Sunnepheia: The Prosperos Quest

Discussion in 'THREAD ARCHIVES' started by Asmodeus, May 17, 2013.

  1. This is a roleplay I have taken over from Quill. All credit goes to her for creating a truly awesome setting. My own roleplay is a linear quest set within her world.


    The land is healing…

    Three nations have risen from the ruins of the Pandora Cataclysm. The Red Land of Kausteira, militant and ambitious, now wages war from the desert realms. And against this threat the Green Land of Zmaragdos fights to protect the poisoned forests.

    And in the north, where ice and snow blankets the old world, the young Blue Nation of Pegulis enters the fray.

    The Blue President, leader of this struggling tribe, has commanded an expedition to the Prosperos Gulf. It was beneath this sea, aeons ago, that the Pandora Cataclysm began, when a princess who loved a peasant-boy became a pawn in the games of gods and thrones. But now there are rumours that the Prosperos Gulf is drying up, and that the water recedes from the ruins of ancient temples and weapons more powerful than imagined.

    The heroes of Pegulis are determined to find these weapons first, and use them to prevent a second cataclysm.

    Our story begins in the frozen north...

    Welcome to the cursed and sundered world of


    #1 Asmodeus, May 17, 2013
    Last edited: May 17, 2013
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  2. [​IMG]


    Races were once as common as dust on the plains; now they have dwindled to but ten distinct kinds. Countless races went extinct in the terrible Cataclysm, but the survivors have developed unusual physical proficiency and a quick wit. The slow and stupid cannot survive in the aftermath of the Cataclysm.

    Human (open)



    The most common and diverse race of Sunnepheia, the adaptable humans have exploited the aftereffects of the Cataclysm to their full potential. Where other specialized races struggle and fall, humans mercilessly adjust to a hostile environment that fights their survival every step of the way. In modern times they have interbred with a vast variety of races, causing all of the currently recognized races to be remarkably humanoid, and giving many humans quite exotic features. The most diverse of Sunnepheian races, humans come in all sizes and colors.

    Defining qualities include rubbery skin, the inability to see in the dark, breathing through the lungs and possessing no racially innate affinities with certain environments, elements, or animals. Similarly, the aenigma of a human lopos can take any form known to sentientkind.

    Forest Kin (open)


    Forest Kin

    The Forest Kin find their home in the forests of Sunnepheia, where they uphold the precarious ecosystem by purging the devastated Zmaragdos of its poison and keeping the animal populations in check, as well as eliminating rampaging diseases in both flora and fauna. Where once the lives of the Forest Kin were carefree, relaxing, peaceful and filled with beauty, nowadays their existence is harrowing and dark, a constant struggle to uphold the balance of a planet out of control.

    Tall and willowy, the Forest Kin are light on their feet and possess among the sharpest reflexes of all races. Their aim is impeccable as well. Very humanoid, their skin and eyes come in all colors, but traditionally their hair only appears in the shades found on tree bark – silver, brown, red-brown and black; however, with the interbreeding of the post-Cataclysmic world, some have other hair colors, though these individuals do not have the same strong bond with nature and tend to have non-terrestrial aenigmae.

    Defining qualities include rubbery skin, the ability to see in the dark, breathing through the lungs and possessing a racially innate affinity with the forest and its animal and plant life. The aenigma of a Forest Kin lopos will almost always be a land animal, typically but not exclusively a sylvan one. Forest Kin with aenigmae not found on land are considered a rare and unusual sub-group of the race who do not share the same bond with nature, as a result of interbreeding with another race.

    Aquarial (open)



    This ocean-dwelling race is known for the diverse array of hues their skin, eyes and hair are found in, and their close affinity with saltwater. Equipped with both lungs and gills, Aquarials can withstand considerable deep-sea pressures and dive deeper than any other race. With webbed hands, feet, and fins extending throughout the body, what was once a very anatomically consistent race exploded into an enormous variety of shapes and sizes after the Cataclysm scattered pocketed populations throughout the world, and in some cases even drove them onto land, where they mingled with other races, especially the Unguis.

    Aquarials have a peculiar attraction to shiny things, especially gems and pearls, hoards of which were accumulated throughout millennia in secluded communities of Aquarials, a wealth which was quickly lost in the millennia following the Cataclysm when Aquarials began to spread themselves across the land to escape intolerably hot, cold, or even poisoned oceans. When they left their homes, usually the vast majority of the treasure had to be left behind, and to this day there are enormous troves of valuable gemstones and jewelry hidden in the depths of the ocean, usually where only an Aquarial could access it. As a result of both their wealth and the ability to rely on the sea for food, throughout Sunnepheian history Aquarials have rarely become peasants, and arguably remain to this day the Elysian race least affected by the Cataclysm.

    Defining qualities include rubbery water-proof skin, the ability to see and breathe underwater, even at enormous depths, breathing through a set of gills lining the neck that connect to both human and aquatic lung chambers, enabling them to breathe with ease both in and out of water, and possessing a racially innate affinity with saltwater and fast-moving water. Additionally, Aquarials possess fin extensions on the ears, elbows and thighs, as well as webbed fingers and toes and unusually large, vibrant, glassy eyes. No Aquarial has a non-aquatic aenigma.

    Fae (open)



    Fae are peculiar creatures who arose as a result of the Cataclysm; many believe them to be products of the rampant magic, or perhaps the melting pot of divine curses and blessings, or perhaps a freak accident caused by the massive physical transformation of Elysia, and others still theorize Fae originate from some combination of these factors. In any case, no one really knows for sure, and being such a new race adds to the Fae's mystique. All people with Fae in their background tend to have strong magical affinities and diminutive stature.

    Fae possess an enormous variety of insectoid wings, from butterfly to dragonfly to three-pronged types like the example in the picture here whose origin is rather more obscure. These can be translucent or coated in colored powder. Fae feed on moonlight, starlight, sunlight and artificial non-magical light sources (such as firelight) to provide their bodies with energy, which is collected and stored most efficiently while they sleep. Thus they do not need to eat or drink like other races, and when they sleep they do not see darkness, only endless light and no dreams.

    However, a Fae without light is quick to perish, and anyone caught out in a thunderstorm lasting several days, as they are wont to do in this sundered land, death is a certainty unless they are able to find shelter and manage to start a fire there. Thus, Fae rarely venture northwards and don't tend to wander far from areas where shelter can be quickly provided.

    Defining qualities include smooth, delicate, glowing skin, diaphanous wings or butterfly wings, being exceptionally small in size (more so than any other race), and deriving energy directly from light, thereby requiring no meat or plant nutrition.

    Orc (open)



    This fierce and savage race is a direct result of the Cataclysm and did not exist in Elysia. The result of other races' mingling with humanoid creatures borne of divine magic which were sent by gods to war in their name, they are innately aggressive and brutal, but over millennia of interbreeding, a rare few have come to possess more pacific qualities, and Orcs generally have become vastly more intelligent. Often manipulated for warlike purposes in history, Orcs are finally emerging from a derogatory term for any monstrous, mindless god-made puppet to their own unique and accepted race, although their culture remains militant.

    Defining qualities include thick, stony skin, claws and incisors replacing teeth, breathing through the lungs and overall a powerful, burly physique, as well as skin tones of brown, dark gray and green.

    Draken (open)



    This dragon-descended race receives energy from heat and cannot survive in cold places without it, although simple spells abound to enable them the necessary warmth to travel even as far north as Pégulis. Muscular, lanky, and extremely athletic, Drakens are among the most flexible of all races, and on average certainly the tallest. Completely hairless, their body is covered in scales which serve as natural armor. They possess a very sophisticated sense of hearing and are not very social amongst each other.

    The Draken's body is a finely honed weapon: sharpened claws can reach impressive lengths, and because spikes down the snout, neck and arms can grow back, many Draken warriors in Kausteira are known to break them off to enhance weapons and armor. The tail is also regenerative, which is a godsend since it is arguably the Draken's most important limb: without it, the individual could not stay balanced.

    Defining qualities include scaly skin, a long reptilian tail, reptilian eyes with slitted pupils, three-toed feet, spikes, in some individuals a very pronounced reptilian snout and teeth, and breathing through the lungs. All Draken come in colors that reptilian animal species possess – natural greens, yellows, blues, reds, browns and grays, and even some purples.

    Nocturne (open)



    This ghostly race is a direct result of the Cataclysm. Dark magic from all the corrupted spells and curses that scoured the Elysian continent physically altered some humans to varying degrees, and, rejected from unaltered communities, they kept to themselves and coupled amongst each other, resulting in a whole new race with an intense affinity to all forms of magic. As the centuries passed, interbreeding with humans caused some of them to lose their magical kinship entirely, while in others the accord with magic strengthened. Most of Sunnepheian history's most powerful spellcasters were Nocturnes. While in the beginning their magic tended to be a reflection of their warped, cursed surroundings, in modern times it has developed to encompass various arcane forms of exactly the opposite nature.

    The Nocturnes have always been a race of extremes, and this is reflected strongly in both their magic, which leans prominently in either one direction (harmful) or the other (helpful), and their skin, which is either so pale it is almost translucent, or so dark it could shame the night sky. Still, there are the rare humans that possess these qualities; what distinguishes the Nocturne from any other race is their eyes, which are always intensely bright and glowing. Compared to humans, their features have often been described as feral, especially because of their claws and fangs. Despite this fearsome appearance, many modern Nocturnes are simple travelers or workers, especially those who are not as magically talented.

    Defining qualities include either skin that is ghostly pale or skin that is black as pitch, the ability to see in the dark, glowing eyes that have bright lights at the center instead of pupils, claws, fangs, and dark hair, lips, and nails. All Nocturnes have nocturnal aenigmae.

    Avian (open)



    This proud winged race escaped the Cataclysm in the shelter of the northern and eastern mountains, and have spread all across the world since. Easily a head, if not two, taller than the average human, Avians like to keep amongst themselves and are infamous for somewhat snobbish attitudes towards the "lower" flightless races. Typically they travel together, since a companion of any other race would be liable to slow them down considerably. While not unskilled in combat, many Avians are a little more awkward and uncoordinated on land than other terrestrial races may be, and the ability to fly away from any combat has resulted in a racial culture that frowns upon hotheadedness and impulsivity, and thus battle and violence, preferring the strength of mind and spirit to overcome obstacles.

    Defining qualities include feathers throughout the body, some full-grown and others soft down, some as imperceptible as most human fur, depending on the individual, and large bird wings that can be taller than the individual themselves. No Avian has a flightless aenigma.

    Unguis (open)



    This amphibian race was largely uncivilized even during Elysian times and has only recently begun to form and join terrestrial organizations. Their skin- and hair colors are always dark and their skin can range from smooth and rubbery to rough and scaly. Their diet consists of marsh plants, fish and frogs, which they hunt with nets and spears. During the Cataclysm they receded to their swampy habitats and hid from the disaster in large lakes and bogs, but many of these formerly fruitful homes have become both barren and poisonous, causing the Unguis to leave the water in droves and slowly adapt to life on land.

    Defining qualities include ever-moist, waterproof skin, the ability to see in the dark and underwater, breathing through the lungs and possessing a racial affinity with fresh- and still water, especially stagnant ponds, as well as unusually large, glassy eyes. No Unguis has a feathered aenigma, nor one that is a land animal.

    Felleon (open)



    This athletic feline race is known for their superior sense of smell, sly intelligence, and peculiar sense of humor. Often independent types, they are highly adaptive and have been found throughout Sunnepheia. The dense fur which coats their bodies can be anywhere from barely noticeable to long and shaggy, usually depending on the climate the individual hails from. Being a naturally fit and vigorous race, Felleons place great value in combat and quite a few have gone down in history as infamous for their cold and sometimes even sadistic methods. This has caused a stereotype of the average Felleon as a cruel, cunning warrior, when really plenty of them become peaceful, learned scholars.

    Defining qualities include moderately thick fur throughout the body ranging from short, soft and fine to long, thick and straggly, the ability to see in the dark, a heightened sense of smell, claws, fangs and mane-like hair, especially in males, and depending on the individual, a pronounced feline face and snout, as well as in all cases feline ears. All Felleons come in natural shades of gray, brown, yellow and black, with the rare albino. No Felleon has an aquatic aenigma.


