The World of Narif (Sign-up/OOC)

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Hang on, there is this part where I list this weakness attached to a special skill, and is it ok if I keep that in but the other leaders (in the rp) don't know it?
 

  • Landmass: Reverque (Pink Landmass)

    Appearance: [cant find a good photo for my race] Syla Ukuxauy is a relatively short person, like all of the Shakra, with silky brown hair. It is quite short, the longer bits tied up in a bun. Burning, inquisitive emerald eyes sit above a small nose. Syla is almost always serious, her small mouth an emotionless line. Despite plenty of food, like most, her ribs pronounce her small body, making her more sturdy and ferocious. Slim arms lead to work roughened hands. Her legs are bony, but she walks proudly. Her feet are covered in softened Krauk plate snowshoes, thick, warm, and perfect for walking across icy lands. Streaks of golden and red fur of rare Krauks also stripe her shoes, and carved and coloured thin bones decorate it, marking her ruling over the nation. She generally wears a fur coat with a hood.

    Name: Syla Ukuxauy

    Nickname: Sy (Used rarely, only by those close too her)

    Gender: Female

    Age: 17 (Shakra's are considered mature at 15, they age faster)

    Family:
    Mother; Snow Yurukmai, 21 (Would Be 38) Murdered by enemy tribe, had just given birth to Syla [DEAD]
    Father; Tuar Ukuxauy, 23 (Would Be 40), Died of blood loss after delivering Syla to the safety of his best friends family [DEAD]
    Brother; Far Ukuxauy, 2 or 19, Was lost during the attack. Could be either alive or dead [MISSING]

    Skills: Tracking, Planning, Being Emotionless

    Special Skills: Insane Observance, High Knowledge of Body Language (Can usually tell if someone is lying by studying their posture) Senses sharpened by rage

    Good Traits: Very Observant, Good With Animals, Strong Commanding Voice

    Bad Traits: Sociality (If the other rulers aren't terrified of her, they are generally pissed off) Shrinks away from bright light, Vengeful

    Personality: Powerful and ferocious, Syla was molded by a dark history. She is stubborn and tactical, and she treats her followers fairly. She is slow to anger, but she will snap out remarks at what seems to be the worst time, despite the strength of whoever she is talking to if she dislikes them. Her people treat her with respect. She is cold, and with her family dead or missing, she cares for no-one. However, if she somehow stumbles across someone she deeply cares for, that will be a major weakness, and she will risk everything to keep them safe. Sometimes her weakness is concentrating to closely on things and not looking at the whole picture. Syla is also an almost opposite of the rest of the race, except with enough qualities to bond with them, melting away most of their weaknesses. She can seem unstoppable, but she is only mortal after all. Despite being slow to anger, extreme anger, sorrow and rage mixed together sharpen her senses, giving her a boost. She may seem arrogant, stupidly brave, but she could think faster, move faster, see further, and plot even more than usual.
    (Is it ok if most people don't know this part, but I still list it?
    However, after this, she is usually overtaken by sorrow, and will retreat away from society for about a day or more, silently scolding herself and draining away her emotion

