Shattered/Another Horizon Index

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  1. #1 ERode, May 18, 2015
    Last edited: Mar 5, 2016
  2. Witches
    Witches are one of the few races of Talze Utera who adjusted surprisingly well after their nation was destroyed by their supposed allies. A secretive, elusive race that was physically indistinguishable from your ordinary human, the witches are an exclusively female race with the ability to communicate with wandering spirits, those who have yet to be put to rest. This is not like the soul magic of the vampires, that forcefully bind spirits, but is instead a trait unique to witches. Some time ago, witches used to be referred to as shamans, but, as things stand at the moment, the common man's view of a witch is that of a psycho-bitch that worships demons.

    Witches are capable of all sorts of magic, but are most well known for their curses and their summoning spells, which allow them to call forth the spirits of those long gone. Also, they have an incredibly extensive knowledge of potion-making, but that path isn't pursued much nowadays. A shame, really.

    Also, while the daughters of witches become witches, the sons of witches are merely human, without a scrap of soul-seeking potential.
  3. Illiserev
    The southernmost nation, Illiserev had suffered the least amount of casualties and damages during those three wars, largely due to the fact that they were the farthest away from the conflict, and was mainly responsible for taking care of supplies and equipment. An oligarchy that's ruled by whichever bureaucrats hold the most wealth in their coffers, Illiserev is a decidedly capitalist nation, where money makes right. While there are basic laws forbidding things such as murder and thievery, it isn't uncommon for different cities to have different rules, depending on which business has the most influence there. As the least-damaged nation, Illiserev's beautiful port cities are largely preserved, and provide vast amount of delicious fish. Illiserevians can be seen across the continent, employed for the reconstruction of other cities.

    Private armies are the name of the game in Illiserev. Being the fancy bureaucratic nobles they are, butlers and maids skilled in close quarters, unarmed combat are in high demand, especially the good looking ones that wear Talentium jewellery and can actually do their main jobs. Illiserev is also the nation closest to the Archipelago, a cluster of island-nations that were ignored by the Empire and have their own exclusive luxury goods.

    Though it is a nation of wealth, it is one that earned its wealth the hard way. The lands of Illiserev are bereft with harsh, extreme weather, and its natural resources are severely lacking, with only metal ores being in abundance. Much of terrain is composed of plateaus and grassu plains, with only a few trees dotting the infrequent valleys. A network of rivers makes travel by boat popular in Illiserev.

    Illiserev could be considered Italian and British.
    The Illiserevan Big Three

    While officially a monarchy, headed by King Nathaniel Thurias, Illiserev is ultimately ruled by its bureaucrats, who send in officials to manage towns and cities. Amongst those bureaucrats are the Big Three, aristocratic families that have been given the royal decree to act with the king’s authority within the towns they manage. This decree is given to the wealthiest and most influential of families, and this is also why there are four capital cities within Illiserev: a royal capital, and the three aristocratic capitals.

    The wealthiest family is the Siaruth family, one with a legendary history associated with the royal family itself. They claim to be a family who shares ancestors with Illiserev’s royal family, and rule a capitalist empire that has a brand in practically every type of business present. The family treasury is famed to be greater than the worth of the royal treasury itself, and the head of the family holds enough power to make towns disappear overnight, without a trace and without magic.

    An offshoot of the Siaruth family, the Veldarilt family is in a special place, the most militaristically inclined aristocratic family that benefits from having royal authority due to being the sword and shield of the Siaruth. The most heavily involved in the war against the Jeaulian Empire, they were the first to establish schools dedicated to specifically training combat butlers and battle maids, and many PMCs within Illiserev are connected to the Veldarilt. Though not particularly rich, the Veldarilt has particularly strong bonds with Astopol, and smiths associated with the Veldarilt family are guaranteed to be high quality.

    The second wealthiest family is the Mauritania family, a massive shipping empire with connections to every island-nation in the Archipelago. Involved in moving goods for centuries, their fleet of ships is massive, and are crewed by only the most skilled seamen. After the inception of airships, the Mauritania family were relatively slow to pick up on it, still focusing on their caravans and ships, but have begun production of their personal airships after the rise of the Braxton family. They have a respectible privately funded army in their own right to escort their rich ships/caravans/airships, and their efficiency in moving goods and providing economic military support played a heavy part in the war.

    The third wealthiest family is the Braxton family, who gained their standing only recently, after absorbing the assets of the Covinghall family and gaining exclusive support for many Archipelago island-nations. Though many nasty rumors have been spread about them, no conclusive evidence has been dug up, and it can’t be denied that their recent investments in airship-based trade hasn’t been helpful in bolstering the economy.


    One of the many port cities of Illiserev, Yuimas is a bustling town under the jurisdiction of the Braxton family. While not as modernized as the others, it has an archaic architectural style that has made the town rather popular with sightseers and tourists, which in turn explains the many taverns and inns that are present in the town. During winter, it is also one of the ports that remain open, due to how Illiserev's winters are marginally kinder on Yuimas than other locations, enough that the waters aren't completely frozen over. Outside of architecture, good food, and nice, scenic areas for couples to walk about in, Yuimas is also one of the few places in which the Fight Club is an aboveground attraction.

    There's also brothels, legalized slavery, and all that other seedy stuff. Probably why it's popular for sailors as well, really.


    One of the many port cities of Illiserev, Reizal is one of the few ports that remain open during winter, due to the fact that the ports itself is inside a cove, sheltered somewhat from the extremities of weather. Located by a tall, sheer cliff facing the ocean, the town is governed by officials appointed by the Veldarilt family, and is extremely active, in terms of trade and commerce. Many roads lead out from Reizal to other large towns within Illiserev, and most buildings are made of stone and strong wood, meant to endure and insulate. This practicality doesn’t give it any sort of rustic charm, nor does it get much in the way of tourists at all, but that doesn’t matter. Reizal gets lots of people coming in and out of it for business, and has grown to match the flow of people.

    It is also the place where the first School of Combative Servitude was established, and seeing young men and women walk around in butler and maid outfits, regardless of season, is a commonplace thing.


