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Fantasy Kolan and The Guild Wars

AgWordSmith

A Freckled Encounter
Moderator
Kolan and The Guild Wars
Basics
Species Available
Kolan has just lifted its Guild ban allowing two rival guilds to form.


Take flight with the Raven Guild and its elusive leader Calla Rose

or

Run with the courageous John Doe and the Wolf Guild


The world is vast old and confusing, conflict brews between nations


Suddenly

you find yourself signing your name

onto a guild application

at the Kolan isles


Which guild hall stands before you?


Are you ready to take on the quest to begin all quests?



Welcome to Kolan and the Guild Wars!

This Rp revolves around two brand new guilds in the Country of Kolan as they compete against each other for the right to become the King's Guild.
I will be in charge of the Raven Guld While @PaulHaynek will be leader of the Wolf Guild and @Soma Schicksal will be helping with both guilds

This Rp will have multiple ICs, one for each guild and in the future one where both guilds can interact with each other. There will also be other threads to keep track of weapons and armor, a place to claim quests for your guild, and a ranking board to keep track of which guild is winning so far.

There are a lot of details to go through, You absolutely do have to read through the "Basics" section, but can get away with only reading the details the species you want to be.
Anyone who can get through all of the information will forever have my gratitude.


We are looking for people who can respond at least once a week if not more. (If you are going to be absent/busy for a while just please Inform me, Soma, or Paul)
There may be a lot of details here in this interest check, but IC posts do not have to be very long, just enough for others to work with they they respond.

Some Simple Rules
  • You are allowed one character in each guild
  • Keep members in their own Guild ICs as must as possible
  • Do not try to weasel out of quests or try to finish them in one post, you gotta go trough it, not over it.
  • DO NOT create Angels or Demons or anything of that sort
    • They do not exist in this world, and in-fact most of the religions that are mentioned are completely made up and have NO ties to Christianity or any religion IRL. That being said please assume any weakness some creatures have that concerns these religions or superstitions do not apply to them, unless otherwise stated.
      This is basically the only character restriction, other than this, Please go as wild as you can, I really would love to see a lot of creative characters in this.
  • There isn't a Dice system so things can be simple.
    In consequence we ask that everyone try to be realistic with their weapon/their own capabilities.
    No one is perfect, and no one is OP here.


If there are any questions feel free to send a PM or to just ask!



Special Thanks to
@Lyro for the base of this code !
@StoneWolf18 and @Fyuri for helping my with the map and fixing up that borked code!
@Panzer for the main idea behind the Elemental Territories!
@ My siblings for creating the information behind Gloryce, Human, Orcs and Orsinium and letting me use it!
@Soma Schicksal for creating the main idea behind this rp and the main ideas behind the Elves and Legionatis!
@PaulHaynek for joining us on this wild ride and leading the Wolf guild!
@ Anyone who reads through this whole thing! You get double the thanks!
and @ You for taking a look at this interest check!



Explore The World of Nera!

(map is interactive)
Pronunciation List

Arcane Sea
( Ar ⬩ kane )

Tybjornair
( Tib ⬩ yorn ⬩ nair )

Orsinium
( Or ⬩ sin ⬩ ee ⬩ um )

Hybridios
( Hi ⬩ brid ⬩ ee ⬩ ohs )

Gloryce
( Glor ⬩ iss )

Kolan
( Ko ⬩ lan )

Dracoviran
( Dray ⬩ ko ⬩ vi ⬩ ran )

Legionatis
( Lee ⬩ jon ⬩ ay ⬩ tess )
Pronunciation List

Chrisalie
( Kris ⬩ a ⬩ lee )

Nargothrond
( Nar ⬩ goth⬩ rond )

Nerovantia
( Ner ⬩ oh ⬩ van ⬩ tee ⬩ uh )

Tigred
( Tie ⬩ gred )

Gloryca
( Glor ⬩ iss ⬩ uh )

Niniva
( Nih ⬩ nih ⬩ vuh )

Galventia
( Gal C ven C tee ⬩ uh )