    Past: She was born in a small tribe that didn't agree with the dominant tribe's virtues. This tribe believed in the death of anyone who opposed them, their children raised whipped and lashed. Tensions between them grew too high, and the dominant tribe crushed the smaller tribe, killing Syla's family. Syla was only born an hour ago when the tribe attacked. The defenders were taken by surprise, and massacred. Woman were raped then killed, including Syla's mother. Her father was stabbed in the chest by a novice fighter, only a child. It missed vital organs, and her father grabbed up baby Syla and stumbled to his best friends tribe, who was close by. It took an half an hour, but as the family heard knocking on the door, they found Tuar breathing out his last breath, then paling as he died of blood loss. A small crying baby was cradled in his hands.
    The family raised her, but over the years, they slowly started to dislike her more and more. The dominant tribe was now ruler of a sixteenth of the nation, taken through force. The brothers and sisters spurred and bullied Syla, leaving her weeping in the corner, bruised and trying to stifle her crying. By the age of ten, emotion was wrenched violently out of her. She became what seemed like arrogant, and the siblings became annoyed. One of brothers moved into kick her to a pulp, but she quickly tripped him, snapping his leg back painfully, then wrapping her hands around his throat. As the others watched in horror, when the boy turned blue she threw him at the others and snarled,
    "Don't you dare touch me," The parents remained unalerted to this. At one point, Syla heard the three sisters plotting... To kill her!! Syla felt rage build up inside her, and she harnessed it, and quickly thought of a plan. Later that night, Syla quickly shut her eyes as she heard the gentle click of a closing door. She was, like always, sleeping with a sheet, which did nothing to protect her from the biting chill. Soft, slow footsteps came towards her bed. She heard them in sets of three. They stopped, and Syla restrained from leaping out and ruining her plan.
    "You ready?" One of the sisters whispered to the others. One gulped.
    "We have to do this, she doesn't deserve to live. She's... An animal!" Another said, raising her voice
    "Quieten down, you'll wake her!" The third sister whispered violently.
    "Did you see what she did to Ben?"
    "I'm not sure I can do this..." The one from the start murmured.
    "We can do this..." Syla tensed she heard a knife being slipped from its cover. She sprung into action. Conjuring the worst insult she could think of,
    "May The Ice God rape you with a Krauk," [xD] her bed flickered on, surrounded in torch light. While the sisters where stunned, blinded by the light, she pulled a rope, climbing up on it to the roof. Suddenly 40 angered ice scorpions dropped from a box. Syla watched in horror from the safety of the roof as the three sisters bloated, bubbles forming over their body as burning pain arose from the stings. She thought she need to feel sorrow... But... She felt nothing.
    She left home and lived in the wilderness. Other clanless strangers wandered past her, showing her tips on survival, then leaving. By sixteen, she had perfected her skills, and finally travelled to kill the one who killed her family. Finally, she killed the leader slowly and painfully, then tossed the body to the Krauks. The group she had rescued from that leaders dictatorship became thankful, and followed her. In nothing but a year, they spiced up a large town in the north into a city, naming it Omksa. She proclaimed it as the capital city.

    How they came to power: By killing a dictator. She has yet to be in control of the whole nation, but is quickly gaining power as more people join her, to be treated better than others, and out of fear.

    Ambition: To unite the nation, then face whatever was making towns randomly turn into ruins, and to rescue her people from danger

  • Name: Shakra

    General Appearance: [Sorry, no picture again] The Shakra are small people,generally with hard bones, ribs visible. They are around 130-160 centimetres tall, have pale skin, and generally brown hair, although sometimes black. Very rarely, a Shakra will be born with white hair and grow taller than the rest. They are extremely rare and have powerful magic. There hasn't been one in 300 years, and the next one is predicted to either plunge Reverque into burning disaster, or rescue it from that fate. Shakra's have bright eyes, either blue or green.

    Strengths: Sturdy, Numerous, Co-ordination

    Weaknesses: Small, Stubborn, Generally Slow, Susceptible to Magic

    Religion: Not much of a religion, but they believe that the Ice God created a quarter of the world from his burning cold fires. These people don't realise that what they call the Ice God, is the Creaor, and actually created everything. The Shakra believe they must thank the animal that they kill for their meat, and not overkill them, so the Ice God doesnt get angry.

    Description: Shakra are a very social people, with tight knit communities Generally, it is rare to dislike others. With this high communal power, they have amazing co-ordinated attacks, and have complete trust in each other in battle. The Shakra live faster than most, maturing at 15. An advantage of this means they actually 'breed' faster, meaning they have a large population, meaning more soldiers in battle. They have tough, strong bones, making them difficult to kill in battle. They are particularly resistant to the biting cold, and have great eyesight.