    If there's one thing that defines Illiserev's cuisine, it's that there is tons of it. Literally tons. And it never runs out. Blessed by the boon of the sea and the Archipelago, as well as the fact that it's suffered the least damage from the three wars 12 years ago, Illiserev's cuisine is largely not fussy at all. Cook your fish quickly, dash a few pinches of spices on it, and start eating. In this capitalist world, it's quantity that matters, and maids who can cook lots of good food in a short amount of time are paid a lot for their work. In a way, one can say that Illiserev lacks any true cooking style or sophistication, but they really don't give a crap.

    After all, they have Dansilan and Astopolian chefs setting up restaurants over in Illiserev, so it's perfectly fine to spend money on fancier meals.

    Bread, soup, and fish are staples in Illiserev, with all of them being rather cheap.
    #3 ERode, May 18, 2015
    Last edited: Jun 24, 2016
  4. Astopol
    Astopol is a theocratic nation, but, at its core, is really just a nation filled with good-natured people. Hospitable to strangers and generous to friends, Astopolians are probably the most tolerant, merciful group of humans on this half of the continent...though they're also monstrously zealous when it comes to exterminating anything that's considered a threat to their otherwise lovely society. Blessed by the Goddess they worship, Astopol's lands always have fair weather, perfect for growing crops and feeding herds. Snow and storms are unheard of, and, despite the fact that this nation is situated on mountainous terrain, complete with sheer cliffs and other shenanigans, avalanches are a rare occurrence indeed. It is ruled by the Head Priestess and the Knight Commander, who guide the citizens and the military respectively, and it is a cultured nation filled with art and music.

    It also was the frontline of the conflict against the Empire, and thus, half the nation was pretty much flattened, practically uninhabitable. Most people chose not to look at that direction. The nature recovers quickly in Astopol, but the landscape does not. As if hoping for a chance to redeem themselves, the knights of Astopol are considered the most active military force in the three nations, often participating in mock fights, rift-beast hunts, and bandit extermination, though their zealous attitude hasn't changed much during the years.

    Astopol could be considered Slavic.

    The only wholly religious nation on this half of the continent, Astopol worships the Goddess of Miracles, a spiritual guardian of their lands that has shown its hand many times in the past. It is through the Goddess of Miracles that its lands are eternally Spring, and it is through her divine aid that its war-torn lands recovered remarkably quickly. Every fifty years, the Goddess chooses a young girl as her avatar, and that child becomes the Head Priestess.

    The Goddess of Miracles promotes charity, honesty, and righteousness. Those who have become corrupt with power are quickly and brutally removed by the Executioners of the Church, and all Astopolian Knights must pass a test of character before they join the frontlines alongside their brethren. Mercy is to be shown to humans and monsters equally, but are expressed in different ways.

    Humans can attain redemption. Monsters are given a quick death.

    Those who worship the Goddess of Miracles do not believe in a paradise that awaits them after death. They believe in making a mark in their world, in leaving the world a better place for their descendants, and in finding peace in the arms of their Goddess, their slumber only disturbed when their descendants call for their strength once more.

    When Knights march off to battle, their warcry is this:

    "Glory to the Knights, and Death to the Monster."


    The capital city that rests on the tallest mountain in Astopol, Ansiba is a place of tall white walls and plentiful resources, from rich soil to rare minerals, making it one of the most valuable cities on the continent. Having withstood many sieges in the past, it is an impregnable fortress that holds some of Astopol’s most influential figures, from the Holy Priestess to the Knight-Commander to the Keep Family. Though the legendary hero of the Talentless Strife no longer resides in Ansiba, it is still one of the places that even Rift Beasts could not invade. Countless magical spells ward off any long-range assault, while the Silver Sword Division, headed by the Knight-Commander, eviscerates any Rift-Beast that dares manifest before it can even scratch the pavement.

    In a world from which monsters can appear at any corner, Ansiba is one of the few places that are totally, entirely, absolutely safe.


    In Astopol, a meal is not just food, but art. Using fresh, simple ingredients and little to no extra flavoring, Astopolian chefs make some of the most delicious and pretty bits of food ever. It's nutritious, beautiful, and tasty, with the only weakness being that it takes a much longer time to prepare than normal. Because of that, appetizers are the name of the game for most meals, an evenly sliced array of vegetables and fruits tiding people over as they wait for their food to come when in a restaurant. Due to the always fair weather of Astopol, there is rarely any distinction between hot food and cold food, with most of them being tasty even if they are lukewarm.

    Dairy products are central to Astopolian dishes, from cheese to milk to yogurt to cream. Noodles are also a rather popular food, but are generally served separate from the broth, and elegantly swirled on the dish. Few spices are used, and it could be said that Astopolian cuisine is deceptively simple.
    #4 ERode, May 18, 2015
    Last edited: Jul 7, 2016
  5. Dansila
    Dansila is a primarily scholastic nation, the birthplace of a whole bunch of important inventions that revolutionized life in the three nations, from the recently established 'internationally unified currency' to the advent of runetech to the creation of airships. Filled with people who are hungry for knowledge and who want to make a lasting impact in the world, Dansila encourages everyone and anyone to never stop learning. Of course, that also makes the top-tier Dansila universities into cutthroat, backstabbing academic warzones...but hey, that's also a form of motivation and student empowerment! The most influential people are the professors, and the Sidosa Board, a governing body elected every five years, is composed exclusively of experts on university subjects. It might have been bad to rely so heavily on theoretical knowledge, but in Dansila, experiments are everything.

    Illiserev and Dansila have a particularly strong bond, in that the rich bureaucrats will fund the ambitious projects of the Dansilan students, but, in exchange, will have the right to monopolize that invention later on. A win-win situation, to a degree. Dansila is filled with international students, and accepts them freely...though they do pay higher tuition fees. Interestingly enough, though the nation does have a proper military, it is much more common for rift-beasts to be dealt with by nearby students with an interest in Sword Arts or Sword Skills. After all, martial skills is another form of knowledge.

    Dansila is a forest-y sort of place, full of greenery that goes through the normal cycle of seasons. It even has a few mountains, which are incredibly popular destinations during the winter, and, all in all, it's a rather cool place.

    Dansila is Japanese as fuck. Literally the nation of weeaboos.