Tirion
( Tier ⬩ ree ⬩ on )

The Arcane Sea


The Arcane Sea is the vast ocean that separates the Northlands from the Southlands and completely surrounds the nation of Kolan. The Sea has many legends from all places about creatures lurking within, magic yet to be found and riches that have sunken to the bottom waiting to be taken. It is not a cursed sea nor is there anything too odd about it. It has its own cast of creatures and life. Its called the Arcane Sea from a time before sea travel, from a time where only two races lived and those two races named it after the tales of their religion. The name stuck ever since. The Arcane Sea literally translated means The Mysterious Sea and until the Age of Exploration, it remained so. Even now, the sea holds many until mysteries.

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Tbjonar

The Dwarven states of Tbjorniar are all located inside the Tbjorniar mountain range up in the Northwestern-most part of the land. The Dwarves have been around since the age of the Faeries/Fairies and because of this have the respect of the Fae. Though both kingdoms have a personal dislike for the other. Dwarves were sorta always there, always in Tbjornair. Not much is known about the internal history to the rest of the world, save for the states used to war against each other before the Dwarf president united them. Supposedly immortal, this President has been leading ever since. They are a prosperous people, with more advanced weapons and technology than most kingdoms. However they like to keep such things a secret.

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The Fae Kingdom

The Fae kingdom lies North to the Kolan Isles across the Arcane Sea. Its beaches are protected by Crystal Golumns and the rest of its borders are secured by sentient Thorn Trees. It’s a beautiful and breathtaking landscape and even more so at night when the bio-luminescence of the flora and fauna in the area paints their world into work of art. The Kingdom is one of the biggest out there territory wise and their resources are incredibly abundant. The capital lies in the air, just above the surface, and is one of the few known Floating Isle left standing after the Faerie Civil War. The towns are either integrated into the landscape or built from crystals.

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Hybridios

Hybridios hasn't been recognized as a country until 200 years ago, (rather recent for a nation) but the people have been here for as long as there have been half-lings, hybrids, Shifters and Chimera. Long ago an exodus of "hybrids" traveled out of the crowded Dark Lands where they previously were cornered into and into the unclaimed forests North of Orsinium for some breathing room. Here the hybrids, or hybrid-like species hid themselves within the trees and thrive as neighboring communities rather than a kingdom. The major Community of Tigred acts as their capital and the Councils of Races keep order in the Communal country, and keep up diplomatic relations. The community is one of sharing providing for those with out.

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Orsinium

The Orc and Troll kingdom itself started out small. Most Orsimer lived in tiny villages throughout the land. Then some Orsimer built two villages right next to each other in a dank river valley. It made sort of a super village. Some time after that, many villages were attacked out of hatred for Orsimer. The refugees came to the super village for refuge. More houses were built and word of the large Orsimer "city" and more Orcs and Trolls came. They made farms to feed themselves and got more Orsimer to keep track of the farms and Orsimer to build houses for those Orsimer and more Orsimer to hunt and farm more food for more Orsimer and a High Orc and High Troll Chieftain to rule the Osimer side by side so things wouldn't be such a clusterf#ck and more Osimer to lay down the law. Money, power; SOCIETY! Coming soon to a dank river valley near you.

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The Witch Lands

The Witch Lands are a unruled wilderness of unkempt forests and and spirits. It stems off for the thorn barrier of the Fae Kingdom and sinks into the northeastern marshes. Here its said that witches and Wizards specifically were banished here long before the Dark Lands came to be. From their banishment legend says that a witch coven was formed and a promise was made. What it was is unknown but what is known is that any one who dares claim the land finds defeat, those who wander in, don't come out and that the Witches of Old plague the area till their revenge is found. Young mages tend to come here to perform spells that will make them into Witches and Wizards themselves. Claiming that it is sacred ground and that here the spirits of the Old Witches will grant them even more power.