    Everyone has a spiritual animal companion called an aenigma (“spiritual” meaning they do not need sleep, exercise or nourishment like physical animals do), which reflects the personality of their host, or lopos. Aenigmae can appear as all sorts of beings, from aquatic animals to the airborne and the subterranean; the aenigma is just an external incarnation of a person’s inner energy. Energy takes so many different forms that it is practically impossible to categorize them, much like the animal species that represent them. An aenigma can be anything, from a worm to a camel to a penguin. They are distinguished from regular animals by their glowing eyes, the metallic sheen to their hide, and the aura that surrounds them, which is always their lopos’s eye color.

    Loposes (open)

    External Personality
    A lopos is the sentient being which is host of an aenigma. The lopos is the body and the aenigma the soul. Aenigmae are like an external embodiment of your spirit that takes physical form, but does not have physical needs such as sleeping or eating. Instead they are like a physical manifestation of your consciousness that is your companion whom you can talk to and do activities with, etc.

    When a sentient infant is born, the moment they open their mouths to take their first breath, a rush of sparkling motes of light accompanies their very first exhalation. This then forms into a glittering, insubstantial animal – the child's aenigma for life – but does not take physical form until the child is named. Aenigmae are not named when the infant is born, since s/he inherently possesses a name which the child innately knows since birth, and as the child learns to speak s/he will begin referring to the aenigma by their name, thereby revealing it to others as well, first through somewhat stumbling nicknames and pronunciation, then clear and complex (or as it may happen, simple) enunciation.

    Aenigmae (open)

    Distinguishing Characteristics: Non-Spiritual Animals
    It is very easy to distinguish an aenigma from a common, non-spiritual animal. Most notably, an aenigma cannot be physically harmed. An attempt, for example, to punch an aenigma would simply cause the fist to pass through the aenigma as if it were colored gas, which, practically speaking, it pretty much is. Equally, trying to burn one would be just as inefficient since an aenigma cannot feel temperature, nor is affected by it. An aenigma thrown in a fire would experience no change in its health or appearance. Trying to contain it is equally ineffective, as an aenigma could simply float out of a cage, and can move through solid substances, such as bags, walls and trees, provided they do not stray within a mile of their lopos. Other distinguishing characteristics include the aura of an aenigma, which corresponds with the exact shade of their lopos's eye color. Also, aenigmae's bodies are covered in a scintillating, metallic sheen, and size differences between an aenigma and an animal can be considerable (see "Forms" for more information). Lastly, aenigmae possess sentient intelligence – that is, they can think with the same amount of intelligence and logic as their lopos, including the ability to speak.

    Distinguishing Characteristics: Other Aenigmae
    Aenigmae can be distinguished from other aenigmae in various ways. As mentioned earlier, their auras and metallic sheens may differ. Also, their voices sound exactly like that of their lopos. Colors aside, the easiest way to tell them apart is size. An aenigma's size will never change and it does not relate to age, and it may be a lot larger or smaller than the physical animal it represents. Thus, Fred the Protector Mouse could be the size of an adult polar bear, while Lola the Empath Elephant could fit in a teacup. Lastly, since every person, even twins, have a totally unique personality and conscience, no two aenigma share the same personality, and thus identical patterns of behavior. It has often been observed that "identical" twins are born with totally different aenigmae. This is emphasized by the different roles an aenigma will play in their relationship with their lopos (see "Aenigma Types" for more information).

    Relationship with Lopos
    Everyone in the world has their very own aenigma, sort of like everyone having their own personal pet. Every lopos can instinctively recognize their aenigma, and every aenigma intrinsically knows who their lopos is. As they spend every moment of their lives together, a lopos and his/her aenigma form an intense psychological bond that help them totally understand and accurately predict the behavior of the other. Additionally, aenigmae are capable of telepathically communicating with their lopos. Aenigmae cannot travel over a mile away from their lopos. Aenigmae share their lopos's spiritual pain, even if they can't respond to physical discomfort since they don't feel it.

    Aenigmae are real, but they are not subject to all physical laws, being spiritual embodiments of their lopos's consciousness of an immaterial makeup and a physical appearance. Aenigmae may be any size visible to the naked eye not exceeding their lopos's own height when both are positioned vertically beside each other. An aenigma can be a fantasy animal such as a dragon or a unicorn provided they do not possess the superpowers of their mythical counterparts (such as the ability to breathe fire or grant everlasting life through the consumption of their blood). However, the realistic use of physical features is allowed and encouraged (such as winged dragons flying or unicorns using their horn as a weapon). Twin aenigmae can exist for one lopos but they must be of the same Type.

    Just like aenigmae can't be harmed, they cannot harm: being gaseous, they cannot interact with the physical world to that degree. However, aenigma can choose to semi-"solidify" at opportune times, allowing physical contact with their lopos, but they still can't punch or be punched. Aenigmae can't die unless their loposes die, and aenigmae die at the same exact moment as their lopos by falling to sparkling motes of dust that eventually disintegrate into ashes after a year or so. Other aenigmae can sense this dust before it has disintegrated and if they sense it nearby in large amounts it can warn them of a grave or an unsafe area.

    Personality & Behavior
    Rather than reflect the shallow, fickle exterior of someone's character – I used to like blue, but now I like orange; I hate it when people interrupt me; etc. – an aenigma's personality represents the real core of what's there and what inspires a lopos's behavior. However, the whole point of an aenigma is that it has its own take on these core principles, just like someone's consciousness could disagree with their behavior. They are always offering their lopos another side of what they are capable of, another way of looking at things that, rather than altering their core principles, just rearranges them. Aenigmae's personalities can change, but only slightly. Core ideals will only change if the lopos's change as well. Often the most change occurs during adolescence when the lopos moves from childhood to adult maturity. And because infants and toddlers don't tend to cultivate major core ideals, aenigmae are usually kind of naive and airheaded until the child is around 4-7 years old.

    Aenigmae do not need to eat, drink or sleep, but they do age as their loposes do. Both their personality and appearance is subject to development. However, their size will never change and they are never physically ill. Most of the signs of aging we see in animals, such as arthritis or cataracts in the eyes, are therefore absent from aenigmae, replaced by mere, often subtle changes in appearance, such as the whitening of muzzle hair in a canine aenigma. This can make it extraordinarily difficult to guess an aenigma's age without knowing that of its lopos.

    Divine Aenigmae (open)

    Divine aenigmae are different from other aenigmae in some very fundamental ways. Most significantly, Divine aenigmae may take the form of plants as well as non-sentient animals. And while in gods and godesses aenigmae are the same embodiment of spiritual mind/soul/consciousness as they are in sentient mortals, a deity's aenigma is the only way they can appear in the physical world. Often this is what has encouraged the use of symbols to represent deities. The aenigmae, while very, very powerful, can be physically harmed because they take solid physical shape. As long as their lopos is healthy, however, and not kept from doing so by another deity's magic, they can channel their power into their aenigma to heal it instantly. Divine aenigmae that take plant form cannot move, but they can mysteriously vanish from one location and reappear in another. Also, they do not require air, sunlight, water, or any other substance to live. Just like in mortals, if a Divine lopos dies, so does their aenigma.

    Divine aenigmae have many special superpowers! All of them have extraordinary speed, strength, endurance, perceptiveness, senses and intelligence raising them above other aenigmae, as well as one additional power that relates to their lopos, such as magically causing flowers to grow or being able to tell potential parts of the future. If a Divine aenigma is a fantasy animal, it possesses its natural superpowers (like a dragon breathing fire). No aenigma's powers may grant superpowers to mortals (like unicorn blood giving everlasting life).

    Because gods can only die by being killed by another god, they do not age naturally and nor do their aenigmae. A Divine aenigma will maintain its appearance unaltered throughout its lopos's life.

    Aenigma Types (open)

    The Protector
    They are strong Energies with a fighting spirit who are fiercely loyal but rarely affectionate and will do whatever possible to ensure their lopos’s safety. Typically the most aggressive of Energies, they will not take kindly to someone who harms their lopos, and their pride is easily injured. Yet their faithfulness and devotion to their lopos and their cause makes them trustworthy, reliable companions who are always a blessing to have around in a scrape!

    The Advisor
    These are wise, often wily and reclusive Energies that may take inconspicuous forms which are easily underestimated. Beneath the diminutive exterior lies a brilliant mind which provides knowledge and clever advice for their lopos, who knows what to do with it.

    The Scout
    The most distant and independent of Energies, these ainigmae are creative and independent, even to the point of getting themselves and their lopos into trouble! However, this is purely accidental, as these Energies tend to have an uncanny foresight for what is ahead, though their future plans are rarely altered by potential danger – that just makes things more exciting! Bold and daring, they need a firm hand to control them and beneath their rebelliousness lies a fierce passion for discovery, life, and the lopos who enables them to experience life to the fullest. Generally, Scouts love interacting with others.

    The Empath
    These Energies tend to take unpredictable shapes, though certainly none of them are vicious. They provide solace and sympathy for their lopos and are always looking for affection and someone to talk to. What makes them happiest is seeing their lopos smile. Intimately tuned upon their lopos’s moods and personality, these Energies are rarely sociable with other people or ainigmae, and may be downright hostile towards them, but never violent or abusive.

    #2 Asmodeus, May 17, 2013
    Last edited: May 17, 2013
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    Key (open)



    In the idyllic Elysia, the Eastern gods ruled here. Now in the Scorched Land of Kausteira the sunsets are awash with flame and the air is thick and hot and smelling of the ashes that fill the sky anew each day, as volcanic activity turns Kausteira into a barren desert wasteland. Still there are those who hang on to the hope that the curses on the sand, fire and stone might be lifted … but the black, belching anathemas can only be satisfied with a sacrifice of warm blood.

    Map (open)

    Major Cities (open)


    The southernmost city of Kausteira and certainly its hottest, Zirash was in Elysian times a thriving sea port on a small tropical island. As sea levels dropped dramatically in Kausteira due to catastrophic climate change, the city was abandoned, along with the deep well on the island used to obtain freshwater from underground man-made reservoirs. As centuries passed and the land slowly began to recover, the site was remembered and re-explored. It was discovered that the reservoirs had developed into a large network of underground freshwater aquifers where rivers had drained into the soil of the Kausteiran desert. The well was rebuilt and ever since then Zirash has been a haven of Kausteira, the crucial resting place for all travelers in a desert with no surface water. There are rumors of a dark place of magic not far to the north of it, but these doubtful rumors have never been confirmed.


    The Red King was born very close to Dun. An eastern seaside city, Dun is very ancient, closely connected with eastern Kausteira's history of mining and stoneworking. Here it had always been hot, rocky and generally unpleasant, so Kausteira's transformation did not affect the population there as much. In the centuries following the Cataclysm, resources remained in high demand as ungifted individuals sought desperately craftsmen to supply them with much-needed possessions and people who banded together required construction material for shelter and settlement, the stonemasons and forgers of Dun never went out of business for long. Dunish metal is traded far and wide throughout Sunnepheia.


    Avarath is a recent city that formed long post-Cataclysm, although there have always been settlements on the well-situated land bridge between Kausteira and Zmaragdos ever since changing sea levels created it. When the city of Host, then known as Hosrel, was invaded by Eastern nomads, settlers poured in to claim new land, partake in the more hospitable climate, and take advantage of natural resources unknown to Kausteiran lands. Even after Host was reclaimed by the Zmaragdosi government, established trade routes between the East and West flourished. A major center of trade and resting point for travelers (going the longer way through the mountains is a laughable, if not fatal, alternative to most), it is the main source of Kausteiran wealth and has developed into a huge, bustling city inhabited by an amazing variety of people.


    In the idyllic Elysia, the Northern gods ruled here. Now in the Frozen Land of Pégulis the earth is covered in a bone-chilling glacier and the wind blows ice and snow so bitterly cold that every rattling breath feels like shattered glass pressing into the lungs. The only colors here are white and gray – the sky is always overcast, the igloos in which sentientkind huddle for warmth empty of furniture or decoration, besides sleeping bundles made hypothermic through special spells. Yet these rare resources are falling apart, the magic fades, and there are precious few who know how to enchant them; and every night, another person grows chilly and deathly silent forever. Still there are those who hang on to the hope that the curses on the ice, clouds and stone might be lifted … but the bitter, paralyzing anathemas can only be satisfied with the awakening of an ancient god, known to the histories in different times and regions as Libras, Libretas, Liber and Literos. Many legends surround him, but all that is certain is that he was mortally wounded in a decisive divine battle and fled the known world to recover. He has not been heard or seen of since, and some Pégulians despair of ever finding him, if even they believe he ever really existed.

