly, a celebration is held for the Thorian Ancestry, complete with alchemical displays out-matching even the greatest and most well developed of cities.

      Holiveil has one inn, the White Hare, a small library also dedicated to alchemy and a temple to Roshna, the Master of Minds and Kurn, god of languages.

      Outside of Holiveil lies the encampment of the Steelcoats - the Metal Tribe of Nera settled within Verlendia, as well as the Palace of Glass, high in the mountains Of Theonar, a mysterious system of natural ice caverns, within which are found the dragon eggs.

  • Stavinburg - The Deep Wall |
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    The only other location to have survived the Bleak Year, Stavinburg is located within the mouth of Mount Brosenkiel, a massive fortified wall, impenetrable but for the four heavily guarded bridges found at each compass point around the city. Within the city itself, the structures are simple and clean, with little in the ways of embellishment, much like the people therein. There are several taverns and inns, the most popular being Farring's Rest and The Outcrop. It is also home to a massive market place and a training barracks. Near the city center, there is an Academy dedicated to the knowledge of Runic Magic.

    The military of Stavinburg is touted as Verlendia's finest, The Knights of the Phoenix Ash often tasked with challenging or dangerous missions few others would endeavor to complete. Within the city there is a massive temple to the goddess Orestra and within this temple are housed the Eyes of Orestra - oracles thought to be acolytes chosen by the goddess herself.

    Stavinburg is ruled by Mosia Stavinburg, the 9th Stavinburg King and a former Ash Knight, himself. Unlike most locations within Verlendia, the population of Stavinburg is almost entirely Marband.
    • Eloine |
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      Eloine is a small village west of Stavinburg, overseen by Casin Koulek. Yearly, Eloine is home to a farming festival, where citizens of Verlandia come from all over to sell and buy their wares.
    • Keiris |
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      Located deep within the Everpines outside the Brosenkeil, Keiris is home to the Fire Tribe of the Nera, led by Fenthar Ulliel. While difficult to find during daylight hours, Keiris is nearly impossible to miss at night, the fires within each rustic, primitive structure a beacon in the dark forest.

      The people of Keiris are considerably timid regarding outsiders, but should one earn their trust they are a highly useful ally to any cause.

TAZ'DIEN

West of Verlendia, Taz'dien is a cooler continent, mainly comprised of mountains and ice caverns, as well as unsettled tundra-like lands spread between the ranges. Reaching Taz'dien is an incredibly difficult task, particularly by sea, as the oceans surrounding the continent are rife with sea creatures.

  • Lore |
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    Beautiful and frigid, the Range of Lore is located closer to Taz'dien's eastern shore. Crystaline and cool, the twisting river of Everglean cleaves through the snow capped jagged slate monuments before spilling out into the Therabor Sea. Lore remains one of the few places within Taz'dien not to see near yearly snowfall, and is home to many festivals, markets and inns for travelers to find rest in.

    Villages are speckled throughout Lore, the largest of which is Ambriel. Caves are prominent within the mountain folds and beneath the river, creating a complex infrastructure of weaving tunnels. Hugged beneath Lore's highest Twins lies The Temple of Eternal Light, dedicated to N'amiel, the Mother of Light.

    Within the valley, mountain crops are plentiful and rich and farmlands are maintained with independent freedoms from the government and play a large part in the selection of the ruling head of Lore and its villages.

    The Earth tribe of the Nera is also found in Lore, though their location and details of the tribe remains something of a mystery to those outside the Nera people.
    • Ambriel |
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      Ambriel is a cozy, welcoming town central to Lore's Deep Valley. Thatched cottages lines the road and thick pines surround all sides of the village, creating both a natural armor and a way of life. From early childhood, all villagers within Ambriel are taught to hunt and trap, as well as how to work in lumber. Because of its independence, these trades are never enforced upon the village patrons, yet through a sense of camaraderie only the infantile, elderly or infirm deign not to work.

      Ambriel is overseen by a small council of elected officials, but all matters of importance are voted on by the populace. This, Ambriel boasts, is the nature of the village's success and peaceful relations.

      One inn sits central to the city, the Buttered Biscuit - a quaint establishment, run by Haversin Quarterel.

  • [Hopps |
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    Higher in the mountains, Hopps sits cupped between Saber Peak and the Deep Reach, as dark as the snow capped mountains are light. Here, thatch-roof buildings of pine and stone form a central ring about a statue of the great wolf Sendrigor, who fought the Titan of Coal and smote his ruin upon the mountainside.

    The people of Hopps are both deeply private and traditional, and while not entirely unwelcoming, the village boasting both the Inn of Deep Reach and a hot springs bathhouse, it remains common knowledge that the people cling to each other and have very little use or desire for outsiders beyond the occasional revenue.

    Hopps is ruled by Chief Rein Calthrow, an imposing man with no great depth of patience or yearning for conversation.
    • Trench |
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      The city of Trench appears to be little more than a winding path through the mountains of Eidenmore, unless one chooses to delve deeper. Carved beneath the rocky hills, the city winds and weaves throughout the mountains, remaining one of the largest settlements of true Dracoric in existence.

      Overseen by Lackri Grabclaw, the city is something of its own system among Taz'dien, primitive and harsh, with little to no relation to the rest of the land.

  • Upper Prell |
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    Upper Prell is a marvel to any who come across it. Sitting high in Mount Hemsing, the village stands out both for its magnificent gravity defying buildings, as well as its dirigible port. These airships, exclusive to the mountain village, are a marvel of science and engineering.

    While they remain tightlipped regarding their spectacular accomplishments, the people of Upper Prell remain some of the most prominently peaceful and welcoming the continent has to offer. Several inns sit within Upper Prell, the most popular being the Misty Tent.

    The city is also fairly known and revered for its brand of whisky and many have come far and wide to sample the fiery treat.

    Not far from Upper Prell, high in the mountains is the settlement village of G'nis where the Air Nera make their tribe.
    • Lower Prell |
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      Cast in the shadows of Hemsing, Lower Prell is a small, quaint reflection of Upper Prell. Overseen by the jovial queen Katherlynn Fortuis, Lower Prell is perhaps not as advanced as her sister city, but no less beautiful and welcoming.

      Lower Prell boasts two inns - the Roaring Kitten and Tamrin's Haunt. As well, they possess their own private brewery, where they craft several ale drafts, and the infamous Fire of Prell whiskey.