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The Dark Lands

The Dark Lands lay in the swampy marshes in the Northeastern most part of the land. Sparse in distance, the few cities that didn't sink into the swamp are all cramped and over crowed. All species that were felt to be "evil" or "undesirable" were chased into the swamp lands and from there they managed to stop fighting long enough to erect a kingdom. A family of Vampires were made to rule over the kingdom of chaos due to their longevity. Which makes it easier for everyone living here since most other races would have power changes every 50 years (give or take). Most races here get along, or at least don't kill each other because if the Dark Lands won't take you, the Witch Lands are the only place left to go.

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The Elemental Territories

The Territories used to be the Elemental Republic, where all who controls the elements of nature could live freely to practice and control their powers in peace. Yes they were dived by the four main Elements in region, but any element was allowed and thrived here. That is until the War of Elements broke out. Four nations in want of the land, and four nations split the republic into four territories. The Fire Fae Dependency, The Dark Land's Air Enclave, The Orsinium Earth Territory, and The Tbjorniar Water States.

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Gloryce

Gloryce is surrounded by a ring of mountains with few safe passages through. Water moves all around the kingdom, creating a heavy mist which makes traveling even more dangerous. Thus, the people of Gloryce are very closed off from the world. Gloryce is wary of outsiders. In fact, the kingdom's borders are heavily guarded, presumably to keep outsiders from entering, but some of the younger generation of Gloryce harbor suspicions of how free they truly are. Kingdom life in Gloryce is simple. Everyone is expected to contribute to society. Bums are usually executed. As a result, there's an underground network of hobos who hide from guards to avoid death.

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Kolan

The Isle Nation of Kolan lies between Gloryce and Legionatis, North of the Mist Falls (not mapped) and the wilderness that separates the two connecting land masses. There the islands of Kolan each contain a single city or small town depending on its size. The Mist Falls and ocean border kept Kolan isolated from the other kingdoms until the Age of Exploration that established trade and created communications with the other countries decades after The Bridge Treaty. Kolan is known for unity and knowledge, hence the Great Library of Ninva and the Ambassadors Mansion in Galventia. Kolan's sights are breath taking and it's people are lively. The Capital island of Kolan, also named Kolan, houses the current King and the Royal Castle. Travel between the Islands is typically by boat. Its can take from a few hours to days to travel between some of the Island cities.

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Dracoviran

A mostly dangerous and volcanic landscape overflowing in caves, save for the oddly icy Whisper Cove. Here, be Dragons andthe Draec. Most dragons take up residence here yet many do have homes all over the world, but it is only here that they are truly the safest. There is no real Dragon government but a King/Queen Of Dragons is appointed just to keep other countries from thinking Dracovarian was free land to claim. Separate from the Dragons is a small kingdom the Dreac built. After being abandoned they managed to g create a place for themselves in Dracoviran. The new creatures had flourished and demanded to be recognized as the "Draec" and as an official Kingdom of Dracoviran.

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Legionatis

Legionatis is mainly made of mainly forests and the structures used by the elves easily blend into the forest surrounding. This kingdom is heavily isolated from the world with the volcanic lands of Dracovrian north of them. This is also just how most elves like it, not being bothered by the rest of the world's problems. Most of the country is peaceful but the kingdom is split into 3 main components: The High Elf Kingdom, The Forest Tribes and the Dark Elf Counsel. Usually the Elves stay within the borders but some younger elves are venturing out to see for themselves if the world is worth being a part of.

Continue Exploring
If parts of the map do not work:
First, try to wait for the images to load
Second, Reload the page, wait till they do, repeat till it works
The images are kinda large files and take time to load
If many people have problems with the map I may post it separately

Kolan
(Ko-lan)​

Capital: Kolan

Major Cities:
Galventia
(Gal-ven-tee-uh)

Niniva
(Nih-nih-vuh)

The Isle Nation of Kolan lies between Gloryce and Legionatis, North of the Mist Falls (not mapped) and the wilderness that separates the two connecting land masses. There the islands of Kolan each contain a single city or small town depending on its size. The Mist Falls and ocean border kept Kolan isolated from the other kingdoms until the Age of Exploration that established trade and created communications with the other countries decades after The Bridge Treaty. Kolan is known for unity and knowledge, hence the Great Library of Ninva and the Ambassadors Mansion in Galventia. Kolan's sights are breathtaking and its people are lively. The Capital island of Kolan, also named Kolan, houses the current King and the Royal Castle. Travel between the Islands is typically by boat. It can take from a few hours to days to travel between some of the Island cities.