    Map (open)

    Major Cities (open)


    The easternmost Pégulian city, Taevak is located in a bitter-cold evergreen forest behind the mountain range separating Kausteira from Pégulis. In the ancient days, before the Cataclysm, Pégulis was a flourishing forest and grassland with a pleasantly cool mountain range in the north and seven proud cities, each with their own representative animal, but all have fallen except for Taevak and Ald. Its symbol is the Bear, and its inhabitants have always been fierce wintry hunters; many Forest Kin there have bloodlines more ancient than anywhere else in the world. It is built of stones from the nearby mountains.


    Barval is the newest Pégulian city, erected by the Blue President herself. In the old tradition, Pahkné also gave it an animal symbol: the Osprey, same as her aenigma Murkahal. The homes are a cleverly constructed array of largely natural and partially man-made tunnels and cave systems inside the mountain that can be kept toasty and safe even as blizzards and predators roam outside. The diet consists largely of seafood, especially during winter, as there is very little vegetation available, but in the summers the temperature can drop to a pleasant coolness and all sorts of small game can be hunted, especially migratory birds and herbivorous herds.

    Originally a death trap for travelers who sought to cross the mountains but got lost, Pahkné used her magic and survival skills to protect wanderers who would otherwise have been lost, attracting them to warmth and food with the pulsing violet light glowing from her staff, which, being magical, could shine purely through snow and sleet. Soon she had enough citizens to make a real city, and after securely founding Barval, she claimed meager border territory to the south and repopulated Taevak and Ald.

    Besides plenty of Zmaragdosi who know about Ald and a handful of nomads familiar with Taevak, Barval and the Pégulian nation have remained secret. In return for shelter at Barval, travelers must become citizens if they want to have the freedom to stay as long as they like and be taught the secret tunnel and subterranean passages that can lead them to Zmaragdos or Kausteira safely. If they should refuse, they are expelled from the city and left to fend for themselves in the arctic wild. So far that has happened rarely and no reports of any survivors on such occasions have reached the public ear. All citizens must swear never to divulge the secret of Pégulis, and everyone knows that you should never break an oath to a sorcerer, especially a powerful and clever one…. On maps the frigid northern mountains are simply labeled "uncharted territory", and Pahkné intends to keep it that way … until revealing herself will be convenient.


    The westernmost Pégulian city, Ald is perhaps the oldest city in Sunnepheia. Even when, after the Cataclysm, Zmaragdosi citizens moved very far northwards and claimed the cold city of Quelt and others near it, Ald was left well alone: the Forest Kin of Zmaragdos have never forgotten that a terrible event of obscure but peerlessly horrific nature occurred there, and in their superstition avoid it as much as possible. The government is aware that some people live there, but they are dismissed as ignorant travelers seeking temporary shelter. Few Zmaragdosi have ever overcome the hostility of their elders to discover that Ald is a restored, bustling city, Pégulis's largest and most successful, full of trade and even libraries.

    Still, its history is dark. Its symbol is the Cedar Tree, and indeed, in Elysian times it was the capital city of the land that now is called Pégulis. The city was once built around the oldest, largest, most magnificent tree in the world, but its name has been lost to time. As the Pégulians know, it was made of and exuded a powerful magic, though what that magic was for is forgotten. In any case, it came about one way or another that some mighty deity (or deities) struck it down with fire, poison or lightning, or perhaps a holy combination of them all; and its destruction left a scorched crater where once the heart of the western jungle had been.


    In the idyllic Elysia, what is now Zmaragdos and most of the ocean surrounding it was actually two separate countries: Agdos and Zmara, watched over by the Western and Southern gods, respectively. Now in the Poisoned Land of Zmaragdos enormous meat-eating flowers burgeon forth from sickly green moss permeated with parasites, and giant poisonous flowers spread their infectious pollen. Though these and the endless array of poisonous snakes that slither slowly across the forest floor, perfectly camouflaged, may be avoided at nighttime, that is when the huge bloodsucking insects reign the night, spreading diseased blood from victim to victim. Still there are those who hang on to the hope that the curses on the soil, plants and animals might be lifted … but the toxic, corrosive anathemas can only be satisfied with the restoration of the D'la, an ancient and mysterious arcane object of a mysterious nature that was destroyed during the Cataclysm and had preserved the western world's fragile ecosystem through magical means … until it was burnt to ashes at the hands of gods who did not wish any force of man or nature more powerful than the divine.

    Map (open)

    Major Cities (open)


    Quelt is the newest Zmaragdosi city and a somewhat shifty and liberal one, an unusual thing in the traditional and conservative Zmaragdosi culture. Bohemian artists, musicians, actors, atheists, courtesans, and people of peculiar and rare spiritual persuasions thrive in the Queltish community. Called by traders and travelers as the "Last Stop", it borders the northern mountains closely, and few venture there who do not intend to stay. As such its population is very diverse and home to many nomads who wander, stay somewhere a couple years, and then set off again, and its government, though imposed by Zmaragdosi regulations, does exist and keep it from becoming the criminal hotspot it might be without such laws, none of the officials are entirely reputable, and Quelt has all kinds of illicit parts of town tucked away where a guard patrol rarely strays. Gambling, prostitution, and the black market are all found here. For obvious reasons, the noble and refined have made a point of staying well away from the cold city of Quelt.


    Host is a major trade city, very old, with a colorful history and a dozen names, populations and allegiances peppering its past. Originally it was known as Hosrel and was constructed along with Yessel as an Aquarial city perhaps 350 years post-Cataclysm. Its history and exact dates are easy to discern because of the giant waste disposal pit in the forest to the west of it, where many layers of different style and quality pottery, abandoned clothing, coins, broken musical instruments, cooking utensils and the like are often explored by curious historians. Together with Yessel, Hosrel monopolized the naval passage through the heart of Zmaragdos and almost to the edge of its western side, an area which has always been rich in trade routes and natural resources. The Aquarial city-states joined in an alliance probably quite early in the cities' history and became an independent nation modest in size and extravagant in affluence and quality of life.

    This lasted many hundreds of years and made the "Prosperos River", as the passage was called, a site of many important cultures, revolutions and political events. Yet the great nation and the Aquarial's rising monopoly of the west was destroyed when, without warning and completely catching the peaceful Hosrel by surprise, eastern nomads from the desert land that is now Kausteira invaded the Aquarial nation Hosrel-Yessel with peerless ferocity. The savages, seeking more stable climes, massacred the elite citizenry, and Aquarials fled northern Zmaragdos in vast numbers, seeking shelter in the south and building an army. The Easterners, however, were disinterested in further military conquest: they had found their land of plenty. From about 750 to 880 years post-Cataclysm they dominated the large port city, renamed Hoskilla. Without exclusive control of access to internal Zmaragdos, Yessel entered a long period of poverty and unstable government. Even as Hoskilla and Yessel suffered, a new city developed where the Prosperos River ended: Edel in the farthest west of Zmaragdos, causing the Forest Kin to become the major racial representatives of Zmaragdos as they had been in Elyria.

    Edel quickly became the vast nation of Zmaragdos as it is known today, and spread north, south and east to envelop what had once been the Hosrel-Yessel territory. As soon as they were able, they invaded the struggling Hoskilla and took back the city, renaming it Host. Once more joined with Yessel, both cities grew prosperous again as they became major centers of trade, but, subservient to the Zmaragdosi government, their monopoly serves a larger nation. Still, the Eastern influences in Host are impossible to escape: traces remain in art, music, architecture, customs, fashion, and, most notably, Host's populace. It was the nomadic invaders and the Eastern settlers that followed them who introduced new races to the west, among them the Felleons and the Drakes.


    Dominated by the Forest Kin, Edel is Zmaragdos's capital city and a major trading point. Erected before the waterfall that the Prosperos River culminates in, Edel is a marvel of engineering, a beautiful city home to Zmaragdos's elite. Aristocrats with ancient noble bloodlines and wealthy merchants, architects, artists, writers and scholars all make their home here, at the heart of what, no more than a century ago, was Sunnepheia's most powerful nation. Yet even as southernmost Zmaragdos slowly begins to recover and eastern Sunnepheia grows more and more hospitable, the thick forest and rainforest covering most of Zmaragdos seems to grow sicker every day. Divine curses slowly leech out of the earth as it purifies itself, but some deep poison is unable to leave the land in the same way.


    Largely an Aquarial city, Yessel was founded along with Host around 650 years ago. Together with Host, then called Hosrel, Yessel monopolized the naval passage through the heart of Zmaragdos and almost to the edge of its western side, an area which has always been rich in trade routes and natural resources. The Aquarial city-states joined in an alliance probably quite early in the cities' history and became an independent nation modest in size and extravagant in affluence and quality of life. However, about 250 years ago, Eastern invaders conquered Hosrel, renaming it Hoskilla, and the prosperous trading nation the Aquarials had built up collapsed. Yessel became a shady city of poverty and corruption. When the capital city, Edel, rose in the east, and promised Yessel that they would recapture Hoskilla if the two cities swore allegiance to Zmaragdos, the Yessel government eagerly agreed and once Hoskilla had been taken back from the Eastern foreigners and renamed Host, both major port cities were absorbed into the Zmaragdosi nation.

    The shelter of Aquarial survivors of Hosrel when the Eastern savages plundered, raped and murdered hundreds of the wealthy, ruling elite, Yessel has always been a strong symbol of terrestrial Aquarial culture. Full of broad canals and public fountains, it is famed for its aquatic beauty. Canoes shaped like white and black birds, called a swan boat in the Common Tongue or gondola, meaning swan in the language of the Aquarial, transport citizens throughout Yessel. The elite Aquarial noble families who live in this expensive city are supported by the elitist system of the Zmaragdosi government founded by western Forest Kin, but few of them are much convinced of the Green Lord Brention's Zoën religion, preferring their own aquatic deities.


    Ooma, far to the southeast of Zmaragdos, in the turbid swamps to the north of the Mossy Gulf, is home of the Unguis. Their race has presided there since the dawn of their evolution among the murky marshland they have adapted to. After the Cataclysm, the temperature changed from stiflingly hot and humid to breezy, slightly moist and in winter, even frosty. Vast amounts of plant species, unable to tolerate the new climate, went extinct, even as spells and curses which polluted the land mutated the animals resident here, turning them into unrecognizable monsters: among them massive three-headed pythons nigh three feet long and nigh fifteen times as wide; red-tongued lizards the size of crocodiles, wart-ridden and sharp-toothed; and giant disease-carrying insects. Still, below the surface of the water things remained somewhat tolerable, and certainly not that drastic compared to what had happened to the rest of Elysia; but even as the horrific mutations began to fade as the corrosive magic tainting them gradually lifted from the land naturally, the unguis left their habitat for millennia in large groups, seeking shelter elsewhere in Zmaragdos. Today Ooma is known as the home of the unguis, and with a more stable climate many are content to live there in peace, secluded from the rest of the world.


    The birthplace of the Green Lord Brention, Riven provides the exotic recluse of the southwestern rainforest which draws in not only curious tourists but also the unguis who prefer a warmer climate than that afflicting their eastern marsh, as well as Edelian aristocrats who seek a peaceful retreat from the busy, politically incendiary Zmaragdosi capital city. With Brention's dramatic rise to power, Riven has become Zmaragdos's religious center, as he has erected most of his churches there, and indeed lives more in his private home in Riven than the elaborate palace erected for him in Edel.

    Brention teaches of a Nature Spirit called Zoë who is the soul, breath and beating heart of all life. She may not embody our motives but can be found sleeping in the depths of our consciousness, waiting to be awakened. Once the world is seen through Her neutral eyes, an enlightened individual can begin to appreciate the simple, natural beauty of things, and grows aware of how everything is connected. While Zoë has always been a cult goddess of Forest Kin nobility, it wasn't until recently that She became a public fascination. Her monotheistic religion has spread like wildfire and many have high hopes that She is the answer to curing the Zmaragdosi land of its impurity.