      Lower Prell has a strongly fortified wall which surrounds the village, kept by the People's Watch. To date, the city's wall has stood as a resolute guardian against opposition.
    • Joris |
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      Joris is located high within the Stalwart Crags, a fortified citadel, resting abandoned since the days of the Reckoning. Most avoid Joris, if not for its harrowing climb, then for rumor that it is, in fact, haunted.

  • Labyrinth |
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    Not far from the citadel of Joris lies the cavernous entrance to Labyrinth, so named for its complicated maze-like structure. It is said that at the heart of Labyrinth lies a mysterious and remarkable treasure, but none have survived the dangerous trek through its deadly halls.

MAGLIN

Maglin, south of Verlendia and Sor'len is an arid landscape of deserts and plateaus.

  • Ordell |
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    Ordell is a tight knit community of desert-dwellers who are well known for their artisanship and expression. The town itself is tasked for storage of surplus food, clothing, and weapons for neighboring cities. Ordell handles mainly exports of their jewelry and fine silks. It is a mainly quiet existence, run by the charismatic clan known as The Dune Lords, who have been known for their bartering ability. There is a central temple in which other desert dwellers come to visit, acting as a main revenue for the town itself. The temple lies within the center of the town and gives access to an underground tomb, which supposedly contains a hidden treasure that had been hidden by thieves several decades ago. The temple is dedicated towards worship of Joresh, the Lord of All and High Creator.

    Ordell is made up of complexes, rather than individual houses. Two families tend to make up each of the complex. The complexes themselves are lied against steep hills, which gives them a strong foundation in their structure. Besides the clan leader's home is the blockade, where many surplus items are kept, as well as prisoners who may have disturbed the peace. Ordell houses a single Hostel, pleasant in its own right, if not crowded.

    Peace is very important in Ordell. Remember that
    • Brander |
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      Brander acts as an industrial capital for the country. While it's not necessarily run and conducted in a modern sense, Brander does utilize oil and has sections throughout the desert where reserves are held. Rumor has it that Brander does not get oil from their homemade rigs, but rather from the Dragon graveyard where they grind up bones and use the excess to power their cities power system. Brander, while composed mainly of natural materials such as stone and clay, uses magic and oil to create a sort of electrical grid. The electrical grid mainly acts for light and generators for storage.

      Brander has been accused of using some of this "magic storage" as a method of selling magic to other resources. Brander, however, has an incredible track record in their success and kindness to the surroundings cities, constantly offering their resources to fellow cities throughout the country.

      Brander is run by a Scalefeld family, who, while giving into the "industrial" feel of their city, are considered to be very traditional and very religious. Many temples are held in Brander, as well as religious festivals. Brander is known for their exotic fruit and beautiful weaponry that resemble sickles.
    • Simberlin |
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      Simberlinn is an oasis a few days off from Brander. It is home to the Nera water tribe and provides a safe and quaint location for the people. Wildlife is plenty here, giving a unique environment for the Nera people with flora and fauna found no where else in the continent. Legend has it that water from the oasis can heal wounds and brink back people from the brink of death, making the Nera tribe vulnerable to raiders and thieves. In response to this, the oasis has been lost to the desert landscape, and can only be found by the Nera people and those they find worthy.

      Simberliin is ruled by a matriarchy, with each tribal leader being ascended by a female relative. The matriarchy is known for their fairness, wisdom and kindness, but the Nera tribe in this location is particularly wary of travellers. Some travellers who grow too close have been found lost, wandering in the desert, confused on how they got to their current location.

      The Nera live in familial huts and are known to get together as a large cluster for special events, celebrations, and feasts. They are close and loyal. One Nera lost means the fury of dozens.
    • Braxin |
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      Braxin is a quaint town, known for its collection of healers and preachers. While not the center of religion in the area, as Brander and Shalmarin contain much more of that history, Braxin has been known for its hospitality and advancements in medicine. Braxin is built upon several sand dunes and is nestled besides the continent's largest mountain range.

      Braxin does produce several metals and basic materials to spread along the continent, using the mountains resources as a foundation for their economy. The mountains contain a variety of dangerous wildlife, which Braxin takes great joy in both hunting and taming.

      Legend has it in Braxin that there is a creature upon the highest peak who will grant you one wish if you are able to survive the journey there. There is an annual competition to do such a thing, although it ends with the competitors turning back or ultimately ending up lost within the range.

  • Shalmarin |
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    Shalmarin is considered to be the traveler's port within the continent. It is the second largest city within the continent, next to Brander. It is filled with exotic shops and is known for the various spices and goods. Their "taverns" are similar to apartment complexes, four stories of rooms toppled on top of each other. It is the closest the continent knows to be a "tourist trap" and attracts travelers from around the world to show off what the desert life has to offer.

    With the largest settlement of Sol'dien taking up residence there, Shalmarin is also known for their dancers and performers, who use different props such as their own silk and even fire to create a dazzling performance. The city also contains "The Grand Theater" where competitive games, live shows, and a variety of activities take place.

    Beware, however, since Shalmarin has a rash string of robberies that have been occurring of late. Rumors have it is the local children running amuck and taking advantage of tourists, while others suspect a more sinister purpose-

    There is the legend of the Sand Dragon, whose body supposedly supports the entire foundation of Shalmarin , and will only arise to protect the citizens. The Sand Dragon is more of a local boogeyman for the children,warning that bad behavior will have the Sand Dragon swallow them whole.
    • The Parched Dunes |
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      The Parched Dunes contain the Light Tribe of the Nera culture. While not as reserved and wary of strangers as their sister Water Tribe, the Light Tribe of the Nera people are still cautious. The Parched Dunes are hidden within the deeper parts of the desert, often times described as the most unbearable environment within the continent.

      The Light Tribe themselves take great pride in meditation and the idea of soul exploration. Unlike the Water Tribe they are more focused in the idea of individualism, rather than a community experience. The tribe is close in a familial sense, but does not go past this, and prefers for an individual to venture on their own journeys. The Light Tribe's journey consists of traveling the continent and ending their adventure at the mountain range, where they then spend several weeks praying and self reflecting.

      The Light Tribe is associated with the Water Tribe, but they do not know the location of the oasis. Rather the Water Tribe will venture to the Parched Dunes and conduct trading of certain goods.