    History: From legends passed down, apparently used to live further down to the south, where the land was warm and easy to live. They were created there. However, the Ice God (their creator) had released a creature who was quickly posioned by the 'Taint'. No-one knows what it is, but it turned the creature into a swarm of raving, attacking creatures. Slowly, the Shakra's numbers shrunk. But there was a white haired Shakra. He used his very soul to destroy the population of creatures, to save them all. The Shakra were decimated to only hundreds as the megaspell swept across the land. The soul of the unknown saviour was being eaten by taint, struggling to hang on. Right before he slipped into eternal agony, he warned the rest of the Shakra to escape to where it was colder. The race was especially susceptible to the 'Taint', but in the closer reaches of the Ice God, they would be safe. As the Shakra escaped into Reverque, the Shakra mage forced his soul to implode, trapping the taint and slowly dissolving it away, while he spent centuries in intense agony.
    ss_31ed2c204afcd214a322ed4df5f09dba0c21c911.1920x1080.jpg

    Tainted Creatures

  • Name: Reverque

    Landscape: A relatively untouched, wild, barren, freezing ice wasteland. Tiger forest also covered expanses of it, and towering mountains watched over all of the nation. Occasional entrances, even rare, lead to sprawling cave systems that make refuge for the people. It is probably the coldest nation in the world. Most creatures need community to survive in this place

    Special features: Huge tiger forests cover the land, most of them Steelwood trees, a powerful, strong and smooth wood. It had tensile strength, and did not snap under pressure, as well as the advantage of being resistant to magic. However, it is heavier then normal wood. If you know it well, the land is easy to defend. In some places of the tundra, it is rich with streaks of a metal like material, that can be extracted from the ice, melted into position. Mixing it with another mineral that it is usually found will with will dull its metal quality, making it a good insulator.

    Special Creatures: Krauks, Ice Scorpions, Rak, Uioa

  • Name: (Full Name) The Icy Fire Of Reverque

    Coat of Arms: http://pubpages.unh.edu/~jey866/Final Project/pinetree.jpg [Wont work for some reason, so here's the link]

    Population: Only Shakra

    Capital City Name: Omksa

    Capital City Location:
    4hfgps.jpg


    Capital City Description: It is quite in the north, nestled next to a huge tiger forest, the wasteland, tundra to the south. Ice is already being cracked and harvested, with rich soil found beneath. The snow and ice is being melted to extract building materials, but the city is careful not to use up to much resources. It is built on a hill, and about 2000 people live in it, the population increasing as more move in. It is built so far in the north to harden the people for harsh conditions, not letting them grow soft and fat.