    The capital city of Dansila, Cykes is a place full of high-rise buildings meant to accommodate its growing population. Many of the houses are made out of wood, due to the plentiful forest that surrounds it, and runetech can be found in just about anywhere now. While the price of living is rather high in Cykes, most of the residents are students, capable of simply taking loan after loan and mooching off their parents wealth.

    The design of the city is like that of a three dimensional maze, with multiple 'layers'. There are some shops that can only be accessed through bounding from rooftop to rooftop, and the one map of Cykes omits a whole bunch of hidden gems. It's due to that fact that tour guides are in high demand in Cykes, and tourism in this metropolitan town is one of its largest markets. Despite this though, the main attractions of Cykes is still their schools, which can contain anything from grand libraries to museums to food festivals. It is, essentially, a very, very exciting, explosive place. The city never sleeps, because students be pulling all-nighters every night.

    Best to think of it like Tokyo.


    Cuisine in Dansila is generally on-the-go and freshly-made, with an emphasis on flavorful foods that are heavy with oil and meat. Students generally gravitate towards those types of food, because it just tastes so damn good, and can be made fairly quickly. Street vendors are trending at the moment, with that one jianbing vendor being one of the richer people in Cykes.

    It is generally considered a very sad thing when your lunch isn't piping hot, which is why most people prefer to eat out instead of pack something for lunch. Most foods in general are meant to be eaten as soon as they are cooked, and the only 'cold' food that is popular is sashimi, slices of raw fish kept cold via ice magic. Even then, sashimi is only acceptable during the warmer seasons, often eaten with edible flower petals.

    Thin soups are almost non-existent, while curry is considered a luxury food. There is a saying in Dansila that wealth is determined by how thick your curry is.
    #5 ERode, May 18, 2015
    Last edited: May 22, 2015
  6. Runetech
    An invention created six years ago, runetech, the shortened form of Runic Magic Technology, is, as the name suggests, technology empowered by simple runes. Through the application of these self-operating runes, even if one didn't hold the necessary magical knowledge to create spells, they can automatically feed their mana to the runes for wonderful things to happen, from heated baths to carts that move themselves! While an invention that was made only six years ago, it has now permeated into many essential aspects of life. A city can not be considered modern without a water transportation system guided by water runes, and the creation of runetech itself has brought forth a whole new sector of jobs: that of rune technicians and rune energizers. It is most definitely a world-changing invention, and new applications are being created on a monthly basis.

    One of the most significant applications of runetech in recent memory is that of Spellshooters, pipes engraved with a single offensive rune that allow even uneducated peasants the ability to use simple spells such as Fireball and Ice Blast. Sadly, the price of these Spellshooters are out of the price range for said commoners, and there has been no progress in fusing Talentium into these Spellshooters. An inflexible self-defense weapon, really.
  7. Airships
    Soon after the invention of runetech, airships arrived at the scene, giant blimps with twin propellers that could move through the sky much faster than your average horse-driven cart. Powered by a combination of magical furnaces and ship-like sails, these airships have become a common sight across the continent, delivering goods and messages, though rarely used for actual combat. While airship pirates do exist, and are a threat to merchants, there's generally a gentleman's agreement in regards to airship-to-airship combat: you don't actually destroy the other airship. After all, if your ship explodes, the people in it are also probably dead. Because of that, airships are equipped with grappling hooks, and crew members are trained in melee combat, like the manly men than they are.

    Needless to say, for those with a sense of adventure, work at an airship is a pretty damn good idea.

    There has been rumors that a bunch of Dansilan students have recently begun development of an airship that doesn't actually require a balloon full of hot gas to float, but, it's obviously just rubbish.
  8. Vampires
    Twelve years ago, these denizens of the night used to roam the shadows, existences that were as terrible as they were invincible. Capable of regenerating from any injury outside of a pierced heart, they were considered the most frightening of all the monsters in Talze Utera. Most of the vampires still present in the world are daylight walkers, vampires conceived through natural means whom are resistant to sunlight. Indistinguishable if not for their fangs and their lack of blood, the average vampire requires one pint of blood every two weeks in order to live. However, the more blood they drink, the stronger they become, which has lead to two decidedly different classes of vampires.

    There are the 'aristocrats', those deeply involved in the underground slavery industry. With a steady supply of blood from their human slaves, they maintain the same amount of power as their ancestors through constant blood consumption, and are the main targets of the Astopolian Knights. Though it is unknown where these aristocrats hide, it's theorized that they live in the otherwise unihabitable wastelands left after the battles with the Empire.

    There are also the 'dogs', an offensive term in vampire society denoting those whom ask for blood, instead of simply taking it. These vampires are ones who try to stay as human as possible, taking only enough blood to exist, and whom indulge in human cuisine. Needless to say, they're much weaker than aristocrats, and are generally weaker than humans, incapable of even using magic. These types generally depend on the charity of Talze Uteran sympathizers.

    It is possible to turn a human into a vampire, but most don't survive the process.

    Vampires have the same lifespan as ordinary, healthy humans, though can extend their lifespan through constant blood consumption.

    Vampires are the creators of blood magic and soul magic, which involves the manipulation of blood and spirits respectively. Unlike witches, soul magic forces spirits into unnatural shapes and turn them into little more than mindless servants. It is due to this lack of respect for the dead that witches and vampires sorta have a hate-relationship going on.
  9. Elves
    In the ancient past, elves used to be regarded as the 'higher race', beings who could freely communicate with plants and animals, read the weather patterns of the skies, and a host of other useful abilities. Then humans surpassed them in technology and elves became known as the savage race, incapable of creating grand towers of stone. When Talze Utera fell, the elves weren't exempt from the damages incurred, but, due to their beauty and grace, were spared the genocide.

    Instead, the majority of elves became second-class citizens, a term that, depending on which nation and city you go in, can vary from 'lower class citizens who are still totally acceptable' to 'subhuman trash that deserves to eat fertilizer' to 'slaves'. The third term is especially prominent in Illiserev, whose capitalist, industrial views run counter to the elves' own view of preserving nature. Needless to say, it sucks to be an elf, especially a good looking one.

    Elves do not use the same magic that humans do. Instead, they employ a similar magic to that of witches, utilizing their ability to communicate with nature in order to pull off magical feats. Because of this, elves and witches get along rather well, and have been working together to liberate their kind in a whole bunch of small-scale raids on Illiserevian factories or Dansilan brothels or whatever else.