      The Light Nera is also known for the fantastical library, consisting of the Nera history as a whole. Only select few are allowed to see the library, mainly consisting of the Nera on their lifetime journey and the elders of the tribe. Oral and written history is vital for the tribe and their culture.
    • Painted Mountains |
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      The Painted Mountains is a vibrant, small mountain range that oversees a variety of crops unknown to the rest of the world. The colors range from magenta to a gorgeous sun-kissed yellow, granting the small farm village its name. It is a warm and welcoming town that is a common stop for many travelers. Along with the most diverse crops, the painted mountain contains the most diverse population of races and work. It is a cozy town, run quite separately from the rest of the continent. The Painted mountain people vote in their senators, and have a democratic constitution that determines the rights of farmers, land owners and other various workers.

      The Painted Mountains is also home to what can be considered a historical museum, which is filled with magical items, paintings, and preserved crops. It is open to all, but heavily, heavily secured.

      The Painted Mountains also contains an organization that teaches local children to read, write, grow crops and practice lighter forms of magic. It is a very progressive landscape and is welcome to all. This does not mean nativity, however, as the Painted Mountains has one of the most well trained and uniform law enforcements in the continent.
    • Mon'Mriel |
      7681d09d483060f54f151055bb24282b.jpg


      Mon'riel is popularly known as "The Dragon Graveyard." Mon'riel in its early days was a beautiful, radiant city, filled with treasure, art work and magical items. The oral history of its origins have been passed down through generations and how it became such a desolate wasteland is still unclear. One legend suggests the leaders of Mon'riel stole dragon eggs and planned to use their shells and content for armor and magical weapons. Another rumor suggests that they were betrayed by a political figure who allowed several dragons to storm the city and it ended up in disaster where dragons, and deeply buried humans, were laid to rest. Regardless, Mon'riel is now considered the most dangerous land in the continent and is overrun with rogue dragons, and some suggest undead creatures roam the area.

      Mon'riel supposedly still contains several pieces of dragon hoard and miscreants have been known to become horrible meals to the rogue creatures.
 
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Leialine Itash
Twenty-One | Female | Hyrulian




APPEARANCE
WHILE perhaps plain is not the best way to describe her, there is little about Leia that can be viewed as extraordinary or unconventional. Hey skin, a light honied hue is dappled with freckles, her eyes a clear deep blue, flecked with specks of rich violet. Brown hair rests just above her shoulders, slightly wavy, and generally neatly pressed behind her long, narrowly pointed ears. Small in both stature and frame, she can be mistaken on the occasion for a young child, not aided, in general by her impish smile and her tendency to ramble on and on with ceaseless and demonstrative awe about, well... almost any subject.

In general, she wears a refined, polished wardrobe, preferring the ease and comfort of trousers over truly feminine wear, but her delicacy is not entirely without display - generally in the care she attends to her appearance, as well as the soft spoken quality of her tenor. No scars or otherwise unnatural markings can be found on her person, though she does claim to have rather unusually small and crooked toes.

It is a rare sight indeed to see Leia not in possession of a book, tome, scroll or some form of parchment, and quite often, her fingers (and occasionally her face) are flecked and speckled with ink. She stands at 5'2" and is roughly five pounds north of a hundred.

"Lesalir's tome on Goron cultural-ism suggests that rather than finding value in aesthetic appearance, Goron believe true merited appeal comes from the amount one puts on their plate and in their stomach. Of course... Gorons's diet also consists entirely of rocks,..."​


"Without a doubt, the most beautiful thing in the entire world is knowledge. Without knowledge, we are without wisdom, grace and understand."




PERSONALITY
WISE PEDANTIC ARTICULATE COMPULSIVE GENUINE OPINIONATED

LEIA can be described in three words... Curious, Curiouser and Curiouser. Even as a small child, her insatiable need to learn enveloped her, her wanton love for books and knowledge both boon and bane. Leia endeavors to know everything there is. About everything, Period. If there's something to learn, she doesn't just want to learn about it... she must, no matter the risk or lack of reward.

Knowledge has given her a great depth of wisdom and intellect, but where she is often of use where matters of the mind are concerned, when it comes to all other endeavors, she tends to be a bit of a lost cause. Not emotionless, she can be nevertheless overtly logical, and has a great tendency to forget that not every situation is solved by simple methods and articulate reasoning. Chances are, she'll also find a way to grate on someone's nerves when it comes to exercising her opinions or thoughts...

But all in all, Leia is a kind, generous soul, honest and thoughtful and as long as you respect her and her books, and offer her no reason to doubt you, she'll afford you a loyalty that you would be hard pressed to match.





HISTORY

LITTLE surprise that Leia's grandfather was rumored, once, to have been a renown scholar. As it is, her father was the proud owner of Hyrule's largest book shop and library outside of the palace itself, and for a young girl with a fascination for, well... all things, this provided Leia with a necessary source of materials to further her understanding. True, it was detrimental to whatever social life she might have acquired, had she any real desire at all to leave the library... but that wasn't to say she never had a friend. Often times, Leia would become so lost in her reading that her books felt nearly sentient, and as a girl she had little difficulty imagining and building a deep sense of trust and respect for the tomes.

Ordinary people, however?

Still, despite an awkwardness among society, Leia maintained a bright disposition, eventually finding that through reading she became ultimately more fascinated by the world and all it had to offer. With her father's blessing (and a cart stacked with writing and reading material), Leia embarked on her journey.

And made it as far as the gates of Hyrule town.

For no books or maps or challenges could quite prepare Leia for the news that her father had fallen ill. For the next painful year, Leia cared for the ailing man, to little avail. There was no knowledge on page or off that could slow the grip of death. When his end came, Leia closed the shop and library, set her father's affairs in order and left Hyrule immediately, hoping to stave off the pain of loss with the only thing that could possibly distract her... the pursuit of knowledge.

And for three years, the distraction worked marvelously. She was wiser, better equipped, increasing in her skills... and horribly alone. Never mind that last part...

Knowledge. That was the thing that mattered. From the scorching deserts of Gerudo Valley, to the frigid heights of Hebra, to the bleached coasts of Faron, and majestic plains of stormy Akkala, Leia trekked and climbed and dove and lived a new and exhilarating life nearly every day... alone.

When in time a letter reached her, however, that her father's library was going to be sold, should it go further neglected, Leia cast aside her venturing to return home, instead... Returned to her library...