    The autocratic ruler of the Scorched Land of Kausteira, the Red King Aukhmos is infamous for his hot temper and bloothirst. Followers are drawn to his courage and dauntlessness – he laughs in the face of the sobering horrors the Cataclysm has left behind, and this recklessness imbues others with the power to persevere and remain confident in themselves even when times seem bleaker than ever. An accomplished warrior, Aukhmos personally executes the ritual sacrifices to please the curses of the Scorched Land, but has taught his people to see this duty as a weakness. He hates the Cataclysm and all its consequences with a passion and refuses to let its considerable obstacles daunt him. He is determined to achieve supreme rulership in the land with his people free to roam the lands of Sunnepheia safely and fearlessly as they once had those of Elysia.

    Portrait (open)


    CS (open)

    Name: Aukhmos
    Title: Red King
    Gender: Male
    Race: Nocturne
    Age: 29

    Nationality: Kausteiran
    Occupation: Red King of Kausteira

    The finest warrior in Kausteira, Aukhmos is powerfully built, with a muscular physique and the ghostly skin of his race. Accompanying his brawn is an almost cat-like stealth and the ever balanced posture of a master swordsman. His step is silent and his armor is carefully designed to remain remarkably soundless, free of the metallic clanking that so often betrays an armored opponent in battle. His eyes, true glowing Nocturne eyes, are a piercing cerulean shade that have unnerved many an adversary. His straight sable hair grows unkempt and his harsh facial features, accompanied by the thick dark brows and grim mouth, often make him appear quite intimidating, and he uses this to his advantage.

    Aukhmos, leader of the Scorched Land of Kausteira, believes in glory, wealth, power, and adrenaline rushes. He has organized the government as an autocracy yet is an unlikely dictator: he sees worth in all those who mark themselves strong warriors, whether they are stableboys or kings is no matter to him. The finest warrior in the land himself, Aukhmos believes that every man should have the right to whatever he wants if he has the power to go through with it, even if this collides with others' freedoms. His vision of Sunnepheia's future is brilliant, and yet chaotic, with everyone in constant conflict for power and no space for things that interfere with survival, such as art, music, the humanities, scholarly work, all things for which Aukhmos cares very little for.
    Aukhmos's followers, inspired by his message of strength and total free will for all only within the limits of their physical capacity, would have urged Pandora to stop running like a girl and take up arms against the king along with a group of other rebels, or perhaps let herself be captured and then slaughter him in his sleep. Whichever was riskier.


    With an extensive understanding of all kinds of weapons and their most efficient uses, Aukhmos is a master swordsman. The culture he leads believes in proving one's mettle completely irregardless of social status or cleverness by skill in combat alone, and his position as king is reinforced by his amazing prowess in battle. There are some who claim that he is the best swordsman in the world, although even the best, with exhaustion and ill enough luck, can be defeated on occasion.

    A natural attribute of his race, Aukhmos can move with near-total silence.

    Growing up in a town nearby the world's forging central, Dun, Aukhmos comes from a family of forgers and was taught the art himself. He specializes in unique armor that preserves vital areas particularly well with the minimum amount of extra weight.

    Aukhmos gets along easily with others and possesses a rock-solid inner confidence; coupled with his liberal views of radical equality and his tolerance of everyone regardless of race, social class and personal background, provided they're handy with a weapon, has made him enormously popular among the roguish people of his country.

    Aukhmos is very physically brawny and engages in athletic activity intensely throughout every day, giving him an extraordinarily fit physique.


    When equipped with the best armor and the largest, most destructive weapons, Aukhmos's senses of sight and hearing may be impaired and his movements are hampered.

    Aukhmos is frank and never afraid to voice his opinion bluntly. This has soured many relationships with more sensitive kinds of people. In battle he is similarly scrupleless: he will do whatever it takes to win, even if it means taking foolish risks.

    While his boldness can be exciting and infectious, there's a thin line between fearlessness and foolishness and Aukhmos tends to err in the latter direction. Strategy bores him and his fighting style (and fighters, for that matter) are undisciplined and often unprepared. When meeting forces greater than his Aukhmos's typical strategy is a combination of surprise and fanaticism.

    A product of the poor working class, Aukhmos never learned to read or write.

    Cannot swim
    Having grown up and spent his entire adult life in the middle of the desert, Aukhmos has never learned how to swim.

    Shahirazad: Female Scout Lioness
    Shahirazad is an enormous lioness, the size of Aukhmos himself, and perhaps even more fearsome. Rippling with muscle and constantly alert and tense, she is ready to spring into action at any moment. Her fur, a fiery blend of sandy-yellow and sunset-orange hues, gleams with gold as if ablaze. Feral copper-red eyes regard the world with an intensity rivaling those of her lopos, and a vivid cyrulean aura flickers across her flaming pelt.

    Sexual Orientation: heterosexual
    Relationship: none


    Aukhmos grew up in a small mountain village named Iskar near Dun. It specialized in mining but his parents were forgers and this was the trade that Aukhmos learned. When an earthquake destroyed his home and his family while he was fetching water from a faraway, unpolluted spring, he traveled to Dun and became an apprentice forger there, but the nightmare of his family's fate never ceased to haunt him. He made the long and perilous journey to Zirash where he discovered ancient scrolls in the library explaining the ancient curse that caused earthquakes and volcanic eruptions and desert conditions in Kausteira. He trained as a guard to defend Zirash against invading nomadic tribes and eventually, at the tender age of 22, became the leader of the Zirash guard. When, four years later, he rallied other cities' forces to win a large war against a large tribe of Draken savages from the northern mountains, he became the unofficial leader of Kausteira's armed forces, and when politicians and other fine swordsmen gravitated to him sensing a potential unifier of Kausteira, it took little more than a year to crown him king. Still, Kausteira is a barren land, and the West overflows with plenty of natural resources; urged by advisers, Aukhmos seeks to try to conquer some territory in the Western lands as his ancestors once did with Hosrel.


    An accomplished politician and brilliant strategist, the Blue President Pahkné of Pégulis is an opportunistic spellcaster who saw a chance for facilitating some real change when she stumbled upon a group of shivering outlaws hiding in mountain caves high in the north of Sunnepheia. She organized search parties and soon most of those who got lost in blizzards or the endless flat landscape of the glacier and the winding mountain paths saw a pulsing violet light in the distance, and, drawn to it, was brought to President Pahkné holding it aloft to lead wanderers to safety. It was not long before hers was an established community, and from the beginning Pahkné took brilliant steps that resulted in a flawlessly organized, crime-free, constructive collective that learned more and more about survival in their environment and, most importantly, magic. While other factions squabble and fight or daydream and dance, President Pahkné's people can work quietly in the necessary isolation of Pégulis, unlocking a new enchantment to aid sentientkind in the desperate struggle for survival against the elements every day. Yet as the two primary factions, the Red King Aukhmos of Kausteira, and the Green Lord Brention of Zmaragdos, gradually approach the Pélugian hideout, their careful isolation and detachment from outside affairs is threatened.

    Portrait (open)


    CS (open)

    Name: Pahkné
    Title: Blue President
    Gender: Female
    Race: Human
    Age: 24

    Nationality: Pégulian
    Occupation: Blue President of Pégulis

    While athletic and hardy, Pahkné is of a petite and curvy build, with long, wavy black hair that falls to her waist and is usually kept in a thick braid for convenience. With broad cheekbones and an arching brow, her face might be cold were it not for the dark chocolate brown eyes which reflect real warmth. Her skin is a rich copper and her voice is unexpectedly deep for a woman. She carries herself with confidence yet distance, and there is a sense of deliberation in her movements.

    Pahkné, leader of the Frozen Land of Pégulis, is first and foremost an opportunist. While at heart she does believe in a version of democracy, she is unwilling to compromise security or power for its sake. Different from both Aukhmos and Brention, she would never consider dying for her cause. She uses her cause to survive. Currently Pahkné is an elected leader, and intends to maintain a democratic system because, being intelligent and politically very sharp, she feels that this middle way – peace with controlled conflict, avoiding both war and stagnation – is the only way to return Sunnepheia to the former glory of Elysia. Her views are extremely popular among the people who are sick of gods, kings and nature dominating their lives and choices, but they underestimate her potential for swiftly changing her views. Pahkné is a politician at heart, and she believes that subterfuge and corruption are necessary to keep a democracy functional, lest too much power slide into the hands of one faction out of pure happenstance, or, worse, a faction that is weak and unable to retaliate against a real enemy, such as a hostile foreign country.
    Pahkné would have dismissed the ideas of the Zmaragdosi and the Kausteiran culture's expectations of Pandora's behavior. Had Pahkné been Pandora, she would never have made a big fuss of her affection for the stableboy, would smilingly marry the king, ingratiate herself in court, inconspicuously poison her husband, take control of the realm, raise the stableboy to kinght or duke or somesuch, and either marry him or use him as her consort, whichever garnered her the most political advantage.


    Pahkné is a politician and gifted strategist. Whether her ideas concern crime prevention systems in countries or a battle tactic, they are well thought out and very efficient.

    Articulate, precise, with the ability to inflect her voice and subtly control the expression of her face, Pahkné is a master debater and can play devil's advocate just as passionately. If she wants to she can be remarkably persuasive, cleverly playing with words to turn them into alternate meanings.

    When she set out as a very young woman to travel the world, she became the apprentice of a minor wizard and healer who taught her knowledge of herbs and medicines. When she started traveling independently she kept exploring her environment and learning from it. She is a very qualified healer, though most of her treatments require a touch of magic.

    Pahkné is a very powerful sorceress. She can summon and trap artificial light and heat, crack apart stone and ice, and use some minor healing spells.


    Pahkné will abandon the most solemn promises and the most valued decencies if it means getting into a position of greater power and getting what she wants. This doesn't make her especially trustworthy and sometimes she overreaches herself.

    Pahkné's petite physique results in frequent disadvantages in daily life and it can cause major problems for her in combat situations.

    Incompetent with physical weapons, Pahkné is dependent on her agility, small size and magical powers to succeed in battle, but it is always quite dangerous for her to fight a physically powerful opponent.

    Murkahal: Male Advisor Osprey
    Twice as large as a regular osprey, Murkahal is a fierce snow osprey, with flashing lavender eyes and a deep chocolate brown aura. His feathers are mostly grey and white with black stripes splicing across his considerable wingspan and fanned tail feathers. A coruscating silver sheen makes his plumage sparkle like snow crystals catching the light, and his thick black talons are sharpened to a vicious point.

    Sexual Orientation: heterosexual
    Relationship: none


    Pahkné grew up in the colorful Avarath as the fatherless daughter of a middle-class prostitute. Her mother did the best she could to take good care of the child and shelter her, but remained distant both physically and emotionally. After a fire ravaged a shady district where her mother had been working one night, Pahkné's mother never returned home and she was presumed dead. Pahkné realized she had three choices: try to find an eligible, well-to-do man and start a family, find a job to pay the rent and stay, or move out and travel the world. An independent and adventurous spirit with a great thirst for knowledge, she chose the latter, and at 15 set out on her own. It wasn't long until she realized the whole affair was a complete disaster: she had no idea how to protect herself and survive in the wild. When she encountered a passing healer on the road to Quelt, she befriended the elderly man, Horn, and he taught her some small healing spells he knew, as well as his considerable knowledge of healing and medicine using plants. Gradually her remarkable affinity for sorcery became evident, and when they finally parted ways four years later, Pahkné became a charismatic traveler learning as much as possible about her craft. After 10-15 years of such traveling she decided to put her true skill to the test by crossing over the mountainous land bridge between Zmaragdos and Kausteira, and upon successfully completing this journey many times she came upon the abandoned rebel caves of Balvar.


    A handsome nobleman and experienced forest ranger, the Green Lord Brention is the chosen political representative of the Poisoned Land of Zmaragdos. Followers are drawn to his charisma and strong religious beliefs; through his faith, many have found new purpose and enthusiasm in their life. Believing that the Forest Spirit is the greatest god and ever on their side, their zeal and close-knit community has engulfed practically all of Zmaragdos. Brention gains especial popularity with his generous funding of the arts and the attempts of scholars to learn more about Sunnepheia's scattered history. His people are utterly, some even blindly, devoted to him and believe him to be the prophet of the Forest Spirit Zoë.