    Elves are, generally, taller than humans, with longer ears and lifespans. Heterochromia is also common amongst their kind.
  10. [BCOLOR=transparent]Crystalla[/BCOLOR]
    [BCOLOR=transparent]Prior to the arrival of Rift Beasts, these beings were second to only vampires in terms of strength and with a far better reputation. Renowned as mighty warriors and hailed as esteemed elders due to their longevity, the Crystalla often served as advisors or confidants for those in power. Now their numbers are almost non-existent, the Rift Beasts existence pinned on the race and its members hunted to near extinction as a result. Despite their best efforts, a low birthrate meant small numbers that were eventually overwhelmed.[/BCOLOR]

    [BCOLOR=transparent]In terms of appearance, Crystalla have a fairly human-like appearance except for some defining traits. Generally they’re a fair bit taller and average around six and a half feet, although it takes them many decades to finish growing. They also tend to be of heavier and more rugged builds, a result from the constant burden they carry in the way of their crystalline structures. These are generally the best way to determine a Crystalla’s age, as older individuals tend to have denser and more widespread structures. A Crystalla armored in its own Allis is generally one that deserves both respect and caution as an elder of the race as a whole. [/BCOLOR]

    [BCOLOR=transparent]Yet when the Crystalla were hunted down, the other nations discovered that Allis could be forged into weapons that were capable of cutting through the Rift Beasts with ease. While it has long since fallen out of use with Talentium’s superior properties, there are some who collect these pieces for their own reasons.[/BCOLOR]

    [BCOLOR=transparent]While the Crystalla don’t have any magic to call their own, they are often physically superior to other creatures and boast an impressive magical reservoir. Their structures of Allis serve as batteries that supercharge their bodies to allow inhuman feats or fuel spells to greater effects. Basically if a Crystalla is covered in Allis, it’s got a monstrous reserve of energy to draw on.[/BCOLOR]

    [BCOLOR=transparent]Despite having been mostly hunted down, occasionally a Crystalla will be discovered in a state of hibernation within the deep caverns of Talze Utera. Often they are the eldest individuals that managed to survive where their younger brethren did not and they awaken to intruders with a fury that has simmered for more than a decade. While the widespread nature of Talentium has brought death to all of them, it’s generally not without casualties.[/BCOLOR]
  11. Talentium
    Talentium is love, Talentium is life.

    A unique ore harvested from the bodies of rift-beasts, Talentium is quite possibly the best material for making bladed weapons out of. While one would have to question the sanity and the wealth of a man who purchases a warhammer made out of Talentium, this ore has become cheaper during the years, as weapons forged of Talentium rarely, if ever, break. And so, as demand decreases, price decreases! Yay for first year economics!

    However, there is one problem with Talentium. It can only be forged within a week of extracting it from a rift-beast, and, after that, it hardens into its natural state of being nigh-impossible to break or melt. Furthermore, most Talentium that can be brought out of a rift-beast is of low-quality, basically useless for the purposes of becoming a body-enhancing weapon. It is only the core of the beast that holds the purest of Talentium, and even then, the quality of that pure Talentium varies between each rift-beast.

    Talentium is of a silvery white color, though some people have claimed that, during the war, there were individuals that wielded swords of colored Talentium. Chances were that they just painted their swords though, a common thing for more fashion-sensitive knights.
  12. Rift-Beasts
    A simple term for a species that isn't understood at all, rift-beasts are monsters that arrive from cracks in the sky, often falling a good few meters before landing on the ground. Ink-black in appearance, they take on a variety of sizes, from a cow to that of a small mountain. They are highly resistant to non-Talentium-enhanced magic, generally have skin that's tough enough to dissuade steel weapons, and are physically stronger than any other animal in the wild. When they appear, they will invariably go on a rampage in the location they're at, and can not be communicated with in any way. It's not even known if they use the same senses as normal biological beings, as any illusion cast on them seem to have no effect. Maybe they don't even have the ability to think at all?

    Needless to say, they make no sense whatsoever, and at death, instead of decaying, their bodies will crystallize into Talentium, which, over the course of a week, will become stronger and hardier, until it's nigh impossible to break.

  13. Escellar Aruivantes
    One of the foremost authorities on runetech, Escellar Aruivantes comes from a long line of professors and magical innovators, even though, technically, he's an adopted son. Popular around Cykes, he spends most of his time in Seyour University's Glass Building, maintaining, upgrading, and inventing new runetechs for the usage of all cities. Due to the nature of his work, he's often travelling as well, making him a rather worldly individual in that regard.

    He wields a talentium scimitar, having learned the basics of wind-style Sword Arts from Fion Seyour, and is a rather influential member of the Sidosa Board.

    Also, due to his damn good looks and his calm, measured personality, Escellar has a ton of girls going after him. Looks like Ashe has competition, eh?

  14. Lucius Courtright
    Lucius Courtright is the third grandson of Corinkarus Courtright, the progenitor of Blitzkrieg style Sword Arts, and a distinguished warrior who found his fame in the war against Talze Utera. Bearing his scars like badges, he refuses to be treated magically, and always tends to his own injuries. Whether that's a smart thing to do or not is up to question, but his stalwart attitude has gained him respect amongst fellow swordsmen. Of course, that same attitude has also made him 'friendly' rivals with Fion Seyour, but hey, it's not that bad, eh? Though he is first and foremost a member of the Sidosa Board, Lucius spends more time at the training grounds, teaching students and soldiers alike. His definition of 'politics' involves killing monsters and defending towns from attacks, and is almost a little bit hard-headed in regards to his focus on martial prowess.

  15. Corinkarus Courtright
    A former member of the Sidosa Board who quit his position soon after Talze Utera's eradication, Corinkarus is a biology professor and a strong advocate towards reforging relationships with Talze Uterans. His words are rarely acknowledged, but those who ARE on board with his ideas are all rather zealous. It's said that if it wasn't for Lucius, his grandson, Corinkarus would have been arrested a long time ago due to his activities. Nevertheless, despite being a target of hate for those who are adamant about Talze Utera being the source of the rift-beasts, he's well loved for his eccentric teaching style and his crazy hair. Most of the current leading biologists in Dansila have been taught by him before.