    Minor Cities:
    2rgnx39.jpg

    Krayxau, Houok, Urluok, Mahf, Chu

    Military Units:
    Shielders; These units hold tessellating, large square Steelwood shields. In battle, they will be in the front line, and quickly slam down their shields next to each other to form a blocking wall. Generally, they will have length adjusting pikes which they can use to stop charging enemies. The shields will have spikes on the bottom which means it can stick in the ground. However, these shields are heavy and make the shield ears a slow unit.
    Infantry; The majority of an army is generally infantry, who hold either a sword or spear as a main melee weapon. They all have either throwing knives or axes. They have generally a Rak leather chestplate, tough snowshoes, and a metal helmet, although some choose to not limit their eyesight with a helmet. Some carry shrapnel grenades, which when activate over flow with air, and eventually they breaking, throwing sharp bits of metal everywhere. Sometimes it is coated in Ice Scorpion poison.
    Riders; Units which ride domesticated Rak's. This highly increases their speed, but they cannot wear armour because that would make it strenuous for the Rak, meaning they are also more defensless. Riders are equipped with either a sword or spear, but sometimes they learn to throw spears while riding.
    Spears; This military unit has two sub-units. Since Reverque was generally isolated from the rest of the world, ice blocking ships coming through and only connected to North Empica, bows weren't discovered. However, another long range weapon was developed that matched its power. Spear-shots
    Battlefield Spears; The spear-shot is a ranged weapon. The weapon consists of a holder, which has springs inside. A small spear will be placed in and pushed back, then wound up tightly against the springs. A small slate on the side is pushed in too hold the spear, then the person aims at their victim, and pulls the slate out. The high pressure springs shoot it forward. Battlefield spears have a sword and knives as melee weapon, and a spear-shot, a more mobile version, shorter with smaller spears. These reload quickly, allowing an arrow storm, but don't hold as much strength.
    Sniper Spears; Sniper Spears generally stay a distance away from the battle, usually to the side of the opposing army. They wear clothes designed to camoflague them into the background, so they won't be noticed. They hold a longer, bigger version of the spear shot which has bigger, more powerful spears. It takes quite a bit longer to reload, but is considerably more deadly. A mineral found in the snow and ice, when mixed with glass, makes a magnifying material, which is used to make a scope on top of the sniper spear-shot. One shot is usually deadly. For precaution, the snipers generally move spots after a kill.
    Krauk Riders; Incredibly rare. At the rare chance a Krauk is domesticated, a strong warrior may use it for battle, become ultra powerful. However, a sniper spear-shot to the head of a Krauk will kill it almost instantly.
    Despite these official units, Syla is capable of adapting and designing other units specifically for defeating a certain enemy

    History: As the Shakra arrived in Reverque, they made a main town literally called Reverque. It was in the center of the nation. Slowly, their numbers began to rise, until the single town became to small for the population. The majority left to form other towns. The town became less and less known as the forest seemed to die around it, leaving it surrounded by the Everlasting Tundra. It was thought the town was still alive, but recently it has been found in ruins, with strange unknown plants growing in cracks.

  • Appearance:
    MIKECORREIRO_tribute_creature_by_IRIRIV.png

    Slightly more furry and an array of ferocious, razor sharp teeth.

    Name: Krauk
    Domesticated: Very Rarely

    Strengths/Skills: Adaptable, Fast, Intelligent, Strong

    Weaknesses: The protective plates a weaker/less of them on the head. They usually hunt alone, so you can take them down in a group

    Description: The Krauks are the mighty predator of Reverque, powerful, silent, and deadly. They are adaptable, meaning they can survive in multiple environments, and change their attack plan if it's not working. The plates are specially designed, hard and insulating on the outside, not letting any heat through. This coincidentally stops them from being sighted in heat vision, except for a faint glow of the head where the plates need to be weaker not block movement, and stops troubles with eating, as well as letting go heat. The underside of the plate can absorb the heat, then slowly release it to efficiently produce heat. The Shakra worship it as the best of the Ice God's creations, a near perfect hunter, representing the virtue of coldness, calm, and strength.


    Appearance:
    deer_creature_by_inanistesta-d5z0pm4.png

    Looks like this except with long, gazelle like horns on its head

    Name: Rak

    Domesticated: Half (There are domesticated and wild Rak's)

    Strengths/Skills: Extremely Fast, Agile, Observant

    Weaknesses: Can't run properly with a wound, Needs Rest, Can't run as well in hot climates

    Description: The Rak are the natural prey of Reverque. The Shakra worship these as the virtue of observance and calculating risks, careful of the hundreds of dangers that hunt the herds. They also represent the power of community. Rak live in small herds that keep watch for enemies, in which they will speed away. It is difficult to ambush them because they are agile too. They don't cross the tundra, living only in the huge tiger forest


    Appearance:
    2ljrd42.jpg


    Name: Ice Scorpions

    Domesticated: No, but some are bred in captivity. Those are still as wild as the others ones
    Strengths/Skills: Strong Exoskeleton, Very Poisonous, Ferocious

    Weaknesses: If smacked, is stunned for a moment. If feet scrape along the ground, 'snowshoes' will fall off, killing the creature if it touches the ice. From hundreds of years of a lack of it, they are easily destroyed with magic