Alone.



SKILLS
EXTENSIVE KNOWLEDGE | With her intensive fervor for learning, Leia has amassed a fortune of information - languages, cultures, rites and rituals, flora, fauna, and scientific progression are only some of the aspects of which Leia has at least a moderate understanding. Practically speaking, not all of these things are within her grasp, but she can provide immense amounts of information, nonetheless.

CONFUSE & DIFFUSE | Sometimes, being the sort of person to whom words come naturally is not a benefit to Leia, but other times... a great many times, Leia has managed to talk her way out of a perilous situation or otherwise uncomfortable circumstance simply by word alone. While she likes to think it's her intellectual prowess that has provided her this talent, in general, most just can't understand a thing she's saying, and acquiesce to shut her up.

MEDICINE & COOKING | Due largely to her vast well spring of research, and her tendency to experiment, Leia has spent a good bit of time practicing the usage of medicinal herbs, field dressing and putting together meals. She keeps on her person a store of ingredients otherwise not found in excess in nature, as well as a journal detailing how these items are combined and their effects. While her experimentation has not been without trial and error (she won't mention the time she turned a nobleman purple, or caused a flock of Cuckoo to invade a small fishing village), over the years she's cataloged a great number of beneficial cures and delightful recipes.

IT'S NOT JUST FOR COOKING | Given her delicate stature and disinclination towards violence, one might look at Leia as something of an easy target, but over the years she has come to the conclusion that words alone cannot always suffice. Loath to carry a weapon (which she'd be more likely to unintentionally harm herself with, than anyone else), Leia has instead trained herself in the art of 'bash and run'... Which, as the name suggests, involves a good whack with her trusty cast iron pan, and an even quicker exit.

INVENTORY | Books, books, a few more books, a journal (that's a book), ink, quills, a bottle of Fairy Ether, two bottles of pre-brewed healing draughts, and a box containing various oils and infusions, a cast iron pan named Sorrel, a ream of parchment and a bed roll. As well, she has on her person a traveling cloak for cold regions and several glow-stone 'flares' - a personal project she's developed to replace torches.
WRITING SAMPLE
SOME WORDS GO HERE


 
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Violet Henley
Twenty-Eight | Female | Half-Blood




APPEARANCE
VI is in many ways a classically lovely woman. A full face, somewhat masculine in its structure is pleasantly contrasted by pretty, delicate features
- warm coffee-brown eyes, a slender nose and soft lips, kissed at each edge by the ghost of an ever present smile. Blonde hair, kept neatly trimmed to her shoulders generally runs in wild waves or else is held up in a loose bun.

She is on the average side, height wise, standing at 5'5" and roughly 120lbs. Her form is narrow with subtle feminine curves, arms and legs leanly sculpted by natural muscle. Her nails are clean, but cut short as she has a habit of biting them she has yet to break.

Her wardrobe trends towards eclectic comfort, with large sweaters, silk blouses or graphic tees, but she has something of a penchant for skirts over pants. She favors heels, something of a vice if she's perfectly honest, but it isn't unusual to find her barefoot, even in the office.


"True magic is something deep within. The ability to love and to forgive. Even to forgive ourselves."




PERSONALITY
PATIENT GUARDED KIND HAUNTED MODEST CAUTIOUS

VIOLET is an old fashioned woman in very many ways. Polite and soft spoken, she has little difficulty making friends and earning the respect of her peers. She can be guarded, however, particularly where her past is concerned, and almost never speaks about her family. When pushed, Violet will withdraw, finding every opportunity to change the subject, regardless of how obvious it may be.

She loves her job, but there is a part of her that has often considered a transition to teaching, her dream to someday afford someone else the great luxury of the education she herself received. Ultimately, she is motivated by a sense of compassion for what is around her, and a belief that all creatures, great or small, should be properly looked after, magical or otherwise.

Unbeknownst to most, Violet suffers from an extreme fear of closed spaces, finding even travel by Floo or the elevator system in the ministry a near insurmountable task, on a daily basis. She has developed a few compulsive quirks to otherwise endure the traumatic phobia.






HISTORY

VIOLET Henley hails from a small, quiet village in the country of Wales, outside of St. Davids. Her mother was the half-blood daughter of a baker, her father a pure-blood wizard, desperate to carve his own path in life and escape the scrutiny of his familial name. Until her 2nd birthday, Violet's sister Oleander was an only child. Violet's sudden and unexpected arrival sparked a rivalry in the young girl, who had been rather profoundly comfortable with the current state of the house. This, coupled with Oleander's somewhat volatile nature might have otherwise made for a difficult youth - were it not for Violet's inestimable patience and good will towards others.

Despite every opportunity Violet took to bond, as such circumstances are ought, Oleander's resentment grew increasingly more hostile. When it became more and more apparent Violet had a gift for magic, while her sister appeared to possess none, Oleander's aggression turned violent. So fashioned was Oleander's ire for her sister that by the time Vi received her acceptance into Hogwarts, it was something of a relief for the family.

But the culmination of her sister's wrath came eventually, when Violet was home for the holidays during her second year. Oleander, always bigger and more formidable than her younger sister and enraged by Vi's attempts to teach the young squib about Hogwarts and the Wizarding World, pushed Violet into a well in the field behind their family home. For nearly eight hours, Violet survived in the frigid water, rescued when a passing bicyclist heard her cries.

Following the incident, Oleander was sent away and Violet, deeply traumatized, became reclusive and withdrawn. It took the entirety of a year for her to find her way through the darkness... and in particular, the guiding hand of her Charms professor, who instilled in Violet not only a sense of importance, but an understanding of how magic could be used to help people like Oleander. Pulled free, Violet transformed and the following year, found a renewed sense of worth and purpose, outmatched.

Over the next few years her focus was only matched ever by her drive, and upon graduation from Hogwarts, Violet set her mind to one task… A position in the Ministry of Magic. A task fully realized upon her appointment to the Department of Magical Accidents and Catastrophes as an Obliviator.


SKILLS
CHARM SPELLS | Blessed with an aptitude for Charms even as a young child, Violet has grown increasingly more skillful in the execution of Charm Magic - most especially those spells necessary to her occupation.