  16. Eldren Faimer
    Eldren is a specialist in the studies of rift-beasts, a priest hailing from Astopol who decided that his calling in this world was to learn more about the threat that endangered the lives of civilians everywhere. Though he has a stony, stiff face, and a scary frown, Eldren is a gentleman in his actions, prone to holding doors open for young ladies or bringing out a feast for any that grace his humble abode. Like most Astopolians, he harbors an intense hatred for non-human races, but unlike most, he's willing to restrain himself and accept that not all monsters are alike. Not too many people study in his field, simply due to how little information can be garnered from it, but regardless, Eldren is always reading through reports of rift-beast appearances.

  17. Fion Seyour
    The first son and heir to Dansila's prestigious Seyour family, creator of Jetstream Sword Arts, and the Seyour family's representative on the Sidosa Board. As a notable veteran of the war against Talze Utera, he won his fame alongside one Lucius Courtright, his rival since his schoolboy days. After the war, he left Dansila for a number of years to travel the land as a mercenary for hire before returning and replacing his mother, Tanith Seyour, on the Sidosa Board. Fion seems to care little about his position on the Board, seeming to prefer improving his own swordplay and teaching those select few he approves of in the Jetstream style.

  18. "Imperial Edict."

    This world is not as it should be.”

    Name: Elthrad Raske

    Age: 17

    Gender: Male

    Race: Half-Elf

    Physical Characteristics:
    • Heterochromia
    • 6’2” tall
    • 175 lbs.
    • Manually shortened ears.

    Personality: Courageous, loyal and kind, but unforgiving. The tutelage of his noble father has inspired Elthrad to adopt many of the good-natured facets of an Astopolian, but even so he cannot forgive the deplorable state of the elves. Holding onto that one grudge against the humans has made it easier for him to cling to others when slights against him arise, but if you do not cross him and your cause is just you have found yourself a staunch ally.


    Elthrad's mother was an elf, and his father was one of the famous Knights of Astopol. Given what his father expected of him, he spent most of his youth isolated from other youths. Before the war with the Empire reached them, he spent most of his time in the company of tutors, retainers and his mother, learning the ways of the knights and, more discreetly, the elves.

    When the war finally reached the coalition, the Raske estates on the fringes of Astopol sufferred under the initial onslaught. Elthrad was too young to remember what happened clearly as his home burned, but he remembers the heat, being carried to safety, and never seeing his mother again. He didn't understand where she had gone, at least not yet. Although most men would have been devestated, the survival of his child was enough to carry Ardan through the worst of his emotions. Rather than turn his heart to despair, he turned his sword to the enemy. During this time, without a home, Elthrad traveled with the army's noncombatants and began to learn the reality of warfare.

    It wasn't until the Rift-Beasts first appeared and the Empire retreated that Ardan gained notoriety. When the coalition turned on Talze Utera, Ardan was on the front lines of the extermination. His anger at the Empire had not been sated after the death of his wife, and it was no stretch for him to take it out on them for being behind whatever conspiracy brought forth the Rift-Beasts. However, although he distinguished himself in battle, the realization of what he was responsible for weighed heavily on him, so he never sought to wield the Allis Blades, forged from slaughtered allies.

    Fortunately, wielding Talentium did not carry the same compunction, and he accepted one of those blades along with the responsibility of fighting the dangerous Rift-Beasts. The Talentium changed the landscape of the war against the beasts, and with their own flesh turned against them they were quick to be quelled.

    With the rising levels of peace, Ardan was able to take enough time off to settle his remaing family far away from the front, near the heart of Astopol. Here, he continued Elthrad's instruction on the principles of knighthood, and manhood. The first thing he drilled into his son's head was “Glory to the Knights and Death to the Monster," the motto of the Astopolian Military. From that, the rest followed. As he began to progress in his knowledge and swordsmanship, Ardan was called away on a long mission involving vampires and Elthrad was left alone.

    Unlike the days of his youth, there were far fewer retainers and no mother to keep him company, so he decided he was ready to join the military. He squired himself to a knight in the Blue Lances, where he was trained by Knight Captain Mariwen Keep, the younger sister of the Knight-Commander, Mirelle. This was also where he met Ellenil Esprit, one of Keep's officers and the subject of his misguided, young love, which developed into nothing more than awkward desires and confusion.

    During his training with Mariwen Keep, Elthrad had been developing a style that favored his natural abilities, and when he received his first Talentium weapon it all fell into place. The Gaea Arts were born, although to date they only contain one art and one sword skill of his own creation, he has begun experimenting to advance his skills and hopes to create a wide array of different forms to rival the legendary arts crafted by blademasters. Recently, he was knighted, and has begun his three year journey as an errant knight, to travel the world, help those in need, and shed the light of the Goddess upon unholy places.

    Fears: (1) Discovery of his heritage and the loss of everything he’s worked for. (2) His eyepatch being his undoing. (3) Memories beyond his reach, from his early childhood, have given Elthrad what some would consider a very reasonable fear of fire. However, everything from torches to campfires make him keep his distance, and you'll never catch him staring into one. Encountering fire magic on the battlefield can make him extremely hesitant to close with an enemy

    Weaknesses: (1) Narrowed field of view due to his eyepatch. (2) Low mobility in his tactics. (3) Little defense against ranged weapons, couple with his low mobility, makes him a vulnerable target.


    • Plate armor which hides his lithe figure (much less ornate than the above).
    • A long-handled talentium falchion.
    • An eyepatch worn on the left, which disguises his heterochromia but limits his field of view.


    Burgeoning Life: Elthrad can cause organic life to flourish for a variety of purposes, although he only uses this magic discreetly.

    Elven Heritage: Due to his elven descent, Elthrad can use most of the abilities of an elf, but none are as effective for him.

    Healer: It is not his primary magical talent, but Elthrad can still help the wounded.

    Sword Arts:

    GaeaTake Root: A basic style of the Gaea Arts that requires little more than good footing. In this style the warrior draws his power from the earth below him and channels it through his body. The longer he maintains his stance the greater his strength and fortitude become, making him capable of taking harder hits as his skin takes on a wooden texture and resilience, but it is a slow building power meant for long battles where ground cannot be lost. When the stance is broken, all the built up energy is diffused to deal damage in an area around him, this move is called “uprooting.”