Recently a law has passed that re-establishes the formation of guilds. A practice banned in all nations long ago. History books say that guilds were starting to become stronger than some nations and the Fae Council, the King of Kolan, the Tybjornar President and the Dark Land's Royal Family came together to stop the Guild Committees from becoming too powerful and created the Guild Ban across all nations. Now upon petition of two Kolan citizens, the King has reinstated guilds in Kolan. Allowing the two petitioners to form guilds under a stricter set of rules than before the ban.


History
Kolan Culture
Kolan Map




History

In the beginning, the island tribes of Teren were at constant war. Each tribe holding a different species, each one in different battles against the other. No one knew peace until the center isle Kolan rose to power and created The Bridge Treaty, which unified all the tribes into the Kingdom of Kolan. Now connected under a single monarch and constant navel travel the melting pot kingdom now lives in harmony. It may be the only safe haven for all people left.


One major event in Kolan's history is the Convergence. In which every hundred years the island will converge into one single landmass for a single month. The last Convergence ended with the Fae Orc Treaty in the center of the land mass. There not much known as to why this occurs. Some say its magic and some theorize it's an odd phenomenon that has to do with the tectonic plates under Kolan. Whatever it may be it cannot be denied that the Convergence is timed with major events. The Convergence 200 years ago went along with the establishment and recognition of Hybridios as a nation. Soon the Convergence will happen again, but for what? No one knows.​


Culture

The Kingdom of Kolan is accepting of all people. At the least, it will grant citizenship to anyone after a screening. Though prejudice still exists, those in power and natives constantly uphold a sense of equality among all people, as difficult as it can be. The Kingdom relies heavily on fishing and trade for its needs and its status as a neutral nation between all countries it brings in travelers from all over the world and houses many negotiations between other lands.


Children are taught to always be fair and the pursuit of knowledge can help one to know what fairness is. Though duels are allowed to resolve issues most of the country tries to uphold a diplomatic example but people are people, mistakes and arguments happen. Most of the bigger islands are more developed and have a more fast-paced and bustling lifestyle compared to the smaller farming and fishing islands. The country does not have one majority species, it welcomes all and even started out with many different kinds of natives at the time of the Bridge treaty. This makes it the perfect place for everyone to be who they want, worship who they want and not worry as much about the Hekaspectrum. Though there will always be those who uphold that sort of thinking.​


The guilds are both located within the nation of Kolan, and both islands inhabiting the guilds are major cities with a lot of importance to Kolan.

Both Halls are capable of housing many members and can function as a residence as well as a base of Questing operations.

The guilds compete for the number one on the Ranking Board in order to become the King's Guild and to be able to do Royal quests that have bigger rewards but much more perilous tasks. Also, the bragging rights are pretty great too.

The board will show the total amount of points a guild has and how many quests of each quest rank they have completed. These points come from the different quests available in the magically linked quest book in both guilds.

The king will wait a single year to see how the guilds do and if they survive the year, he will name one the King's Guild.


The Raven Guild
The Wolf Guild




The Raven Guild

Located: Ninva

Colors: Blue and Silver

Cheesy Motto: A flight in a storm will lead to the calm in the eye.

Mascot: The Raven

Leader: Calla Rose

Calla Rose is the main reason the Guild ban was lifted here in Kolan. The human simply wouldn't take a no from the king and when another joined her she simply wouldn't stop until the two guilds were allowed to form.

She is a reserved and formal woman but will be polite to everyone she met, reserving rude behavior for only those who are deserving of it. Calla is a huge lover of books and encourages the pursuit of knowledge. She is a highly skilled mage and does well with a long sword. She believes a good strategy is key to victory, especially a good improvised one.