BAKER'S DOZEN | Baking runs in Violet's blood no less prevalent than magic. There isn't a recipe she has yet to attempt that hasn't far surpassed all expectation, and enjoying both the challenge and reward of such a task makes it all the more worth while. Baking is one of the few things Vi insists must be done without even a smidgen of magic.

QUIDDITCH TRIVIA | Despite all appearances otherwise, Violet has quite a knack for the game. Despite never having played, and (by her own admission) being rubbish in practice, her understanding of both how the game functions, as well as popular teams and historic moments are to her credit.

STEAL TRAP | Violet's ability to remember odd things - names, locations, series of numbers and such is almost uncanny. While appearing to be something of a natural gift, Violet does, in fact, utilize things such as mnemonic devices to keep relevant information from slipping away.
INFORMATION
BASICS
FULL NAME | Violet Evaline Henley
NICKNAME | Vi
AGE | Twenty-Eight
HOUSE | Hufflepuff
HOME | St. Davids, Wales
BLOOD-STATUS | Half-blood
BIRTHDAY | August 11th
ZODIAC | Leo

MAGIC
WAND
Length | 28.5 cm.
Flexibility | Unyielding
Wood | Chestnut Wood
Core | Phoenix Feather​
BOGGART | Oleander Henley
PATRONUS | Dove
AMORTENTIA | Baked goods, lavender and clean linen

EDUCATION
SCHOOL | Hogwarts
HOUSE| Hufflepuff
GRADUATION YEAR | 2010
BEST CORE CLASS | Charms
WORST CORE CLASS | Potions
MINISTRY DEPARTMENT | MA&C
MINISTRY POSITION | Oblivator

FAMILY
MOTHER | Charity Henley
FATHER | George Henley
SISTER | Oleander Henley
GRANDMOTHER (P) | Wilhelmina Cendrick-Henley
GRANDFATHER (P) | Orkanic Henley
GRANDMOTHER (M) | Moira Dashel
GRANDFATHER (M) | Peter Dashel
PET | Louis [orange striped tabby]


 
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"People tend to fear what they don't understand. And fear, as we know, can be a great motivator..."
-- Dana Jarr, Genesis Syndicate CEO

WHEN WE BECAME MONSTERS

Six months ago, a weaponized chemical was released over the city and life in Tempest Falls as we knew it changed forever. A population of six-hundred thousand people, in one instant all blacked out. For twelve seconds, there wasn't a single word spoken, a single motion made... Six-hundred thousand people lie unconscious in the streets, in their offices and homes, in their cars. And that was just the beginning...

When we woke, the city was in chaos. Car crashes, work related injuries and deaths, medical emergencies gone wrong... Then the changes began, and after that, nothing was ever the same.

They said it was a dormant gene, existing in only certain cellular structures. Of the six-hundred thousand, only one-sixteenth carried the gene. Of that one-sixteenth, only a third survived the changes. Roughly ten-thousand freaks... in a city, left terrified by devastation and destruction...

We became pariahs. Lepers.

After the Syndicate came... we became the hunted.


The Genesis Syndicate. A corporation hell bent on sweeping up the refuse from the attack. The trouble was, we were the refuse...and their idea of cleaning things up wasn't exactly some antibiotics and a band-aid. One at a time, or sometimes in mass groups, we were rounded up and tagged... branded like cattle. It was to ensure the safety of the rest of the population, they told us...

Then people started disappearing.

Now we are the only hope for our kind...

That is, if we can stay alive long enough to save them.



This RP is a reboot of a former project of mine, one I hope will have a better impact this time around. I will be fairly strict with characters and their powers, as last time things got a bit out of control and I don't intend to allow that to happen this time around.

Note: This is a completely reboot - so very little of the original plot will be reserved. If you were in the previous version and would like to apply again, please note, no one is guaranteed a spot and I may ask you to create a new character this time around - to prevent the same issues from last time occurring again.











[/bg][/centerblock][/bg][bg=grey][centerblock=95][/centerblock]





[centerblock=95][row][column=span4][bg=lightgrey]
[bg=#0C222C]THE SYNDICATE[/bg]






Their front is medical research and development, but in reality they have been abducting 'tagged' mutations, experimenting on them in the hopes of designing a series of super-soldiers, which they plan to mass produce and sell to the highest bidder. The entire syndicate is comprised of several factions.






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Cherubim Inc.: A private security firm. Here, the tracking and acquiring of GenMuts is undergone. Cherubim is also the location of the Agents - Genetically augmented assassins, tasked with the termination of non-acquirable subjects. Cherubim Inc. is overseen by Syndicate president Dana Jarr. The technical advancement division where the Agent augmentation takes place is run by Jackson 'Jax' Pierce. Cherubim Inc. is located within Tempest Falls, a series of towering skyscrapers, and is comprised of several civilian levels, separated by security clearance levels.





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Eden Laboratories: This is where the actual process of experimentation is done. Acquired subjects are moved here after retrieval and kept within the confines of a prison-like structure of cell blocks.





Subjects are separated by power-types, and rarely a permitted socialization, functioning on strict schedules for eating, sleeping and experiementation. Eden Laboratories is run by Director Nicolai Avramenko.






Four Rivers: A chemical development plant and pharmaceutical company, overseen by Doctor Josef Tatum.





[side=left][/side]
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The Tree of Life: A research hospital- a secondary unit used for experimentation, largely on the terminal or post-mortem work. Run by Director Robert Barren.





Eve's Home: A private location where orphaned, abandoned or unclaimed children possessed of GenMut abilities are held until the full manifestation of their powers. Run by Director Natasha Graves and Director Isaac Wyngard





[bg=#0C222C]HAVEN[/bg]






Haven is the headquarters for a small faction of genmuts called Tourniquet, who have banded together to fight against the Syndicate. Haven is located in a remote area outside of Tempest Falls and has been outfitted with a top of the line security system and training facility.






[bg=#0C222C]TIMELINE[/bg]






2025 - The United States enters what is called the New Great Depression, with levels of unemployment and poverty at extremes not seen in almost 100 years. Much of the world suffers greatly due to this economic crisis.






2026 - The president, having been considered another Hoover by many, is shot dead during a conference in Tallahassee.






2026 - The New Soviet Union is formed and expands its borders significantly.












2028 - The New Soviet Union ( Russia with Mongolia, Ukraine, Kazakhstan, and a few smaller nations) begins expanding further into European territory, taking much of eastern Europe. NATO responds with a declaration of war (protecting member nations who were invaded). Unfortunately due to domestic issues the US does not send more than a handful of soldiers, despite being responsible for a majority of NATO spending.