    Description: The Ice Scorpion is one of the most deadly things in Reverque... Except that it is small. It lives only in the tundra, digging with its strong, temperature resistant 'snowshoes' (the grey tips on their legs). At random periods they drop into short hibernation, for a few days or a week. While they are out if it, they do not sleep. If you step on its burrow, or you go anywhere near it, it will try to scare you off, or kill. The Shakra loathe it, a single sting can kill a full grown adult, leaving them in writhing agony. What they eat is unknown. Generally, the scorpions will move around every month, but if they find a mate, they will stay in one spot and raise a batch of 20 scorpions. Despite hating them, they still get a virtue. They represent ferocity, despite their small size, being extremely deadly.


    Appearance:
    smsv9u.jpg


    Name: Uioa

    Domesticated: No

    Strengths/Skills: Enormous, Long Lived

    Weaknesses: Passive, Slow Breeding

    Description: The Uioa is simply a legend, an enormous creature that swam in the unbearable northern waters, hosting an entire array of life on its back. It is considered a tale, although the few that believe that think they are extinct. They were slow moving, gradually traversing the ocean, and if they had a mate, they would both produce deep, beautiful music that rumbled across the lands. It's virtue has been lost in time
 
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So, the Northern Pink has been taken, but from the looks of it there's infighting. Might gain something from an alliance with the Empire.
 

  • Name: Can be mixed and matched at will
    The Ember/Ashen/Crimson Forest/Wilds/Wastes

    Landscape: The Ember Forest is a strange place. It is far enough inland that it is spared the worst of the volcanic activity found in the Celestial Lands, but the landscape is still volcanic and constantly erupting Fissure Volcanoes scar the soil. These fissure volcanoes eject huge quantities of tephra and pyroclasts into the low atmosphere, leaving a permanent pyroclastic cloud hanging over the forest. This ash abundance means the ground is incredibly fertile. As such, a huge forest has grown to cover the entire peninsula. These trees are colossal, with bark made of stone and leaves dyed crimson. The permanent smog means the only light source comes from the fissure volcanoes, so instead of sunlight, plants take energy directly from the superheated air.

    Red-forest-wallpaper.jpg


    The fog is about 5 times as thick. Maximum visibility range is 3 meters in any direction.


    Special features:
    Magical Fog - the pyroclastic cloud is very magically unstable. It is unknown why. Magic is vastly stronger but also vastly more unpredictable when cast within the fog.


    Scorching atmosphere - Between 100 and 700 celcius at any given point. Too hot for any weather conditions including wind, so fog never lifts.


    Mineral rich soil - Literal nuggets of gold and platinum and other metals litter the floor. Crystals naturally grow on the roots of trees and in cracks in the bark.

    Oxygen-deficient atmosphere - The atmosphere is mainly CO2 ​, SO2 ​and CO. Small amounts of oxygen are present, but most air-breathers die of asphyxiation within minutes.

    No water - there is no water on the ground or anywhere else. Most entities within the Ember Forest substitute water for a mixture of carbon compounds, which are abundant and taste of pear.

    Tephra in atmosphere - every sound echoes off everything in very strange ways. It's practically impossible to have a comprehensible conversation with someone if trying to speak, and it's difficult to figure out the location of things based on sound too.

    Special Creatures: See specific tab.


  • Name:
    The Wylder Fae (pronounced with emphasis on the Wyl (pronounced like Will) and with Fae rhyming with day) (official name)
    Imps/fairies/emberlings (common nicknames used to refer to them by other races.)

    General Appearance: Wylder Fae are tiny little creatures. Their maximum height is just over 30cm, and they weigh less than a typical bag of sugar. They typically look human in nature, but with the fair skin and grace of a Tenshi. Their hair colour ranges from white and ash grey to red and maroon. Most significantly, they have wings. These wings vary in form around the region. Northerners tend to have bird-like wings, while southerner's wings will be more insect-like. Occasionally, one might be found that has dragon-like wings. These are a purely gene-based trait, like eye colour, so aren't locked to a specific region.