Though some say she created the guild to fulfill a promise she made.

She chose Niniva to house the Guild Hall due to her fondness for the Great Library and that she's been living there ever since she came to Kolan.




The Guild Hall

Despite the City of Niniva being a bustling center for scholars and mages of all sorts the Guildhall stands at the north end of the city, where it's more peaceful and calm. Though not too far from the shops and Ferries that run between islands.

The building itself is about three stories tall and has a large basement underground for indoor training and recreation. The first floor is wide and spacious, containing a nice lobby up front, the kitchen in the back, a meeting room and a small office-like area to the right of the kitchen, towards the back and stairs up to the second floor and down to the basement. The Second floor is the residence floor, filled with rooms and accompanying washrooms for members. The third floor containing Calla's Room and next door a small private library open to all guild members.

Outside there is a bigger training area and a small relaxing garden near the entrance, along with a path back into town and one down to the shore of the island. Calla built the entire thing herself with a bit of magic to make it a little easier.




The Wolf Guild

Located: Galventia

Colors: Green and Gold

Cheesy Motto: United We Stand

Mascot: The Wolf

Leader: John Doe

John Doe Played a big part in lifting the guild ban in Kolan. Confidently he went up to he king along side another human petitioner to show that the want and maybe even the need for guilds is growing in the kingdom.

A natural born leader with the skills to match. John is a friendly person that draws people together and guides them to look for the better solution. As a skilled Paladin he knows how to balance seemingly opposites sides of a battle. He believes that violence must not be the first answer and that reason is the way to go. Though in unreasonable situations he's not afraid to take up his weapon in a good old fashioned fight.




The Guild Hall

The Wolf Guild is situated at the coast of Galventia consisting of the main hall and a small port of a few small boats/ships to reach other islands in Kolan manned by a friend of John from Gloryce. It is nearby Galventia where the guild usually buys its supplies with a forest standing between the two locations. The city is about an hour of travel by horse and longer on foot from the guild.

The hall is two stories tall with wood as its dominating theme to reflect the wolves' natural habitat. Entering the guild, one would first see the lobby along with a stairwell that branches into two that leads to the second floor. To the right would be the doors to the guild's dining hall with the kitchen just behind it. To the left would be the doors to the guild's lounge where members can hang around and relax, maybe read a book or two from the small library that's also in the lounge. The second floor contains the rooms of the guild's members. Washrooms and the such are provided in each room. One of these rooms serve as John's personal room and office.

Outside the guild is a clear field with fences surrounding it. This would be the training grounds where members can hone their skills, test their spells or spar with other members.
Weapons
Quests



Jimme's Axe
A Family Heirloom

LVL 1

A double sided axe with ornate engravings and leather strips to strengthen the handle or to keep the handle together.

It's capable of chopping wood, denting metals and severely injuring enemies.


One could easily chop of a head of a human with this but it make take a few tries to bring down an orc.

No enchantments



All guild members start out with a relatively average weapon(s) and armor, nothing that is too incredibly powerful. As the guild progresses through quests members will gain rewards and money. They will either be granted a weapons and armor upgrades through quest rewards or may purchase one.


A Quest Reward Weapon/Armor set is an entirely new item that lines up with one's preferred weapon's choice(s) and armor style, but is more powerful or easier to use than the last one.

Purchasing an upgrade can be to obtain a new item or to upgrade your current weapon/armor set to be more powerful and unlock different buffs and such that way.
ie. having an sword and upgrading it to a better metal, or upgrading it to be charged with magic attacks.


All weapons and armor pieces can be enchanted with small buffs but these must be purchased or obtain through rewards as well There will be a separate thread containing everyone's current weapons and armor portfolio and the leaders will update it as members upgrade their items. Members will be able to keep previous weapons and armor but the most recent upgrade will be the one readily available on your person. Unless specified otherwise.


Members may not carry more than two weapons for a particular kind.
ie. you can carry two axes and two daggers but not three axes.