2029 - The New Soviet Union successfully overwhelms much of the European defense, capturing everything east of Warsaw (with the exception of Scandinavian countries, who are able to keep themselves from being overwhelmed).






2030 - The United States, with its domestic issues settled, joins the war effort, helping to keep the remaining European countries from falling.






2032 - After two years of near stagnation, the war heats up again as China declares war on the New Soviet Union, pushing deep into Soviet territory.






2034 - Despite successfully holding off the Chinese-European alliance for two years, the New Union falls with the death of their leader and capture of Moscow. The war cost over a hundred million lives, but it does end with the surrender of the New Soviet Union.






Thanks in part to the war effort, the economic depression that gripped the world loses severity, eventually considered ended by 2036.






* 2049 - The Genesis Syndicate is formed, with their base of operations in the growing town of Tempest Falls.






2051 - A terrorist organization called the New Fang by the general populace, begin assassinating leaders of various countries indiscriminately.






2055 - The New Fang's four leaders are found and executed, crippling the organization after four years and twenty five kills.






*2061 - After over a decade of success the Genesis Syndicate splits into three organizations: Eden Laboratories, Cherubim Inc., and Four Rivers.






*2065 - A massive flame overwhelms Tempest Falls, killing hundreds. The Genesis Syndicate is accused of involvement but manages to escape conviction.






*2069 - Eden Laboratories is taken over by Nicolai Avramenko.






2070 - A small scare overtakes several European nations when strange military movements are seen on the border between Bulgaria and Turkey. It turns out to be nothing major, however, and the event passes from memory.






*2075 - Dana Jarr takes over as president of the Syndicate, and begins sending the corporation in a new direction, focused more on military creations.






*2085 - The Genesis Syndicate's first major chemical weapons' test goes awry. Thousands are killed, and a minority of the survivors become a new kind of creature, with genetic abilities never before seen in humans. Testing is blamed on terrorist activity, credited to Russians (said to be a remnant of New Fang). The Syndicate comes in to aid the city, 'tagging' or registering known genmuts, in an attempt to protect the citizens.






*Involves the Genesis Syndicate or Tempest Falls directly











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[bg=#0C222C]GENMUT OVERVIEW[/bg]






The Genetically Mutated or genmuts as they are called are the survivors of those affected by the biological attack on Tempest Falls. Possessed of a certain gene prior to the attack, the genmuts have developed superhuman abilities on a genetic level.






















So far it is unclear what causes the differences in abilities, but it has been suggested that the latent gene, amplified by the biological weapon, is responsible for the nature of the mutation.






[bg=#0C222C]AGENT OVERVIEW[/bg]






Agents are genetically augmented assassins, tasked with location and acquisition of both registered and unregistered genmuts, as well as the termination of non-acquirable subjects. Agents have their minds wiped, prior to all augmentation, to ensure absolute focus and loyalty to the Syndicate.






















[bg=#0C222C]ANOMALIES[/bg]






Anomalies are mutants among those who were affected by he fallout of the attack whose genetics were altered to such extreme levels that continued existence within normal society became impossible. This includes transformations and/or mutations which have drastically altered the subject's physical appearance, making it impossible for them to pass as normal citizens.






In certain cases, transmutation has even bonded the subject's cellular structure to that of animals or other lifeforms.


















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Marcellus;Quicksand;LB;

THE
PARA-NORMAL

PLOT

Welcome to Shady Maple Creek… It gets a little weird here. Now, when I say weird, I'm not talking about your average 'cult in the basement of the library' or even Desperate Housewives weird.

Have you ever seen a vampire show up at CVS for his antibiotics and a month's supply of O Positive? How about Wolfman picking up the Sunday post in his tighty whities (would someone get that guy a robe, please?). Well, here in Shady Maple Creek, that's pretty much the every day norm.

Word is, it hasn't always been that way, though, but we're getting ahead of ourselves. This is a story about how the world's most private community became my home… and yeah, it's a pretty strange one.

++​

Para-Normal is based in the fictional town of Shady Maple Creek, where all things weird, freaky and supernatural gather. Contrary to what those money grubbing journalist hacks like Mary Shelley and Bram Stoker would have you believe in their ridiculous "historical accounts", most of Shady Maple Creek's populace just want to lead ordinary lives. Well, as ordinary as the lives of the strange and extreme can get.

In this story, you'll play one of the monstrous residents in this close knit community. You've grown up here, work here, and someday, maybe you'll raise your own family here. It's the small town dream, with a few little unexpected quirks, here and there, and you wouldn't have it any other way.

Currently, the town is preparing for the upcoming Centennial Celebration. There's a lot to do before the festival, and Mayor Tepes expects everyone to pull their weight, whether its setting up a booth for the flea market, coming up with fun themes for the competitions or helping to keep those pesky Brudermen goblin twins under control, everyone has a job to do and excitement is brewing.

Now if only you could get past the gnawing question of what happened to that bus full of normies that broke down outside the town border a few days back...

RULES & LINKS

RULES
The will be a fairly intermediate roleplay, somewhat freeform/slice of life - as we will build the story together as we go along. I will be accepting no more than ten players, and for the time being you may make one character only (this may change, depending on the amount of players).

I will be expecting posts every other week, though more frequently is of course more than welcome. As well, collaborative writing (collab posts) will be expected, but I do ask that if you collab you don't take more than the allotted two weeks to finish/post. I shouldn't need to mention it, but I will because sadly, it's an issue I've come across too often. READ EVERYTHING. RP is a cooperative process and it involves more reading than writing. It doesn't matter if it involves your character or not. Please read it. The other players will extend the same courtesy to you, and you don't wanna be the person who misses something important cause you skimmed.

There are no real length expectations, but I do ask that you shoot for at least a few solid paragraphs in order to keep things moving forward. One liners are not permitted. These rarely serve to drive the plot and are exceptionally difficult by which to respond. Also, they're just lazy. Please be sure to proofread your posts. Errors are fine, and I'm not a grammar snob, but constant unreadable mistakes can be a drag to read.

Content wise, I ask that you avoid gratuitous violence/language. Sexual content of any kind is not permitted - any romance is required to fade to black. Thematic elements are okay, provided you use discretion. If someone is uncomfortable with an idea, don't do it. We all have different comfort levels, but general insensitivity will not be tolerated.