    The primary offense of this stance when coupled with his weapon are heavy downward chops, and it defends with parries meant to knock the enemy’s weapon out wide and open them to a counter attack. When the warrior’s back is against a wall it is useful for defending against multiple foes, but otherwise it is easy to flank users of this stance.

    Sword Skills:

    Falling Oak: The warrior leaps into the air and descends with the force of a falling tree. When Elthrad has to break his stance, this is his preferred way of doing it.


    Raiga - Bros At First Sight

    Theme Song:

    Beware the Volume
    #18 Azathoth, Jun 4, 2015
    Last edited: Jul 19, 2015

  19. "Is there a limit to physical ability? One day, I'll see for myself." -Raiga

    Name: Raiga Taisen
    Age: 17
    Gender: Male
    Race: Human
    Idol: Late Arrival
    Physical Attributes: Raiga is taller than average at 6"2. His body is extremely well-built and muscular, and he weighs around 79kg, which is surprisingly light considering. His torso has multiple scars, and his face also has a scar - both of which are results of training. He has no physical disabilities.

    Personality: Outside of combat, Raiga is an optimistic and cheerful individual, even if he can be too loud or obnoxious at times. He has a very dedicated and serious personality, and often encourages others to train and do their best. In combat, Raiga is what you call a Beserker - he essentially screams with anger whilst putting all of his power into a series of quick attacks. He's very short tempered, and will often settle things with his fists. He doesn't like it when people are smarmy or unkind to other people, and will generally call people out on it. He won't take shit from anybody, regardless of who they are.

    Biography: (Tl;dr warning)

    When Raiga was born into the Archipelago, life was a simple form of routine for him. His father, who was a skilled martial artist, taught him some basic training when Raiga was a mere 4 years old. From the ages 0-5, life was generally easy and the islands were unaffected by the shenanigans of the other countries. Raiga's family wasn't exactly rich, but the tourist income of the area allowed them to live with commidities. However, this 'holiday' period within Raiga's life didn't last long.
    By the time Raiga was coming up to his 6th birthday, the wars really began to affect his lifestyle, despite the Archipalego being out of the way from most conflict. The tourist-reliant economy collapsed, and soon enough Raiga and his family lived by extremely basic standards. His father was soon sent off to fight in the war because of his martial arts skills, and Raiga lived alone with his mother for a while. Despite his father's absence, Raiga still did his best to train daily, as well as doing daily chores such as collecting + chopping wood, repairing what little was left of his home, and in desperate times, hunting. Although life was hard, this gave Raiga somewhat of an edge to his life, bolstering his physical abilities and learning some survival skills along the road at a very early stage.
    Soon, his father was sent back home due to an injury on the field - the loss of a right arm, and the loss of a right eye. Raiga's father told him about a 'terrible beast' that had caused the grave injuries, and Raiga's father soon taught him everything he knew in terms of martial arts so that he could defend himself. Raiga underwent a period of tough training, displincing himself to a point where the only time he wasn't training was in his sleep. However, most of the islanders were soon evacuated to live on the seas, due to the fact that these 'Rift Beasts' were thought to be unable to swim. Even on the small boat, Raiga still found the time to train. By the age of around 11, he was already boasting muscle and surprisingly good fighting ability. He wanted to please his father by becoming strong - or as his young mind once thought - 'the strongest'.
    By the time the Archipalego was thought to be safe to dock on once again, Raiga returned to literally nothing. What little was left of his home was now a pile of rubble and useless pieces. The family scavenged what they could, and Raiga developed a hate for these 'Rift Beasts'. Not only had they crippled his father, but now his home had been destroyed. Because there was nothing left for him at the Archipalego, Raiga and his family decided to travel to Astopol, where Raiga would undergo a series of tough training instructed by his father.
    Raiga had soon learnt everything his father knew by the time he was 15, and within the period of travels and trainings, Raiga soon met an individual by the name of 'Aiv'. Aiv mocked Raiga for his lack of strength, which soon caused a few quick sparring sessions that boosted Raiga's ability. With the help of Aiv's brief sharing of knowledge, Raiga soon developed his own technique within his martial art: the Flying Drill Fist. After this happened, Aiv soon departed after sharing some of his skills with Raiga. Although it was a short training session, Raiga already felt much more confident in battle thanks to his tips.
    With his father and mother in search of a home, Raiga made the decision to depart from his family to follow his own path in life. His family understood, and soon, they were gone from Raiga's life. He was left a gift: Talentium gauntlets, and Talentium heavy armour boots, by his father. Raiga's father told him that these once belonged to himself, but apparently Raiga was 'finally ready to use them'. Whilst Raiga didn't have a natural affinity for Talentium, he found himself growing in strength at a much faster rate, and his martial art became much deadlier.
    With the feeling that he'd never stopped growing stronger ever since he equipped the Talentium equipment, Raiga soon departed with Aiv at the age of 17, with his body physically attuned to an incredible state. Deciding Dansila would be the best place for it, Raiga travelled there in search of monster hunts and other tough jobs to hone his skills.

    Fears: Hates the idea of paralysis, or being confined or unable to move in any way. Despises the idea of freezing to death, and is therefore uncomfortable in cold environments/icy environments. Fear of swarms of bugs, such as locusts or Mosquitos.
    Weaknesses: Can't read or write very well. He isn't brain-dead, but most surpass him in intelligence. Takes most things with a head-on approach rather than planning things. Essentially useless when snared/paralysed. Lacks the tactics and logic others have, which can lead to him taking more damage than he needs to.
    Skills: Raiga is a novice at smithing basic things, but he mainly does it as a training program. He knows moderate levels of first aid, has some basic survival skills, and is a surprisingly good cook.