    Strengths: Really really fast, flight, Awesome at magic.

    Weaknesses: Really really small, really weak and delicate.

    Religion: The Wylder Fae follow no religion. They know of the Creator's existence, but they do not consider him worthy of worship.

    Description: Wylder Fae are tiny flighted humanoids. They are not considered mammals, but they aren't considered to belong to any other animal kingdom either. They are cold blooded, and are sluggish and can die easily if unable to warm themselves up. They have stunning magical resistance. Most importantly, they exist outside of the normal planes of existence observed by the other sentient races. They don't understand the concept of time since it holds no significance to them. They are essentially 4-dimensional beings. Normal beings can move in 3 axis - X, Y and Z. X is east/west, Y is North/South, Z is Up/Down. The Wylder Fae can move in an extra dimension - they can travel through time. However, since they exist naturally in this dimension, rather than having to enter it temporarily like other time travellers would, each of them exists at every point in time at the same time. They can never meet their past or future self. It's really really hard to explain but it makes complete sense in my head. Wylder Fae are the one constant throughout all planes of existence. They can never become extinct, because they are both extinct and abundant at the same time. However, due to previously explained qualities of their environment, they are only able to walk in this 4th dimension while they are inside the boundary of the forest.

    History:
    I cba writing a history for them so here's my excuse: Timeless beings don't understand the concept of "history" since everything happens at the same time.


  • Name: The Wylder Clan

    Coat of Arms: No specific coat of arms, since it's a cluster of groups.

    Population:
    30% Wylder Fae, 70% various Wylder creatures.

    Capital City Name: No capital

    Capital City Location: No capital

    Capital City Description: No capital

    Minor Cities: No "cities" as such. Some groups clump together for safety in numbers, but since visibility is minimal, cities are generally considered unnecessary.

    Military Units:
    The Wylder Clan have very few military units, and no specialised troops. Their lands are heavily defensible since it's near impossible for anyone to get through the asphyxiating fog and searing heat, not to mention the dehydration and low visibility. To make it worse, the Wylder Fae, with their trickster personalities, love to set up illusions to make the intruders confused while they die painfully. Their main offensive force comes from taming the Ashen Beasts. (see appropriate tab)

    History: Few people know of the Wylder Species since few people can access them in the first place. All that is known is that the species are generally quite primitive, with little technological advancement and very simple magic, and no written system since they communicate telepathically.


  • Appearance:
    FIREchick.jpg


    Name: Ashen Beast(s)

    Domesticated: it is possible with about half of them.

    Strengths/Skills:
    Blazing Forme - Most ashen beasts are capable of transforming into an utterly monstrous form while inside the unstable pyroclastic cloud, significantly boosting their abilities.
    Incredible heat - Most naturally emit a fiery aura, superheating the air around them. This air can turn into plasma if heated by a particularly strong Ashen Beast.
    Fire/Magma - All ashen beasts can utilise fire for offensive purposes. Some can utilise super-hot super-viscous magma for much more devastating and explosive results.

    Weaknesses:
    Cold Blooded - they die if left cold for too long. Additionally, they cannot use their heat aura or fire/magma attacks while they are too cold internally. Some choose to swallow flammable material, turning their stomach into a furnace.


    Description: Ashen Beasts take many shapes and sizes. They occur when the unstable fog binds a soul to the ash within it. This ash then mutates and combines, becoming a living creature. Their Blazing Form allows them to turn back into that ash, while still being able to attack.

    The rest are minor reptiles and birds. This took much longer than I expected so I decided not to finish it.



  • Appearance:
    gBSvsDR.jpg


    Name: Aria

    Nickname: N/A

    Gender: Female

    Age: N/A

    Race: Wylder Fae

    Family: N/A - All Wylder come into existence due to the chaotic nature of the Pyroclasm.

    Location: Ember Forest

    Occupation: Mercenary, Information Broker, run of the mill Time Traveller.