    Portrait (open)


    CS (open)

    Name: Brention
    Title: Green Lord
    Gender: Male
    Race: Forest Kin
    Age: 31

    Nationality: Zmaragdosi
    Occupation: Green Lord of Zmaragdos

    Brention is a pure-blooded Forest Kin, with the classic pointed ears, lithe stature and narrow, angular, fine-boned facial features. His long, straight, shining white hair is often let open but usually kept in a ponytail when he travels. Light brown skin would blend into the forest shadows anywhere, and his quiet, dark gray eyes reflect the new moon. His voice is gentle and lilting, and a fearsome thing to behold when he invests real emotion in it. Remarkably tall, Brention's persona is undeniably that of the aristocracy.

    Brention, leader of the Poisoned Land of Zmaragdos, believes in tradition, wisdom, and the importance of culture. Learned scholars, his council of elders advises him and while he has the last word this may be overridden by the council with a majority vote. Zmagardos follows a strict social hierarchy that enables little social climbing besides being appointed a lofty position as advisor to the state based on scholarly or philosophical work. Brention's vision of Sunnepheia's future is peaceful, yet bland, with little space for personal freedom and an elitist system where a select council governs over all.
    The Zmaragdosi believe in setting personal squabbles aside for the greater good. They would have expected Pandora to dismiss her feelings for the stableboy and marry the king as she was promised, anything to avoid conflict and war. They consider her recklessness to blame for the Cataclysm.


    Brention's impeccable education has given him a wide scope of understanding in all topics ranging from arithmetic and science to history and literature.

    Brention is highly knowledgeable of Sunnepheia and the history of the Cataclysm, the races, and the world's major cities. His awesome comprehension of world lore has allowed him to reach remarkably accurate conclusions concerning the nations' curses…

    Ever since Brention could grip he was holding a bow. A master archer, Brention is rumored never to miss a shot.

    Sharp Eyesight
    Like most of his race, Brention has the eyes of a hawk and the benefit of night vision.


    Brention will do anything to uphold his honor, even if it should compromise his position and endanger himself and those he cares about.

    A member of the upper class born into a very wealthy aristocratic family, Brention may occasionally be an insufferable snob. His pride can turn him blind to his own faults and the strict hierarchical elitism that perpetuates his government.

    Low Endurance
    Brention is more of a bookish stay-at-home type, and going on long hikes on perilous terrain is not exactly his forté. He would also be prone to choosing the wrong type of attire for the occasion. Without regular exercise, while far from overweight Brention is not travel-hardy either, and tires easily.

    Susceptible to Magic
    Brention is particularly vulnerable to magic. Just as mages are simply born into their craft, so others can simply be born to be unusually susceptible to magic.

    Felurain: Male Empath Stag
    Felurain is a handsome honey-colored stag, twice as small as a regular deer and delicately built. His hide scintillates with a bronze sheen and exudes a calming dark gray aura. Slender and nimble, Felurain can reach incredible speeds. His dark emerald eyes are quiet and contemplative; his name means Forest Dreamer in the Ancient Sylvan tongue of the Forest Kin, and a fitting name it is.

    Sexual Orientation: homosexual
    Relationship: none


    Brention is the seventh son of an eminent aristocratic Zmaragdosi household that has held immense political power even before the Cataclysm. Brought up in comparative wealth and educated by the highest standards, Brention has yet to step outside a lifestyle of privilege. It was clear since his birth that he would be a high-ranking politician or scholar. His father was one of the Council's most esteemed members. Quickly proving his political worth and gaining popular attention because of his religious views, Brention was elected to become a Justice Official at 24 and, upon completing his five-year term, the Council elected him as the new political representative of Zmaragdos, a position to last for life. He has only been ruling for two years but it has been an enormously successful lordship and his Council continues to have high hopes that he might be the Lord to "conquer the savage East".

    [center][size=7][glow]ENTER NAME HERE[/center][/glow][/size]
    [B]WHY THIS QUEST?:[/B]  Our story begins after the slaying of a dragon that appeared on the ice plains near the capital.  You were someone noticed by the President during this engagement, or someone already serving her.
    [b]NATIONALITY:[/b]  If you were born in one of the other two kingdoms, how did you get to the north?
    [B]APPEARANCE:[/B]  [imga=right]ENTER PICTURE LINK HERE[/imga] and any physical things we should know about.
    [B]PERSONALITY:[/B]  How will you get on with others in this adventuring group?
    [b]SKILLS:[/b]  Up to 4, in order of importance
    [b]WEAKNESSES:[/b]  At least 3
    [b]RELATIONSHIPS:[/b]  Any link you have to other characters
    [b]AENIGMA DETAILS:[/b]  Your spiritual companion.
    #3 Asmodeus, May 17, 2013
    Last edited: May 19, 2013
    • Like Like x 1
  4. Galain Medwick

    Why this quest?: Galain is an accomplished archaeologist and has been asked to lead the expedition to the Prosperos Gulf.

    Race: Human..... Age: 34..... Nationality: Pegulian native

    Appearance: Tall and under-nourished, from too much studying to the detriment of the body.

    Personality: Eloquent and sharp-witted, Medwick believes full-heartedly in the Pegulian ideals of enlightenment, reason and Machiavellian politics. Like a true sage of the nation, his creed is that philosophy should come before faith, and that all citizens should be universally educated. The time has come for gods to step aside - a point driven home by the very fact that Pegulians have pulled themselves up by their own power, their own magic. The militant nationalism of Kausteria and the green religiosity of Zmaragdos are both foolish extremes to inhabit. Only in the pursuit of knowledge and the domination of man's baser nature can the shadow of the Cataclysm be overcome. By this ethos, though he is ready to believe in the Lost God Libras, his vote will always be for the enslavement of this creature, its exploitation - it's subjection to the uses of the mortal races.

    Skills: As a sage of the Pegulian higher echelon, Medwick ranks among the most knowledgeable minds in Sunnepheia. He has dedicated his life to literacy, linguistics, history and the uncovering of lost relics. He keeps his mind sharp and practices daily the craft of human wisdom.

    Medwick is a Class Three magic user, which in the fading lands of Pegulis is impressive nonetheless. He has often supported Pahkné and the Elder Wizards in their incantations, functioning as a conduit or resonator for their spell casting. His primary art is the formation of protection spells. Be they elemental wards, force cushions or wound sealants, he is adept at forming these barriers under the most stressful of conditions. His most frequent spells are stored in gemstones on the hilt of his sword, which can be activated by a sharp rap of the hilt against his breastplate.

    Medwick's swordmanship is average. He has trained with the city watch and does his duty as an alpha of the community to protect in times of danger. He is also experienced in the use of standard light and medium armour types.

    As an archaeologist, working in the field alongside Shardis he has kept his mountaineering, rope-use and wilderness survival skills sharp. On their expeditions together this has often meant the difference between life and death. He is a competent man on any archaeological dig, and more than ready to scale the massive ice cliffs of the north.

    Weaknesses: A fall through a glacier at the age of 24 left Medwick with a weakened left knee. He cannot run for prolonged periods of time, and as a result his stamina has decreased over the years. His prolific reading has also weakened his longvision, so he cannot discern the terrain as well as others. Mentally, he is arrogant, with a self-professed belief in the power of magic and reason. He will never doubt his spells. He will never accept that an enemy is incapable of reason. He will never yield to an emotional or divine answer to something, for to do so would be to violate his core principles. He believes that the Cataclysm was caused by primitivism, and so will make a stand against any irrationality.

    Relationships: Medwick apprenticed alongside Shardis and was taught much of what he knows by Shardis's parents. He shares her respect for them and misses them dearly. He counts Shardis as a friend but is often patronizing to her, despite knowing that she is an equal match to his wit. Medwick has never let a romantic notion enter his head in her regard, and if anything he treats her more as a surrogate sister.

    Aenigma Name: Carval
    Aenigma Gender: Male
    Aenigma Appearance: Crow, as pictured above.
    Aenigma Personality: Incredibly laconic. Very few have ever heard the crow talk. It is sinister and ominous, a staring, unnerving creature who hangs close to its master. It is an Advisor type, but has rarely offered anything but ambivalent eye-contact to Medwick.

    #4 Asmodeus, May 17, 2013
    Last edited: May 19, 2013
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  5. Shardis

    (Shar for short)

    Gender: Female
    Race: Fellion
    Age: 27
    Nationality: Shar hails from the wilds close to the city Ald of Pegulis

    Appearance: She is from the snow leopard variety of Fellion. Covered in luxurious long, soft and very thick white fur dotted with black spots covering most of her back, arms and legs. Her stomach, inner arm and inner leg fur is pure white. She has ice blue eyes, black nose and pierced ears with many rings,chains and studs of various sizes dangling from them.

    Personality: Normally quiet and reserved, she likes to observe a situation from a distance if possible before engaging. Although, Garth's sense of humor can get on her nerves to the point of distraction and on occasion violence. Having lightning fast reflexes, she can act quickly if need be. She is known for her keen wit and love of knowledge.

    Skills: Her parents being well known archaeologists, she enjoys doing similar work and discovering the past and understanding the Cataclysm. Far from being stuck to a desk in a musty museum, she loves to look for antiquities in the field. Which in this day and time can be dangerous work. She is proficient with parqour and has ninja like reflexes. Shardis wields a short curved sword and throws small daggers. She also has an extensive knowledge of the lost linguistics as well as knowledge of the old machines used before the Cataclysm.

    Weaknesses: Built for the cold, she can not stand heat for over long. She has been known to have a volatile disposition. She is a terrible swimmer, sinks like a stone.

    History: Ever since childhood, Shar has held a strong interest in the past and as such has been on many excavation sights and hunts for lost technology and other treasures. She doesn't care about being famous for doing so ether. Her interest in the Cataclysm has taken her all over Pegulis, some of Zmaragdos and Kausteira. Admittedly most was in her youth with her parents, who by doing so, sparked her life long quest for knowledge. She is usually in the company of Galain Medwick, a close friend, playmate and confidant in her youth, apprenticed to her parents, like herself. Shar looks upon him as her leader these days and is totally loyal to him, thinking of him as her only brother. She would do anything to keep him safe from harm but finds it hard to do so even with his bad knee.

    Aenigma Name: Garthon, Garth for short

    Aenigma Gender: Male

    Aenigma Appearance: A small blue dragon of approximately 2 feet tall and a length of almost 5 feet from tip of snout to end of tail. A wing span of 5 feet wide. He is thin and built for speed. He has deep blue-green eyes that sparkle when he laughs. He has a silver metallic sheen and an ice blue aura that matches Shar's eye color.

    Aenigma Personality: Jovial and outgoing for the most part, he loves a good joke and pulls pranks on Shar and others when ever possible.

    Aenigma History: Not known for his truthfulness with others, he likes to mess with the status quo just to spice things up. In so doing, he has caused many problems in the past. No one, not even Shardis, knows why he turned out this way and few barely tolerate him when he is at his worst.

  6. Kana N’falar

    WHY THIS QUEST?: Kana had just arrived to Pegulis when she was pulled into the battle with the dragon.

    RACE: Human
    AGE: 23
    NATIONALITY: Kausteria, the City of Avarath.
    In an effort to find a cure for her father Kana left Kausteria to find out more about the poison and what caused it to spread, she chose to start in Pegulis as she believed it was closer than Edel.

    APPEARANCE: Standing close to 5'10” Kana has long dark brown hair with short bangs that she often keeps in a ponytail while working, almond shaped blue black eyes and tanned rubbery skin. She is strong and while she is relatively willowy has a muscular build although still quite agile and has quick reflexes, her ears have a slight point to them instead of the usually rounded edge. She mostly wears white harem trousers with soft leather shoes, a long maroon robe-like, short sleeved dress with slits along each side up past her knees together with a long sash tied around her waist. She has a leather arm guard on her left arm to steady her weakened limb and a gold bracelet on the other, Kana also have a shoulder bag with some simple supplies, including a cloak to protect her in harsher weather and some tools to care for her weapons.
    (The differences between the picture and Kana is mainly the trousers, shoes, her eye colour and her bag.)

    PERSONALITY: Generally calm and collected Kana is a realist, though others may call it being negative, she wants the world to be healed but she dares not believe in it although now she is determined to do what she can to help. She can be easily provoked depending on the subject and while she can bicker with people Kana isn't fond of fighting or being angry and she quickly calms down when enraged though she can keep grudges against people for a long time. She is a bit controversial as she dislikes ordering people around and isn't really a leader type but neither does she like being ordered around or told what she can or cannot do. While appearing confident and quiet she is a bit insecure, afraid of getting hurt, although she doesn't let that keep her from interacting with people and being friendly and outgoing when she feels like it.