    Equipment: Raiga uses no real equipment, and focuses on unarmed combat. He wears a pair of Talentiun heavy armour gauntlets and boots to amplify the power of kicks/punches.
    Magic: Very basic control over mud-based terrain. He can make very basic platforms from mud and send small waves of it into people to knock them over. If standing on wet earth, he can 'churn' the ground at his feet to make it more viscous. Also has basic control over sand and dust, and can make a small amount orbit around himself.
    Sword Arts: Raiga uses an art style that allows him to have basic control over mud and dust/sand. Whilst he can't actually control hardened earth, he uses mud and dust to weaken a target useless or blind them whilst he follows up with punishing physical blows. It's not a very graceful or appreciated art, but it's impressive and certainly gets the job done.
    >Shal-Shareia (Quicksand Churn): Raiga causes soft, wet earth beneath a target to churn and become viscous, rendering them stuck. Escaping is relatively easy, but it leaves a target vulnerable to being facially reconstructed.

    >Aiaeda-Shalla (Sandstorm): Raiga causes dust and sand particles to swirl around him, confusing and blinding nearby targets whilst Raiga kicks from various directions.
    >Masata Drek'tai (Mud Tsunami): Causes a large wave of viscous mud to descend upon a target in synchronisation with an aerial drop-kick Raiga performs, slowing and knocking back an enemy by covering them in mud, which will hamper most's combat abilities. This sword art is exhausting and can only be performed in very muddy climates (such as marshes or quagmires).


    Sword Skills: Raiga's base martial art consists mainly of quick, punishing blows, usually from kicks or straight punches. His fighting stance is akin to that of Thai Kickboxing, and he's attuned his body in a way that he can punch and kick at incredible speeds, sending enemies flying regardless of their size by hitting weak points, and dealing huge damage even to larger enemies.
    >Saritea-Swintai (Raging Flurry): Raiga sends a lethal flurry of kicks at a target's upper body; these kicks are so fast that it's hard to track them, making this attack extremely hard to parry or dodge.
    >Sank-Troskesh (Sinking Blow): After a series of jabs, Raiga sends a powerful strike into someone's stomach, making them lose breath and causing them to fly backwards a couple meters, unless they're VERY well armoured.
    >Cas'kia (Weapon Catch): Using his gauntlets and agile reflexes, Raiga catches a weapon (or something such a claw) using both his hands, pulls the weapon, then knees the target into the air, followed by a powerful uppercut. Obviously, he can't do this against ranged attacks.
    >Mask'aia Dren-Sengai (Flying Drill Fist): Raiga puts all of his power into a vertical uppercut, twisting his body and applying force to a target in a way that the target will fly several meters into the air if the punch connects successfully, regardless of their weight or size. The target will continue to be launched upwards for a long time unless they can prevent it. The sheer force of this punch exhausts Raiga.

    It should be noted that Raiga performs most of these moves in synergy with combos consisting of straight punches, hooks, snap kicks and axe-kicks.

    Relationships: Elthrad: #Bros
    Theme Song: Darude - Sandstorm
    #19 Jakers, Jun 4, 2015
    Last edited: Jul 14, 2015

  20. “Stand back, I've got this!”

    Name: Araki Seclair - Opposing Madness
    Age: 14
    Gender: Male
    Race: Crystalla
    Physical Characteristics: 5’3 (1.6m) and 141 lb. (64kg). Blue eyed and black haired. Rather fair skinned for one of his race and his build hides his weight well.

    In truth, due to the fusion of Allis to Araki’s bones the boy’s frame is quite heavier than normal. What remains of the original structures are but small patches on his shoulder, though they constantly emit a dull glow which means Araki is almost always dressed in heavy clothing.

    The fusion of Allis to his bones have not only made them more resilient, but also changed how the Allis function. Normally the crystals would store energy and a Crystalla would be able to draw on it when required. In Araki’s case, the Allis serve as higher quality pathways through his body meaning that he’s constantly circulating a significant amount of energy. This effectively translate to a constant state of heightened performance at the cost of losing the “burst” capabilities of his race.

    With that said to individuals who can detect such energy, Araki does light up rather noticeably given his inner energy is effectively constantly on. While he’s been taught how to suppress it, doing so requires active effort on his part and can be quite taxing for longer periods.

    Personality: Energetic but not outspoken, movement seems to be in Araki’s blood. Surprisingly, despite his inability to stay completely still, he’s rather attentive and doesn’t have any problems absorbing lessons; it’s just that he’ll probably be drumming his fingers or tapping his feet the entire time. While his parents have basically beat the naivete out of his head at a young age, he remains cautiously optimistic for the most part and enjoys making acquaintances.


    The older warrior couple and their squad were tasked with scrounging the village for survivors, whilst the battalion led by Knight Captain Raske did the actual razing.
    Araki still remembers that name as a young man, because he was watching when his parents were killed. EDGE LA EDGE.
    Partway through the journey back to Astopol, they sheared off his crystals, and that’s where he ate it.
    Needless to say, they panicked a bit, before realizing that it was probably just like biting someone’s nails and eating that. So they went back to Astopol with the kiddo bundled up.
    Though the warrior couple’s house was big, it was also super empty when the both of them locked him up in the house and went out. One day, Araki managed to wriggle into his father’s library, and found some very…interesting texts.
    They were on magic, and, as a child, that was when he started learning about it.
    Though his endeavors were hidden at first, it eventually came to light when Araki began magically opening doors and floating around in mid-air. Instead of scold him though, it was decided that he should live with his mother’s side of the family. And that side of the family really encouraged him to go to Gael Ericsson’s boarding house/school, because it’s an amazingly educationally diverse place.
    He furthered his magical skills, while being kewl and shit.
    As he grew older, he began having trouble sleeping, and thus, has become a wanderer of the night. It was through those night time escapades that he found out about the Dansilan Fight Club, a place that Gael frequented. That was pretty much where he began to develop his defensive sword arts.
    After getting a champion title in that Fight Club, Gael decided to splurge and get Araki a pair of bucklers, because they were cheaper than gauntlets.
    The first memories Araki can recall with any real clarity are of the destruction of his home. Though too young at the time to realize exactly what was happening, he now comprehends the sounds of battle quite clearly even as his village was torn down around him. He watched as a sword was rammed through the chest of his father, frozen as the roof of his home caved in over his head. The memories returned over the years, but there was always one name that had been remembered: Raske.