    Skills: Archery, Fire magic, Bloody fast.

    Special Skills: Time Travel

    Weapon/s: Bow enchanted with accuracy and stability, Arrows with fire runes embedded in the tip - cause explosions. Cos explosions are awesome.

    Good Traits: Generally benevolent, fire proof, really really small.

    Bad Traits: Really really small, really really light - She's gonna blow away in strong winds.

    Personality: (Haven't finished yet. Using tomorrow to think up this part. Only got half a personality so far.)

    Past: (doesn't have to be a lot, at the least 1, 6 sentence paragraph(This will be common knowledge to others, so be careful what you put.)

    Ambition: (What do they wish to accomplish in life?)

 
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So, the Northern Pink has been taken, but from the looks of it there's infighting. Might gain something from an alliance with the Empire.
As soon as I start Im going to send a messager down to tell people about, 'The Icy Fire Of The North'
 
Name:
There are multiple subspecies of this type corresponding to their element. You know, fire dragons are Fire Dragon, Lighting Dragons, etc.

General Appearance:
Corresponding with their element. Fire dragons are red, ice dragons are white, etc.

ice_dragon_by_silanabloody-d5tdqjc.jpg

Atric Dragon
Strengths:
Dragon characteristics, Abilities to use their element,

Weaknesses:
Elements have a 'foe' element that they are weak to. Fire to water, water to ice, ice to stone. Some have more than one such as stone which has both wind and water. Also, the subspecies don't get along very well leading to disunity. Slow birth rate.

Religion:
Most, if not all, follow the religion where the Creator is called 'Dragonfather' for he created the world and placed the dragons in them. They believe the other races are to be subjected to them and have formed tribes to try and take over. However, they also have sects for each subspecies disuniting them.

Description:
Growing to be a large and strong creature, the Elemental Dragons are among the most powerful and dangerous of the known world. They have found homes in their favored habitats. They can be found all over the world as well.

History:
No one knows the exact story, but the most popular one is that the dragons were created by Dragonfather like all others. They started in one location, but due to differences between the species the dragons went their seprate ways settling in other lands. Since then they've been fighting against other species and their own.

In the Empire, three exist. Arctic, Earth, and Jungle. Two of the Elemental Dragons have been pacified by the Emperica and their Legions after they discovered them. The two wars were of course costly, but paid out in the end for they stopped a threat from growing. Those two are under supervision while the third, the Jungle Dragons, remain in the Forest.

Name:
Dax

General Appearance:
red_dragon_mini_by_thechemise-d5ijbr4.jpg

Varies with color, horns, and shape.
Strengths:
Hyper Intelligent, able to memorize complex and basic problems, and near-perfect memory

Weaknesses:
Small therefore weak, also cannot travel long distances unless supported from outside factors.

Religion:
The Dax value knowledge above any Deity.

Description:
A small, dragon-like race the Dax are insanely smart and memory. They are mostly found in the Empire, but a few can be found wandering throughout the world.

History:
The Dax were found by an Emperica expedition party as the Empire was beginning to take form in a cave. Starved and to the point of death the party nursed those back to health. In return they vowed to assist the Empire becoming librarians and advisers. They have also been a key part in many discoveries of the Empire. However, their history has been covered up to prevent other nations from learning more about the Dax.
Name:
Wrifters

General Appearance:


Strengths:
Able to shapeshift into anything within their size range, robust.

Weaknesses:
Carefree, attemping to shapeshift outside their range may result in injury or even death.

Religion:
They don't follow any specific religion instead they just go with the flow.

Description:
The Wrifters are a midget-size race of Shapeshifters that just go with the flow of the world. They are able to take form of small to medium sized animals such mice, dogs, and cats.

History:
One day they just appeared. Seriously, they just appeared out of thin air in the Senate building sending a wave of shock and panic about them. Two Legions were deployed to find the Wrifters throwing a party and they even invited the Legions to join them! At first the Legions were going to cut them down, but upon them being able to shapeshift into various animals about their size the Wrifters were spared.