OOC nonsense is absolutely fine, but OOC drama is a no go. If you can't get along with the other players or have a tendency to be argumentative/confrontational, you are probably not gonna be a great fit. Communication is a NECESSITY. If you aren't willing to commit to plotting/chatting with other folk on a pretty consistent basis, you might not wanna jump into this one. We jabber. A lot. It's fun. Please don't ruin the fun LOL.

I don't expect you to live your life around the RP, but ghosts don't make for great players. RL comes first and if you have to take a break or can't post for a period of time that's fine, but please let me know. While I'm happy to accommodate any absences ICly, but failure to reply or inform me of such an absence/hiatus will likely result in your removal from the RP.

I will be utilizing a DISCORD server for chatting/plotting/organization purposes and do ask that if you choose to join the RP you also join this, as it makes it easier for announcements and planning. I'm a busy wife and momma, so I can't always be on Iwaku, but I can check Discord more frequently. The link for the server will be posted as soon as I have reviewed/accepted characters.

Once the character sign ups are posted you will have roughly a week to two weeks to finish the application before I begin the selection process. Characters will not be first come first serve, but will be chosen based on creativity, content quality and your site history (whether or not you've dropped RPs/posting consistency/quality/ability to interact well with others/willingness to plot). Note that if you are new to the site or hide your post history, I may ask for writing samples to clarify.

As always, all IWAKU rules and policies are non-negotiable.

I will absolutely accept questions via PM or DM should any arise!

Most importantly - this RP is meant to be fun. If you're here to be a grimdark edgelord powerplayer, this isn't the town for you.


DISCORD
Tricked ya... Nothing here, yet! Come back soon for DISCORD link :-D

CHARACTER SIGN UPS
OH man... No link here yet, either?? I'm slackin.


OOC Info

As you've probably guessed, in Para-Normal your character choices stem from just about anything weird and wacky. The only real stipulations are no normal folk (as of right now), nothing legendary/overtly enormous (Cthulu/Godzilla types) and steer clear of anything relating to angels/demons. These things may come into play down the line, but for right now we'll stick to standard monster elements.

Inside the town, disguises are optional, but upon leaving Shady Maple Creek, disguises must be maintained. Monsters can stem from anything like vampires and werewolves to swamp creatures to yetis and everything in between.

For now, I'm not going to write a comprehensive list because that feels too limiting. Instead, we'll develop the lore as we go along. I do ask though, that you run your initial concept/choice by me first, so we can go over the ideas and keep things consistent all around.

 
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Ruslan Display;Marcellus;;

Cordelia
Briggs

PLOT

Welcome to Shady Maple Creek… It gets a little weird here. Now, when I say weird, I'm not talking about your average 'cult in the basement of the library' or even Desperate Housewives weird.

Have you ever seen a vampire show up at CVS for his antibiotics and a month's supply of O Positive? How about Wolfman picking up the Sunday post in his tighty whities (would someone get that guy a robe, please?). Well, here in Shady Maple Creek, that's pretty much the every day norm.

Word is, it hasn't always been that way, though, but we're getting ahead of ourselves. This is a story about how the world's most private community became my home… and yeah, it's a pretty strange one.

++​

Para-Normal is based in the fictional town of Shady Maple Creek, where all things weird, freaky and supernatural gather. Contrary to what those money grubbing journalist hacks like Mary Shelley and Bram Stoker would have you believe in their ridiculous "historical accounts", most of Shady Maple Creek's populace just want to lead ordinary lives. Well, as ordinary as the lives of the strange and extreme can get.

In this story, you'll play one of the monstrous residents in this close knit community. You've grown up here, work here, and someday, maybe you'll raise your own family here. It's the small town dream, with a few little unexpected quirks, here and there, and you wouldn't have it any other way.

Currently, the town is preparing for the upcoming Centennial Celebration. There's a lot to do before the festival, and Mayor Tepes expects everyone to pull their weight, whether its setting up a booth for the flea market, coming up with fun themes for the competitions or helping to keep those pesky Brudermen goblin twins under control, everyone has a job to do and excitement is brewing.

Now if only you could get past the gnawing question of what happened to that bus full of normies that broke down outside the town border a few days back...

RULES & LINKS

RULES
The will be a fairly intermediate roleplay, somewhat freeform/slice of life - as we will build the story together as we go along. I will be accepting no more than ten players, and for the time being you may make one character only (this may change, depending on the amount of players).

I will be expecting posts every other week, though more frequently is of course more than welcome. As well, collaborative writing (collab posts) will be expected, but I do ask that if you collab you don't take more than the allotted two weeks to finish/post. I shouldn't need to mention it, but I will because sadly, it's an issue I've come across too often. READ EVERYTHING. RP is a cooperative process and it involves more reading than writing. It doesn't matter if it involves your character or not. Please read it. The other players will extend the same courtesy to you, and you don't wanna be the person who misses something important cause you skimmed.

There are no real length expectations, but I do ask that you shoot for at least a few solid paragraphs in order to keep things moving forward. One liners are not permitted. These rarely serve to drive the plot and are exceptionally difficult by which to respond. Also, they're just lazy. Please be sure to proofread your posts. Errors are fine, and I'm not a grammar snob, but constant unreadable mistakes can be a drag to read.

Content wise, I ask that you avoid gratuitous violence/language. Sexual content of any kind is not permitted - any romance is required to fade to black. Thematic elements are okay, provided you use discretion. If someone is uncomfortable with an idea, don't do it. We all have different comfort levels, but general insensitivity will not be tolerated.

OOC nonsense is absolutely fine, but OOC drama is a no go. If you can't get along with the other players or have a tendency to be argumentative/confrontational, you are probably not gonna be a great fit. Communication is a NECESSITY. If you aren't willing to commit to plotting/chatting with other folk on a pretty consistent basis, you might not wanna jump into this one. We jabber. A lot. It's fun. Please don't ruin the fun LOL.

I don't expect you to live your life around the RP, but ghosts don't make for great players. RL comes first and if you have to take a break or can't post for a period of time that's fine, but please let me know. While I'm happy to accommodate any absences ICly, but failure to reply or inform me of such an absence/hiatus will likely result in your removal from the RP.