    Being a book lover Kana has read a lot and often sits down comfortably to read with Raeus in her lap, because of this she has a wide range of knowledge with many subjects but not so much in each. Having seen little of the world but read about it much more Kana is curious about it and would like to see more but with the poison slowly killing the world and all the dangers she isn't very inclined to leave the relative safety of Avarath.

    History: Born in Edel, Zmaragdos to a relatively wealthy merchant family, on her mother's side she has Forest Kin blood although Kana never really learned their skill with the bow. She was never a girly type, instead preferring trousers above skirts and more tomboyish activities like climbing and learning how to fight. When her mother died from a disease when she was seven Kana was devastated and only the support of Raeus helped her through it and some time after that her father moved them back to his homeland of Kausteira, at first Kana hated to hot and dry land compared to the cool forests of Zmaragdos but she slowly got used to it. Thankfully they had moved to Avarath which was situated in between the harsh desert landscape and a more lush forest so the climate wasn't as scorching as in the rest of Kausteira though it was still hot and dry.

    During her life she took on the interest of pottery and evened out her time of learning to fight with a spear with making pottery as well as spending her free time climbing or venturing a bit outside the city. When she was seventeen she dislocated her left elbow when training and despite it healing well she would always feel the after effects of the damage, and as she was naturally left handed she had to learn how to use her right arm as well. As she grew older she picked up on using dual knives as well but also decided to make use of her potter skills and started selling her wares.

    Recently Kana's father Lakon was infected with a poison through a plant he'd come over through his work and now he is slowly dying, perhaps not for some year or more but the more it spreads through him the more his death is certain. Now Kana is determined to do whatever she can to help him survive, and the only way to do that is to rid the world of poison, or at least that is what she hopes. Now if she only knew a way to go about reaching her goal.

    SKILLS: Kana is very skilled with a spear having trained with it for many years and likes to have a bit of distance to her enemies that a long spear gives her. She is also quite skilled with her two long knives that she carries with her just in case she looses or breaks her spear or for some reason need to fight close range. She is fast both when moving and in her reflexes and being a lover of heights she is a good climber, she has decent stamina as well.

    WEAKNESSES: Kana is claustrophobic and can't stand small spaces or the feeling of being stuck but she can fight the panic attacks for a short time. When she was seventeen she dislocated her left elbow in a training accident and even though it has healed she is significantly weaker in that arm and can't have too much pressure on it. Despite a bit of Forest Kin blood in her and growing up in Edel Kana is terrible with a bow, her aim and range whenever she can let an arrow fly is deplorable, she also has little to none affinity for magic.

    RELATIONSHIPS: Kana is new to Pegulis and do not know anyone there yet.

    AENIGMA NAME: Raeus the Empath Gryphon.


    AENIGMA APPEARANCE: Raeus is very small, barely a foot tall with wings just big enough for him to fly with, he has the head and front legs of a bald eagle and the hind legs of a lion, on his head he has two ears similar to a horse's albeit smaller and slimmer. His large eyes are a bright amber and his fur and feathers have a sheen of metallic bronze while his aura shines with the blue black of his lopos eyes. His feathers are dark brown with a beige rim around the edge and his head is white, feathers stretch down his back and mixes with the golden hue of his fur. His beak is curved and his claws long although he can't actually attack someone with them, his long tail ends in a tuft of dark brown fur.
    (The differences between the picture and Raeus is mainly his size, the eagle part of him and the colouring.)

    AENIGMA PERSONALITY: Raeus is quite lazy and prefers to nap when he can, he often keeps a half solidified form so he can hitch a ride on Kana's shoulder or lie in her lap, although he can be playful and devious when he feels like it. Proud and protective he doesn't like to take orders and he is strongly tied to Kana, preferring to be close to her at all times and is always prepared to glare and growl at others coming near his other half. Curious about new things and sights Raeus can easily get caught up in something he deems interesting but can just as quickly lose interest.
    #6 Elflady, May 19, 2013
    Last edited by a moderator: Jan 9, 2014
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  7. Tegol chanar

    WHY THIS QUEST?: Guard to the Blue president an accomplished warrior and navigator.​
    RACE: Nocturne​
    AGE: 25​
    NATIONALITY: Taevak,Pégulis​
    His body is covered in cuts and scars earned from both hunting expiditions and duels with other swordmen.​
    PERSONALITY: Although he looks menacing he's actually quiet caring towards strangers, he'll typically try and talk his way out of a fight if he can, but often finds himself only making things worse. The only times his personality and and appearance match is when he is in a duel or someone tries to threaten a person weaker than themselves.​
    SKILLS: Excellent swordsmanship Tegol has spent his entire adolescence practicing the way of the sword, only a few years ago did he begin sharpening his mental qualities studying both topigraphical and trade routes he's familiarized himself with most of the Pégulis and Zmaragdos landscapes; he is having some difficulty memorizing the Kausteiran territories however but refuses to give up it. While he is not the most powerful Nocturne when it comes to the use of magic he does know some minor helpful spells, but there is a limit to how many spells he can use or for how long before he becomes tired. He focuses mainly on spells invovling either healing or fire; under his armor he wears an amulet given to him by his father which can invoke a strong fire spell that can be activated by quick incantation. Finally he is a born hunter growing up in the frozen forests of Taevak his father taught him everything he knows about hunting from setting traps to making a bow out of bound tree branches this the only other thing he was intrested in learning other than how to weild a sword.​
    WEAKNESSES: His negotiation skills are very poor, if anything he can only make a bad situation worse. His literacy is lacking to say the least he never paid much attention when learning to read or write, it is only thanks to his sudden intrest in maps that his these skills have developed any further. His appearance while not a real weakness has caused him enough trouble in the past to be considered one; he's ofetn been either mistaken for or stereotyped as a criminal or a murderer due to his mutlitude of scars and menacing features.​
    RELATIONSHIPS: He has only ever seen Galian or Shardis when they were talking to Pahkné other than that he's made no attempt to get to know either of them. It's only recently and on Pahkné's behalf that he's had any real contact with them. He's been ordered to the help them on their expidition by any means necessary. Kana he's never met or seen before the expidition and knows alomost nothing about her other than the information given during presidents breifing of his assigment.​
    Name: Lyall​
    Gender: Female​
    Appearnace: Taking the form of a wolf her fur has an almost silver hue and her aura is as bright as Tegol's glowing eyes giving her an brilliant shine that is brighter than a torch being lit at night. Her eyes are and emarld green which shine just as equally as her aura. At night many mistake her for ghost or an apparition as she walks thorugh the night. (only slightly bigger than the her real counterparts, she stands nearly 4ft at on all fours)​
    Personality: She is more quiet than Tegol she hardly talks to anyone other than him and perfers that they be alone when she does. She a scout type and will often venture out on her own is search of something to keep her occupied while Tegol is working. She is very stubborn at times and will ignore Tegol at times when she wants to be left alone.​
    #7 Hounds, May 21, 2013
    Last edited: Jun 9, 2013

  8. Kal Kazzech


    WHY THIS QUEST?: To save his own hide, Kal was forced to battle the dragon alongside a band of unknown warriors.

    Race: Forest Kin

    Age: Forest kin equivalent to 27 in human years

    Nationality: Kal Kazzech was born in the forests of the southern lands. When Kal was only a teenager, he began committing crimes to fund his gambling habit. Not only did he not care for nature, he was a thief and considered a murderer, though whether he actually murdered anyone or not was only speculation. Soon after Kal began his criminal activities, his family disowned him and his clan mercifully gave him the choice between exile and death. Without a second thought, Kal spat on his homeland in anger and left for new bounty. Making his way along the main roads, Kal held up innocent travelers, stole from bands of adventurers in their sleep, and even severely wounded a few men after botched robberies.

    Once he reached a new city, it wasn't long before the authorities were looking for him. He had a reputation as a sneak-thief and the rumors of his murders were spreading like wildfire amongst the towns and cities of the south. Kal had no choice but to move northward. Would he stop his thievery? Probably not, but at least he would have a chance to sit down and eat at a tavern for once without the city watch hunting for him.

    So it was settled, Kal started his trek northward and eventually ended up in the city of Barval. It had only been a fortnight since his arrival when a vicious battle erupted. Kal was unlucky enough to have to fend for his life in this dire situation. He was caught in the wrong place at the wrong time. Using his skills as a marksman and his agility from street brawling, Kal helped fell the beast along side a group of adventurers he hadn't seen before. That is how he ended up in his present situation.

    Apearance: Kal has burn scars over his left eye causing his eyelids to become fused together and preventing him from opening his left eye. He has green eyes.

    Personality: This forest kin is selfish, snarky, and has little regard for others. The only time he goes out of his way to aid someone else is if, in the end, it will benefit himself in some way, shape, or form. Kal has a lot of rumors swirling around the southern forests about him, he is a wanted man. Many believe him to be a cold hearted murderer, and many more know he is a deft thief. He has little sense of honor but he does respect strength, skill, and women. Despite this respect, he will not hesitate to save his own skin by any means necessary, whether it involves others or not. All in all, he mostly cares for himself.

    As far as intelligence and learning are concerned, Kal can read and write well enough and learns from all of his mistakes. He is a smart thief, especially with the aid of his Aenigma, Sarrthas. Proper planning and execution of larger heists have become necessary; the simple brawls and shakedowns are less important and only used when Kal is in need of quick cash. Instead of stealing from anyone and everyone, like his past endeavors, Kal has been keeping his actions on the down low during his travels north.

    Weaknesses: In short: Blind in left eye, prone to fall to lust, gambling habits.

    During his travels in the southern lands, Kal botched a robbery targeting a very powerful merchant. This merchant seemed to have only a few guards, easily distracted and even easier to sneak past. Kal had been following the caravan for three days, and on the third night, Kal made his move.

    The night sky was cloudless and the stars shone brightly. A large iridescent moon hung low, casting its pale light across the fields. No matter, Kal had dealt with high light night robberies before. Making his way past all of the merchant's guards, Kal found himself outside an ornate tent. It had to belong to the merchant.

    Sending his serpent Aenigma in before him to scout the surroundings, Kal readied his two combat knives just in case his stealthy friend aroused suspicion. Only a short moment passed before Sarrthas returned. "Nothing unusual, save a fae sleeping in a golden cage by his bedside." The serpent hissed quietly.

    Kal nodded and quietly raised the tent's flap. Peering in, he could see a small chest next to the fae's cage, no doubt full of precious gems or jewelry. That was his target. Moving as silently as possible, Kal stalked around the room, eyes darting about quickly, scanning for traps or sudden movements. There was nothing. Gazing upon the small golden chest with anticipation, Kal pulled out his trusty lockpick and got to work. Within seconds, and with a quiet click, Kal opened the chest and nearly gawked over the bounty. The chest held a very fine, and obviously magical, diamond encrusted amulet. He lifted it slowly out of the chest and tapped the largest diamond in the middle of the amulet lightly as a grin spread across his face.

    "Kal! Run!" A hiss came from beside the bed. Sarrthas had just noticed the fae was no longer in her cage. Kal's lightning fast reflexes obeyed Sarrthas' command, but it was too late. As Kal turned to make a dash, a firey hot light flashed and the skin on the left side of his face burned intensely for just a moment. Kal didn't stop. He screamed in pain and he ran as fast as he could, dropping the amulet in the escape. It wasn't until after he got away from the few trailing guards that he realized what had happened. He couldn't open his left eye, in fact, Kal couldn't even feel his eye moving underneath the shut was gone.

    Also during his travels, Kal had also fallen victim to a trait many men share...lust. It was a warm night during the summer, right outside the town of Host. Sarrthas had been resting on a rock behind Kal as he talked and drank with a human woman named Allyson. Her Aenigma was a beautiful red fox named Aether. The fox didn't have much to say, but she knew how to stand proud and show off her looks. The pale blue aura contrasted with the fiery red of the fox's fur to make a splendid sight. Sarrthas didn't like the look of the situation, but he didn't interfere with Kal's plans.