    When he awoke it was in the arms of an unknown face, bundled in blankets, fuzzy memories, and with the land passing by in a blur. Everything came to a halt when he met the eyes of the lady carrying him and a man came into view. The two of them spoke in a language he couldn't understand before he was laid on the soft grass. How odd given he only remembered the dry, browned, dead turf around his village...

    When he reawakened, it was to sore shoulders and the glimmer of light through chunks of Allis in front of him on the ground. While the indecipherable words were nearby, the young toddlers attention was captivated by the material in front of his eyes. And really, what did most two year olds do with things they got their hands on? Despite being just suitable enough to make weapons out of, Araki had little trouble devouring the chunks that laid before him; his teeth sinking through the crystals with ease. Upon noticing what had happened, he got the impression that the two were displeased with him. He tried to shrink in on himself as gestures were made, their voices grew louder, and paced around. It took a few minutes, but eventually he was picked up gently in warm arms and the land around him became a blur once more.

    The journey back to Astopol took a while, most of which he spent asleep in one of the twos' arms. Occasionally he'd awake for a few moments to take in the surroundings, maybe wander off when camp was made under a watchful eye, but given their surroundings were a blur when moving he spent most of it asleep.

    He spent the next few years under his parents basically fooling around. Although they still ventured out occasionally for the most part they seemed content to spend their days within their large estate enjoying their retirement. Despite their "love" for him, it was rare that Araki would ever see the outside world alone. And after the first few times they berated him for attempting to sneak out, his attempts basically ceased. So rather than try to break out, his attention turned to the locked rooms within the home.

    Eventually on one occasion where both parents were out, Araki managed to gain access to his father's study. Many shelves of tomes laid before him, and it just so happened that the first few he selected were of an interesting subject: magic. So it became usual for him to sneak inside whenever his parents were away, ferret away more knowledge, and practice in the secrecy of his room.

    Still... being a child he eventually wished to show his parents what he'd learned and ended up levitating into the dining room after pushing the door open with his magic. His parents were merely surprised and upon the discovery wished to send him off to Dansila to live with his mother's side of the family. While his collection of books was impressive, Araki's father had never been much for putting the knowledge to practice. They left him with the knowledge of how they had become his parents, but the circumstances bothered him more than anything. It wasn't hard to tell he and his parents didn't look similar at all.

    Upon arrival, Araki's wardrobe was basically given a make-over by the close-knit and rather dotting household he found himself welcomed into. Didn't really explain why he was basically pressed into entering the Ericsson school soon afterwards, but he was young and followed his new family's advice rather easily.

    It was a pretty nifty place where he learned more about magic and improved his skill. Given he was just a child at the time, he managed to attract a bit of a following for displays of skills. That's not to say his home didn't have anything for him though. While he learnt magic at the school, his extended family taught him how to fight, continuing what his mother had began. This was Araki's life for quite some time and he enjoyed it immensely.

    Between all that though, Araki eventually began to lay awake during the nights rather than fall asleep. His body thrummed with energy that wanted to be unleashed and he quickly took to sneaking out of the family compound. For a while he simply roamed the city's streets at night without any destination in mind, but on one such night he noticed Gael strolling about. Curious as to what the teacher could be doing in the dead of night, Araki decided to follow and thus found the Dansilan Fight Club.

    While initially he was discouraged from participating given he was still just a young boy in most peoples' eyes, a brief bout managed to convince the participants that small as Araki might have been, but he was just as much as a fighter as any of them. While he entered with just the family style he'd been taught, the matches quickly forced Araki to begin developing and advancing his technique. And he did so at a surprising pace; in fact before his tenth birthday Araki had been crowned the champion of that particular club. As a reward Gael decided to buy the young boy a pair of Talentium bucklers to assist him in combat. His Arts had been coming along nicely, but a lack of Talentium meant it never really reached its true potential.

    It's now been a few years and though he doesn't frequent the Fight Club as often, Araki still nonetheless roams Cykes during the nights.

    Fears: His race being discovered. Drowning since due to his denser frame Araki can’t exactly swim. Actually having to kill another person.
    Weaknesses: As noted, Araki doesn’t really float, more of just sink straight down. Shies away from hurting others, and thus hesitates to engage in combat. Recovers from expending his energy slower than others given unique physiology.
    Skills: Learned and practiced survival skills while in Astopol. Picked up cooking while at it and continues to practice in Dansila given he's a bit of a glutton.

    Equipment: Plenty of weeb Dansila clothes to go around in. For equipment he uses a pair of Talentium bucklers that can usually be found dangling from his waist. His hair tie is also a smooth Talentium weave meaning he's never completely without the material. Usually also carries a stress ball to play around with.
    Magic: A fairly accomplished mage in his own right, Araki's a fairly decent telekinetic, capable of floating around and moving objects with his mind. His main specialty is based around water magic though. He's skilled enough that he could qualify as a battle mage within an army, but he'd almost certainly be among the weaker individuals.
    Sword Buckler Arts: The basis of Araki's arts are the unarmed techniques he learned when he was younger; an oddly fitting combination of martial and magical skill given the school he learnt was called the Flowing Water Stream Fist. The original principal involved establishing a zone around the user where they read the "flow" of anything that enters to respond and counter effectively. As one might expect it takes a great deal of focus and precision to do so, and thus users are generally stationary or heavily limited in movements.

    As a "Sword Art" the principal hasn't really changed, but another layer has been added. While the zone created is much the same, Araki's fists are now enveloped in spheres of water. This creates streams that flow behind each blow, reducing his openings, and the streams can lash out of his "zone" at will making his range harder to predict. If overwhelmed a quick rotation of his body can fill the zone with swirling water to shield him briefly.

    And like a stream that starts off as a trickle, but can gouge out a wide bed, Araki's style picks its pace up the longer combat drags on for. While for the first few minutes he may be limited to counters and the occasional whip, by the time those few minutes are up expect blasts of water to be flying out of his "zone" at high speeds. He doesn't become more aggressive, but that's simply the way his style works as when the momentum builds up it becomes simply easier to release the water rather than drag it around his "zone".

    Relationships: Might know of Raela, Ashe, and Verek through Gael's School/Boarding Home.
    Met everybody thanks to Rift Beast fight, acquaintances for the most part though.

    #20 Zombehs, Jun 4, 2015
    Last edited: Aug 18, 2015
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