I will be utilizing a DISCORD server for chatting/plotting/organization purposes and do ask that if you choose to join the RP you also join this, as it makes it easier for announcements and planning. I'm a busy wife and momma, so I can't always be on Iwaku, but I can check Discord more frequently. The link for the server will be posted as soon as I have reviewed/accepted characters.

Once the character sign ups are posted you will have roughly a week to two weeks to finish the application before I begin the selection process. Characters will not be first come first serve, but will be chosen based on creativity, content quality and your site history (whether or not you've dropped RPs/posting consistency/quality/ability to interact well with others/willingness to plot). Note that if you are new to the site or hide your post history, I may ask for writing samples to clarify.

As always, all IWAKU rules and policies are non-negotiable.

I will absolutely accept questions via PM or DM should any arise!

Most importantly - this RP is meant to be fun. If you're here to be a grimdark edgelord powerplayer, this isn't the town for you.


DISCORD
Tricked ya... Nothing here, yet! Come back soon for DISCORD link :-D

CHARACTER SIGN UPS
OH man... No link here yet, either?? I'm slackin.


OOC Info

As you've probably guessed, in Para-Normal your character choices stem from just about anything weird and wacky. The only real stipulations are no normal folk (as of right now), nothing legendary/overtly enormous (Cthulu/Godzilla types) and steer clear of anything relating to angels/demons. These things may come into play down the line, but for right now we'll stick to standard monster elements.

Inside the town, disguises are optional, but upon leaving Shady Maple Creek, disguises must be maintained. Monsters can stem from anything like vampires and werewolves to swamp creatures to yetis and everything in between.

For now, I'm not going to write a comprehensive list because that feels too limiting. Instead, we'll develop the lore as we go along. I do ask though, that you run your initial concept/choice by me first, so we can go over the ideas and keep things consistent all around.

 
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Leander Drak
status
First born son of King Grovan Drak; Prince

age
Thirty one

gender
Male




ABOUT
Even though Leander is a prince, he would stand out in a crowd regardless. Many describe him as beautiful but there have been a few that commented on the hint of pain behind his striking green eyes. He is tall, standing at six foot two, and has an athletic build. His skin always appears sun kissed and his hair cascades in copper waves against his strong jawline. Women swoon over the prince, for his title and his looks, but it isn't long before their perception of him is soured by his rotten personality.

Arrogant and privileged, Leander knows that he is better than most and he is not above flaunting his title. He demands respect even when he does not deserve it and when challenged, he can be brash and belittling. Leander's unpleasant personality is, more often than not, a shield to protect his desperate need to be accepted and loved and to mask his feelings of inadequacy and fear that he will never live up to the name that precedes him.

Leander dresses as you would expect a man of his class to dress with a few liberties. He wears semi-fitted trousers in darker colours and white pressed button up shirts with loose arms and the neck open to bare his collar bone. Over top of his shirts he would wear either a waist length jacket, a vest, or a tunic style overcoat. These pieces were often adorned with jewelry or accent patterns in gold. Hanging from his shoulders was either an overcoat that hung mid-calf in a colour to match his trousers or a cape with a golden armoured shoulder for more formal occasions.

Leander favours a one-handed sword that allows him maximum mobility. It rests in a scabbard attached to his hip so that he is able to draw it quickly. Strapped to his thigh opposite of his sword and above his pants is a long dagger in a smaller scabbard. On his ankle on the same side of his sword and inside his boot, the smallest dagger is hidden.

STRENGTHS AND WEAKNESSES
+ Natural Born Warrior: Leander showed a natural gift for the sword when he was quite young and opted for more beneficial fighting methods over fencing for sport. He found solace in training and did so as much as he could. Leander was even mentored by a well revered knight in the King's army. He is also proficient in hand-to-hand combat and is surprisingly agile. Although Leander prefers to fight with a weapon, he is just as lethal without.

+ Cunning and Manipulative: Leander has grown up in a world of politics, niceties, and manipulation. He has first hand experience in what to say and how to say it to get what you want. He has learned to observe small details about others and gather information to use against them.

+ Determined and Hardworking: For everything Leander is, lazy is not one of them. He is determined and he works hard. Leander is the type to work until his hands are bleeding and although he might take a moment to sulk, he will never give up.

- Distorted Moral Compass: Leander wasn't raised as a typical child and his sense of right and wrong is heavily skewed because of it. Instead, Leander serves only his own ideals of right and wrong no matter how unorthodox they appear to be.

- "You Arrogant and Selfish Prick!" A slur Leander has heard a number of times resulting from him only thinking of himself and acting irregardless of how it might affect others. Leander thinks highly of himself and his pride can be off putting.

- Privilege: Although Leander has a traumatic childhood, he has never experienced the hardships of coming from nothing. His family is royalty and he has only known luxury, which results in his lack of gratitude for things. In addition, he has no actual sense for the reality of others and the world itself.
HISTORY
The Dominion celebrated when King Grovan Drak welcomed his first son into the world. Celebrations were held across the land for the weeks to come following Leander's birth; at last, the Dominion had a Prince to succeed the King. As young as Leander could walk, he was raised with one purpose in mind; one day he would take Grovan Drak's place on the throne. It was an immense amount of responsibility, pressure, and expectation to put on a child and with it, came many rules. Leander was to attend council with his father to observe the politics of the country, he would have daily lessons on all manners of being a King, and he would have free time only when permitted. He was robbed of his childhood - seldomly allowed to socialize outside of his duties. King Grovan Drak was intent on molding the boy into the perfect image of himself no matter the costs… but it came with grave repercussions.

Leander was just five years old the first time his father struck him. He was playing hide and seek with a squire boy in the estate when Grovan Drak went to collect him to attend council but he didn't want to go - he didn't want to stop playing. His taste of innocence and freedom would be soured when his father struck him for all peering eyes to see… and it would not be the last time that Leander was corrected for inappropriate behaviour.

Grovan Drak would continue on to have two more sons, Andrius and Braegen. The two did not have the same responsibility or expectations thrust upon them simply because they were not first born and instead were awarded the affections of their father. As Leander aged, he began to resent them for that and the position he held being the first born son. He became more rebellious, always pushing boundaries or making snide remarks and continuously earning the disapproval of his father despite the successes he had or the promise he showed. Leander would never live up to his name, he would never be worthy, and he would forever live in the shadow of the great King Grovan Drak.



made by zenith
 
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