    As the night grew darker, Allyson and Kal talked more and drank more. They played cards, Allyson was a shrewd card player, and they flirted. One thing led to another and before long, there was a passion rising between the two. The ever vigilant Sarrthas was also distracted by beauty when Aether started walking towards him. She moved close to the serpent and stood in front of him, batting her eyes and pawing the ground. Sarrthas was almost completely entranced by the beauty of the fox, but he shook himself free and hissed at her. "Don't try to maipulate me, beast."

    Sarrthas moved past the fox, who had began walking the opposite direction anyways, to see Kal holding his bleeding side tightly with his shirt. Allyson was simply smiling and putting a fancy silver necklace around her neck, one Kal had stolen.

    "Damn it Sarrthas! Why didn't you tell me you saw a knife on her!?" Kal laughed then winced immediately from the pain. " matter...It probably wouldn't have stopped me anyways..."

    After affixing the necklace, Allyson held a dagger to Kal's throat and kissed him on the cheek. She dripped one small drop of green liquid into the wound and winked at the enchanted thief right before taking her leave.

    That night, Kal slept a drunken sleep and dreamed of Allyson and Aether. It was the best sleep Kal had gotten in ages. Come the next morning, Kal was able to travel once again. His wound was healed, his heart was hurting, and his pockets were much, much lighter.

    After filling his pockets with more gold than he could travel with, Kal liked to gamble. The sheer rush of throwing hundreds of gold at the chance of doubling up was second only to the rush of stealing, in Kal's opinion. Kal had lost many a haul thanks to gambling, and no matter how many times Sarrthas has told him, Kal just can't give it up. There was one occasion when Kal nearly lost everything...

    "Haha! Aces! I win again!" Kal yelled over the card table as he pulled in a pile of gold. Kal had been cheating, of course, as Sarrthas read the other player's cards from the reflections off of their eyes. Sarrthas would hiss if the outlook was promising, and remain silent if it wasn't.

    "Shall we play another hand, gentlemen?" Kal snickered at the sneers he received. One player, a burly Felleon, stood up and slammed his massive bands upon the table.

    "Enough!" He roared. "I saw it. I saw it with my own two eyes. You're cheatin'!"

    The ruckus caused everyone else at the table to stand up and draw weapons. They all agreed, especially since they were losing. Kal couldn't help but laugh as he stood up and backed away two steps. There were four other players, two humans, the Felleon, and an Avian.

    "No need to get hasty, fellas. It's just a game, and I'm better at it than you. So how 'bout you shove off before we take this too far?" Kal pulled his combat knives out and held them in a defensive position.

    "Too far?? I'll show you too far!!" The Felleon roared as he charged past his fellow players, trying to tackle Kal. A quick sidestep and a slash across the Felleon's face caused the enraged player to tumble to the ground and slam into the wall behind Kal.

    Kal started to dash for the door, picking up a sack of coins along the way. He was fast, so he wasn't worried about anyone catching him. Tripping one human and slicing the other's ankle with a smooth slide maneuver allowed him escape into the night. Sarrthas was close behind and with a hiss, warned Kal of the sparrow flying above him. It belonged to the Avian player...

    "Shit..." Kal said thrice aloud though huffs of breath. With a quick movement, he pulled his bow out and knocked an arrow, scanning the skies for his Avian friend. There seemed to be nothing, save the sparrow, then suddenly a gust of wind swept by Kal's shoulder, leaving behind a stream of blood, Kal's blood. The sound of wings flapping could now be heard from overhead.

    Kal dropped his arrow form the attack and fell to one knee as he knocked another. He shot blindly in the direction of the sound of the flapping wings. Kal couldn't see anything, but it wasn't the darkness that bothered his vision, it was magic. Invisibility.

    Again, another slice accompanied by a gust. Kal fired another arrow, still able to use his arm. Then he stood still, the moonlight casting a long shadow of a wounded Kal onto dirt road.

    "Give me the gold and I won't kill you." The Avian said from above.

    Kal shot another arrow, then quickly shot another. One arrow must have connected because there was a thump that followed the two shot burst.

    Kal couldn't risk the others catching up so he booked it. He ran for the hills and didn't look back. The stinging in his arm was coming to light now that his adrenaline was wearing off. He had to stop and tie bandages around the wound to stop the bleeding. When he reached down to grab a bandage, he laughed. He laughed hard. The sack of gold was still there.

    "Good thing we've still got our gambling money, eh Sarrthas?"

    Sarrthas closed his eyes and hissed.

    Relationships: None

    Aenigma Name: Sarrthas
    Aenigma Gender: Male

    Aenigma Personality: Sarrthas shares a lot of the same beliefs that Kal has. Sarrthas cares little for other Aenigma or people. He is thrilled when Kal gains a good bounty, but he detests gambling. However, he still helps Kal cheat at card games simply to gain more coin, and, more importantly, to help prevent the loss of it. Sarrthas, being a talented scout, is very observant and quick to note changes in people's movements or surroundings.

    #8 DrPepper, Jun 8, 2013
    Last edited by a moderator: Jan 9, 2014
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  9. Caoimhe

    WHY THIS QUEST?: Helped in fighting the dragon, she is a survival expert and knows the wilderness.
    RACE: human
    AGE: 20
    NATIONALITY: She was born within the borders of Pegulis however she has never really considered herself to really be one of them.
    APPEARANCE: An average height for a human she is a bit emaciated at this point. The cold and tough winters make you burn fat like almost nothing else. Her muscle is the lean, sinewy kind that keeps her light on her feet but, still strong enough to tussel with her pack mates. Her eyes are a darker shade of grey that are oddly expressive, lighting up when she is happy and narrowing to a dark glare when she is angry. Her skin is tan from living outdoors and covered with scars, mostly small ones from just living her life.
    PERSONALITY: When she is with those she knows she can be very sweet, playful even. She holds no alligence other than to her friends and family, and she will do everything in her power to protect them. To them she is extremely loyal and unless she has a very good reason it causes her a lot of internal pain to betray those close to her. But, at her core she is wild and she lives only by the laws of the wolves, and of the woods. Every challenge directed at her is swiftly answered and unless the opponant puts on a good enough bluff she will attack until one of them are on the ground. Having grown up with wolves she is not very good at lying, she will put on a bluff but, even that is more of telling a person what she is willing to do if they push her buttons. This can make keeping secrets hard as even those who are not the best at reading emotions can easily see what she is feeling. When she first meets people she is very wary, the only real exception being with children with whom she shows much more patience, keeping her distance and setting very clear boundries, at least she thinks they are clear. However she is very curious, new objects, smells, and sights intriguing her to almost no end.
    Language, though her mastery of the common tongue is limited she has learned to speak several animal langues. She is best at communicating with wolves, as one would suspect she has lived much of her life with them but, she can carry on a conversation with many other creatures. Not that all of them really want to talk to her. Hunting, for her it is not just a way of life it is what keeps her alive. When on the hunt she becomes very intense and serious her concentration solely on the target. To even be able to hunt without the aid of weapons she has had to develop a great amount of stamina, as well as a deadly furosity. Climbing, living on the edge between the mountains and the evergreen forest she has learned how to become quite the accomplished climber. Between the smooth trunked pines testing her strength, and the sheer mountains' faces testing her dexterity, it is not surprising she has become quite good although one cant help but wonder at how she has survived this long with some of the risks she has taken. Lastly she is a pretty fair cook, her dishes mostly consist of wild edibles simply seasoned but, it is pleasent enough when considering that she has no problem eating most stuff raw.
    Having grown up in the woods she is not literate, she can't read or write, and it is only by chance that she can speak common at all. Maps also really confuse her at this point, all the little squiggles and zig zags just don't make any sense to her. Not that anyone has taken the time to teach her how to read them but in any case. She can also be very aggressive at times. Even in her pack each member had to guard every last scrap of their meal. This has resulted in her being food aggressive and generally defensive whenever someone gets to close. Then there is the fact that her grasp on social norms is pretty limited. This can create some weird moments when her own habits clash with those around her. As said before she can communicate with many woodland animals, however there are few herbivores who want to talk with her. At this point she acts and smells to much like a wolf to make any prey animal feel at ease. She has no formal weapons training and even her knife feels a bit akward in her hand when turned against someone else. And while she is pretty tough she relies on her speed and stamina to keep her out of harms way but, it only takes a few good hits to get her to really slow down. Her agression can also get her into some trouble now and then as she makes enemies with those people who could be allies.

    AENIGMA NAME: Galra the empath
    AENIGMA APPEARANCE: Otter, Galra takes on the appearance of a small otter ending up at one foot from nose to tail. Her aura is a medium shade of grey, which can make it a bit hard to see in some lights.
    AENIGMA PERSONALITY: Galra is very close to Caoihme it is rare to see them more than ten feet from eachother. The little otter is most often seen weaving back and forth between her lopos's legs or hitching a ride upon Caoimhe's shoulders.

    WHY THIS QUEST?: Five year old Ethel was found amensic and lost by the roots of the Cedar Tree in Ald, Pegulia. President Pakhne took the orphan into her care, giving her the resources to become one of the youngest researchers in Sunnepheia, mentored by some of the best. Currently, Ethel leads research on converting a Fae's biological mechanism for storing energy into something humans can usue. She recognizes Galain Medwick as one of the greatest minds known to Pegulia and requests to be a part of the expedition. Her request is granted.

    RACE: Fae AGE: 23 NATIONALITY: Pegulis

    Deep-set eyes and long, brown hair. Stands about 5'. Translucent butterfly wings.

    PERSONALITY: Ethel's soft demeanor puts people at ease, but her temperament is anything but. She's a fiery, outspoken young woman, with a strong distaste of ignorance and a desperate craving for knowledge. Trusting and sincere, Ethel is prone to bursts of emotions. She comes off as stubborn and fearless, protraying a strong exterior that hides her naivete.

    SKILLS: Ethel's heritage as a Fae is a blessing of healing magics. She is capable of healing several minor wounds or two to three major wounds using her own energy reserve. She can also cure certain diseases and heal illnesses over time.

    Raised in the blue President's quarters, Ethel studied under the best minds of Sunnepheia as her mentors. Her knowledge of the sciences, in particular is advanced.

    Ethel a unique verbal memory capacity. She is able to remember most of what she has heard. She can also remember words and phrases from languages she does not know, enabling her to learn them far quickly than the average person.

    Trained in archery. Carries a bow and arrows.

    WEAKNESSES: She is young and naive, easily tricked and quick to tears. Her emotions often collide with her logic and she has not been trained enough to separate the two. She is fragile in battle, having spent most of her years in libraries and archives, with only a few hours to spare in archery. As a result, she makes for a terrible sidekick in combat. Legends be true, contact with iron or steel can deplete a Fae's lifespan drastically.

    AENIGMA NAME: Keynvor


    AENIGMA APPEARANCE: Blue-green Hummingbird

    AENIGMA PERSONALITY: Caramel is naive, trusting, and childish. He likes to listen to stories and laughs at the simplest of things. Often cheers Ethel on when she feels nervous and comforts her when she's upset. Caramel tends to lean on emotional, rather than logical approaches, reflecting Ethel's inner conflict between the two. Empath type.
    #10 Sakura, Jun 14, 2013
    Last edited: Jun 18, 2013
  11. The formatting is a little cray, but here it is. Changes to be made?

    Aerie [EYE-ree] Silverwing
    WHY THIS QUEST?: An exile with a lust for adventure, Aerie is just cocky enough to believe she's invincible. Also, maybe she'll be of some use to the other questers. But more importantly, this will be fun!

    Race: Avian
    Age: 19

    Nationality: Born into a small and secluded caste of rigidly noble Avians, Aerie was the eldest child of a man who could ostensibly be called a cult leader, or, more practically, an anarchist. The pureblood Avian, known only as Pater, was convinced he could overthrow the Green Lord in time, and was quietly raising a small court of 'royal' Avians.

    As such, Aerie's uncommon reckless and hotheaded behavior quickly became a nuisance to her father, and indeed, a danger to her otherwise covert peoples. After a particularly nasty incident on the eve of her sixteenth birthday, she was exiled from the Avian troupe, banished to roam the Poison Land without family or honor.