No one really knows where they came from.

Name:
Elves, Elf

General Appearance:
640x1088_13137_Kingdom_Age_Elf_2d_fantasy_girl_woman_mage_picture_image_digital_art.jpg


Strengths:
powerful with magic, magic tolerance, and very smart.

Weaknesses:
Delicate, hate the cold.

Religion:
There are several main religions.

Description:
Ahh, the Elves found in Earth's legends. These Elves have magic on par with the Tensi and are found throughout the world. They also deal in all trades of life making them a very versatile species that can easily adept their nation's culture.

History:
The Elves are arguably the oldest race there is having a high magic pool and seemingly never aging. They were first created where the Emperica now control and spread out in search of discovering new magics. They also were the ones to have fully developed their own magic and as time went on they created anti-spells that would shatter or increase magic spells. Quite easily a dangerous race.

However, the Emperica were one day created and they united. Supposedly, the Elves saw a chance in the Emperica and so they shared their knowledge with them. What they didn't know was that they would quickly devour and store this knowledge writing books. The Elves were only experts in magic, but the Empericas' desire to learn was what drove them mad. Soon after, for reasons kept secret, they willingly joined the fledgling Empire.

Four new species. Two are mainly ones for non-leader uses, but the Wrifters and Dax are for the Empire. I'm still working on finding pictures and working on their history.
 
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@Ruko is there going to be a leader for them? If not, than put what color landmass it's taking over, i know which, but i forget things easily.

Also, it seems Empirca's lands are slowly turning into it's own ecosystem >_>
 
And my CS was written on an iPad, so there may be some stupid stuff ups because of spellcheck
 
@Ruko is there going to be a leader for them? If not, than put what color landmass it's taking over, i know which, but i forget things easily.

Also, it seems Empirca's lands are slowly turning into it's own ecosystem >_>
Ha. Tell me, how is it turning into its own ecosystem?
 
Um... I started my CS at 11:00 am, had one hour break, finished at 11:00 pm...
Eleven... Hours?
 
So many creatures in 4 different biomes (oceanic, jungle, plains, and arctic) alongside new features getting added almost daily.
 
Im making a non-leader character but not a leader one. Not yet anyway. Landmass is 5 i think. the little purple one above the Tenshi. Writing the character as we speak.
 
Considering that the Empire is quite large in latitude giving it different biomes I would suspect that it would be its own ecosystem.

And besides, I need something to do. Way too much free time.
 
My main land is barren and lifeless so no ecosystem there :D The Ember Forest though is gonna be really fun to use. Gonna have some really peculiar creatures. Pretty hard to evolve fire-proof skin, the ability to breath gases other than oxygen and the ability to drink carbon liquids without getting some unwanted weird features.
 
I'd like to reserve the cyan land mass
 
Alrighty, Reservation accepted.

@Shadowski your races religion doesn't have any connection to 'The Creator' and as thus, i cannot accept it until it does :3

Also, the orangish land mass and the light greenish ones that were previously reserved are now both open for claim :3, though i'll most likely be taking the Orangish one for the Evil Misunderstood Messiah.

Also, would it be alright for you guys if i make the leader and his people a little stronger than other leaders an people? I can of have an idea for him and it would give good incentive for a few nations to work together.
 
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Alrighty, Reservation accepted.

@Shadowski your races religion doesn't have any connection to 'The Creator' and as thus, i cannot accept it until it does :3

Also, the orangish land mass and the light greenish ones that were previously reserved are now both open for claim :3, though i'll most likely be taking the Orangish one for the Evil Misunderstood Messiah.

Also, would it be alright for you guys if i make the leader and his people a little stronger than other leaders an people? I can of have an idea for him and it would give good incentive for a few nations to work together.
I meant the Ice God to be the creator. I can make that a bit more descriptive if you like
 
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