    This bothered the girl not in the slightest, as she's always considered herself an adventurer at heart. Having heard tales of her peoples' escape from the First Cataclysm, sheltered in the mountains of Pégulis, she traveled there, seeking excitement...and family, some may attest, though she refutes these claims hotly.
    Appearance: Dark skin and gray-blue eyes. Aerie's heterochomatic wings (solid brown at their bases, near her shoulders, tapering to an iridescent white toward the tips) match her hair. She is relatively short for an Avian, only about 5'8", but has a wingspan of nearly 15'.

    Exiled for her pugnacious, if playful, demeanor, Aerie is quick to laugh. And anger. And join in the fight. Or volunteer for any given task, ever. Energetic, haughty, and fiercely independent, she has an unfortunate tendency to jump to conclusions and dive into trouble head first.

    While not the friendliest of creatures, Aerie has a remarkable capacity for love and loyalty, and has even been known to show altruism in some cases. Whether this is because she tends not to think of anything as dangerous, or she simply feels beholden to a person is yet to be said.

    Finally, the innate pride of her people has made her stubborn and, at least initially, distrustful of most other people. She deflects discomfort and hurt with humor and is very touchy about the fact that her family has disowned her.

    Her Avian heritage gives her the power of flight, speed, and preternatural eyesight. While not necessarily skilled in ground combat, she can easily fly ahead and circle far overhead, undetected, and with near-perfect knowledge of what passes below.

    In other words, she makes the ideal scout.

    Also, having grown up in Zmaragdos, she has an extensive knowledge of, and is largely immune to, various poisons and herbs--which, of course, can have its drawbacks.
    She carries only a dagger, but it is kept impeccably sharp, and, if used correctly, can be deadly.

    Briefly, fear of water and closed spaces. Clumsy on land. Reckless.

    An Avian type, Aerie avoids water at all costs. Indeed, she cannot even abide rain, and will bathe only when forced. She also has a severe case of claustrophobia, born in the skies as she was.

    She is horrible in ground combat, as most Avians are, and when made to walk is slow and clumsy. She cannot fly in heavy rain or wind, rendering her nearly inambulatory.

    Finally, she is, as previously mentioned, incredibly rash. She wears her heart on her sleeve and is easily readable even by the most socially ignorant of people. She's very prone to literally flying into danger, and it is only her speed that keeps her alive.

    Relationships: None
    Aenigma Name:
    Pyre [Pheonix]

    Aenigma Gender: Male [Protector Type]

    Aenigma Notes: Pyre is a true embodiment of his other half, albeit with a bit more foresight, for whatever it means to her (usually very little). The two are close, though between Aerie's pride, and Pyre's admittedly ironic coolness, it is often hard for others to see. Even so, he is fiercely protective, loyal, and often aggressive, tending to show his temper a bit more than Aerie does. He glows with a blue-gray aura, but it is nearly burned out by the vibrance of his plumage. He is about 18" tall when standing and has a 4' wingspan.
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    RACE: Draken
    AGE: 24
    NATIONALITY: Pegulius
    APPEARANCE: Even for a Draken, Arcantos is tall. Hitting an impressive 7ft in height, this lizard tends to tower above most others he is around. His scales are mostly a dark blue in colour, though arms before the elbow, and legs before the knee are yellow in colour.

    His clothing normally persist of a light metal breastplate (and padding), and leather graves (and padding around the groin). These two pieces of armour are simple in design, and rugged due to long use. However, they are still very hardy and effective in performing their job.

    PERSONALITY: Like most Draken, Arcantos is a bit of a loner, and prefer to keep himself to himself. This combined with his calm demeanor, can often come off as a rather cold individual. When really, he’s actually rather kind, and willing to help people in need. He learned how to fight partly due to his desire to protect and aid others.

    Perhaps one of Arcantos’s most defining factor however, is his burning curiosity. Arcantos is a born wanderer, always one to explore and learn. Constantly asking questions about the world and his situation - even if these questions are internal - as he seeks to understand and broaden his knowledge of the world.

    SKILLS: Due to his constant wandering, Arcantos has become a strong survivor. Able to live of the land for long periods of time. Food, water, shelter. Arcantos can find - or construct in the latter case - these in almost any situation and environment.

    An important part of survival however, is the ability to fight. Arcantos’s fighting primarily comes in the form of his proficiency with the sword. Specifically, the twin-hook swords. A agile fighter, Arcantos is very skilled in defending himself from attacks until the opportunity to strike emerges.

    Being a Draken, Arcantos needs a way to keep himself warm in certain climates. Because of this, he learnt how to perform magic, and found himself apt in storm-based magic. Air, water (which includes ice) and lightning. He doesn’t practice his magical abilities much above using them to keep warm, and something launching a long-range attack or coating his sword in magic. This means that he isn’t very proficient in his magic, but has room to learn.

    WEAKNESSES: Having focused so much of speed, agility and defence in fighting, Arcantos has found that his upper body strength is rather lacking. Through stronger than your average person, due to wielding his swords. Arcantos nonetheless is weaker than other fighters, or people who have reason to have a high upper body strength.

    Additionally, his curiosity can often get the better of him, and he puts himself in danger try and satisfy his curiosity. If its not his curiosity that endangers him, then his desire to help and protect others will. He has been tricked before because if this.

    AENIGMA NAME: Sikara the Protector
    AENIGMA APPEARANCE: Sleak white dragon the size of a wolf.
    AENIGMA PERSONALITY: Fiercely loyal to Arcantos, Sikara tries to keep Arcantos inline and safe, sometimes wishing that she could endanger herself to be able to protect him on a more physical level. She is curious as well, though she tends to keep an eye on people, to see what makes them tick and their relationships with one another.
    #12 Fury of the Tempest, Jun 17, 2013
    Last edited by a moderator: Nov 19, 2013
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  13. okay here we go!
    Dokar Rankiid

    WHY THIS QUEST?: Was not involved in the president's quest to slay the dragon, but has heard of it.
    NATIONALITY: Host,Zmaragdos moved to Black City

    APPEARANCE: 6 feet, 2 inches

    PERSONALITY:Dokar is a generally friendly guy outside of his business, but he can snap back and turn mean ffast, he has been known to become friends with some of the most wealthiest of upper-class men, and betray them and gain their money, which prompted mercenaries and thieves alike to form the MBC, which specializes in getting yo the items you need.

    SKILLS: One handed weapons, Bartering, Smithing, and Intelligence

    WEAKNESSES: Magic, Two handed weapons, and Fear of Gigantic insects.

    RELATIONSHIPS: Dokar runs a small trading establishment in Black City, called the Marsh Broker Company (MBC) , which basically gives lone taverns,inns, and rich people the items they need. This includes Teegan's Bard and has slight connections with that person, and anyone who works at the taern, knows about the brave adventurers who slew the dragon. But as of right now, no real relationships such as friendships and other endearing relationships.

    Type: Advisor
    Name: Lynncox
    Personality(?): A mischievous Aenigma, he likes fooling, jokes, and teaching wisdom, and singing.
    yes, he is a cat
    #13 Nue, Dec 7, 2013
    Last edited: Mar 25, 2014

  14. Resmic Yliowen Cerynd

    WHY THIS QUEST?: Though not a true part of the slaying of the dragon, Resmic has heard the whispers and rumors that have not bred into tales. She knows there is yet another adventure coming, and though she missed the window of the last one, she is sure to find a way into this one by any means necessary.

    RACE: Felleon/Human Hybrid
    AGE: 19 YRS
    NATIONALITY: Though born in Kausteira, Resmic fled to the Frozen Kingdom of Pégulis at a young age in hopes of finding the freedom her parents never had. It is there that she hears the tales and searches in hopes of adventure.
    APPEARANCE: Resmic is a beautiful woman with strong, lean muscles and fair skin covered lightly in the rare, white fur of her Father's people, black stripes adorning every few inches of her. Her ears are rounded and short, and her hair is long, silky, and almost translucent in appearance, the thin strands stretching down just past her waist.. Her face, though elongated to give her mouth more space for the extra long canines within, is still a beauty to withhold. Her entire stance marks that of a cat, while her adaptations have proven her human half useful. Her eyes, round and slanted slightly, are a brilliant sapphire blue with typically narrow pupils. Her feet are more like paws, while her hands remain so, and her tail stretches from the base of her spine out three feet. She stands just over 6' and weighs around 190 pounds.
    PERSONALITY: Though rough and tough on the outside, Resmic is still a girl at heart seeking adventure where she can. She is intelligent, though not very wise, and full of spirit and grace. She acts to those who act the same to her; in essence, if someone is polite, she will be back, but rude words are met with an unkind blow. Though tentative in certain ways, she's always willing to try something new, and because she is easily adaptable, she'll go pretty much long as it's not back to the desert.

    SKILLS: Born in a harsh world that requires the survival of the fittest, Resmic's greatest skill is survival. She is able to adapt to almost any place and learn the land in just a day - long enough to help her and those dependant upon her survive in the harshest of places. This can mean finding food, building temporary shelter, getting out of bad weather, making fires, etc.

    Though she has little to no teachings of magic, Resmic seems one with the ways of it. She always seeks to learn, and in her learnings, she gains power. She is intelligent, gaining wisdom from the words she reads. Magic flows through her veins - magic she cannot always control. This magic is her most powerful weapon, perhaps only to her survival instincts, but it can also be the greatest weapon against her.

    Language/Beast Speaking is also a strong point for Resmic. Though this ability is not her strongest, it is still powerful in its right mind. She seems to have a particular affinity for cats (particularly the great cats of the wild), wolves, horses, and bears...however, most other creatures seem to elude her. She has a love of nature that runs deep, opening her heart to the things within, and though she may not be able to reach the minds of all wild beasts, she sure does try.

    Though this ability is rather short-lived, Resmic still seems to find a way to learn the teachings of the Falchion - the teachings of which were sought by her father before her. She carries one such blade at her waist at all times, though it is rarely used. Her tactics could certainly use some work, but her stance and footwork are spectacular. She is deadly with this weapon.

    WEAKNESSES: Resmic is naiive, tempted by the slightest of adventures. She hungers for the sight of a new land - one where peace can reign throughout. Typically, this wouldn't be a bad thing...but through her desire for one such adventure, she has the capability to oftentimes risk her own life as well as the lives of those around her. She is not known to be quiet, despite her cat-like reflexes, and she is easily injured...sometimes this can be a good thing, as injuries keep the girl out of trouble.

    Talking to people have never really been Resmic's strong suit, nor her desire. She is not fond of friendship - in fact, she sometimes draws herself away from even her Empathic Aenigma. Why this is still seems unknown, but perhaps this might have to do with her history of constant fleeing before isolating herself in the most desolate of places.

    For the life of her, Resmic cannot swim. In fact, she is afraid of water. Why this is, she has no idea...perhaps it is a pathological fear. The only thing that scares her more than water is thunderstorms.

    Resmic has no control over the power that flows within her. Without a proper teacher, she has no way of knowing even where to start. Though she seems most attuned to lightning - as it is what typically springs from her fingers and from beneath her feet - she is too afraid to use it.

    RELATIONSHIPS: None as of yet, but this will soon change.

    Eilow the Small

    AENIGMA TYPE: Empath Panda

    AENIGMA APPEARANCE: Eilow has the typical white and black coat of any other panda, though if at all possible, he appears a bit cuter. He is small, no larger than a large, fat housecat with thick, shimmering fur that seems to glow a metallic sheen of bright green. His eyes are of a sapphire blue, matching that of his lopos.

    AENIGMA PERSONALITY: Eilow has a very sweet disposition particularly towards his lopos, but also to others that she grows close to. He is a talkative creature with enough wisdom to try hard to keep his lopos out of trouble, no matter how often this fails. His only desire is to see his lopos happy and to no longer feel the internal suffering that she goes through daily. He is a loyal companion to anyone who is loyal to her...but to others, particularly those she is wary of, Eilow can be rather frightening, especially for a cute little panda.

    #14 Mowkie, Jun 18, 2013
    Last edited by a moderator: Feb 16, 2014
  15. Post about the WOOORLD you are leaving behind! Your family! Your friends! The little dog that chased you down the ice tunnel as you left and had to be yelled at to turn around and go back!

    *clutches fist dramatically*
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  16. Sorry to disappoint :c I already posted about lame things.

    I'll take a raincheck?
  17. May I post about exciting things? Or other things?
    • Thank Thank x 1
  18. Other things. We don't want any excitement in this quest.
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  19. no excitement then why'd I even join?
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  20. I decided to leave out the excitement. Just in case.
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