Members may not carry more than two types of weapons.
ie. a sword and dagger are ok but not a sword, dagger and an axe.

Members can only wear one set of armor at a time.


Thus Leveling up can go one of two ways:

Quest rewards:

Jimme's Axe
Obtained from the Cave of Merlin

LVL 2
A single sided axe with a small forge in its handle to burn enemies.

It's capable of chopping trees in two hits, cutting through thinner metals and severely injuring or killing enemies.

One could easily chop of a head of a human with this but it make take two blows to bring down or injure an orc.

Enchanted with Fire charge. It can be charged with fire magic. A flaming axe will add to the heat of battle






OR
By Purchasing Upgrades/Enchantments

Jimme's Axe
A Family Heirloom

LVL 2
A double sided axe with ornate engravings and a metal coating to strengthen the handle. The metal has been stregthened by magic.

It's capable of chopping wood easily, cutting through thick metals and severely injuring or killing enemies.

One could easily chop of a head of a human with this but it make take a two blows to bring down an orc.

Enchanted with Fire charge. It can be charged with fire magic but takes a bit more energy to do so. A flaming axe will add to the heat of battle



Quests are an essential part of keeping guilds running. It's how they generate money and reputation as well as gain access to better gear and maybe even to certain parts of the world.

A list of available quests are all in the Quest Book. One copy is located in each guild hall and all copies are magically linked. When a guild chooses a quest to take on it will show up in the other book that the quest has been taken, and whether or not it's completed.

Along with a linked Quest book is a linked Ranking's Board for the guild to keep track of points and how many quests each guild has completed. At the end of the year, the guild highest on the board will be named the King's Guild and have access to Royal Quests with greater perils and more extravagant rewards.

Quests are organized by how difficult it is to complete the task.
Each Quest Rank requires its own level of skill to complete and will give the guild a different amount of points upon completion:



S - Difficult to complete, high skill level required, will give 300+ points
A - Tough to complete, above average skill level required, will give 200-300 points
B - Average to complete, average skill level required, will give 150-200 points
C - Simple to complete, some skill level required, will give 100-150 points
D - Effortless to complete, no skill level required, will give 50-100 points


A member's class will determine how easy it is to complete certain tasks and how easy or difficult it will be to defeat enemies.
Each class has its own set of buffs and debuffs,


Archer
+Senses +Speed -Strength

Rouge
+Agility +Stealth -Defense

Mage
+Spell Power +Reflexes -Senses

Fighter
+Strength +Fatality -Agility

Healer
+Spell power +Defense -Reflexes

Gunslinger
+Fatality +Reflexes -Stealth



Senses : Hearing, smell, sight, etc... as well as danger/presence sensing

Speed : How quickly one is able to move

Stealth : Able to be unnoticed

Strength : How strong one is

Spell Power : The amount of power in the usage of magic

Reflexes : Reaction time

Agility : Flexibility

Fatality : The amount of lethal damage given

Defense : How much on can resit an attack


Subclasses





Each Class has a set of subclasses that contain their own buffs and debuffs that are added to the base buffs and debufs Along with a buff in with certain conditions

Archer

Sharpshooter
Capable of hitting difficult, moving and faraway targets typically in a hidden location
+Senses +Stealth -Speed
+Fatality (in quiet, non-distracting settings)

Ranger
Skilled with a bow and a secondary weapon, has a lot of survival knowledge
+Reflexes +Agility -Strength
+Senses (in the wilderness)

Arrow Mage
Able to infuse powerful magic into their arrows for powerful and sometimes bizarre attacks
+Spell Power +Reflexes -Speed
+Defense (In loud distracting Settings)

Trick Shot
Capable of improvising shots with any sort of projectile that can work with a bow
+Strength +Reflexes -Defense
+Spell Power(If using magic for a shot)

Rouge

Assassin
Skilled in fatal hits in any proximity with out detection, typically hired to kill targets
+Fatality +Stealth -Defense
+Speed (When detected)

Thief
Able to obtain items undetected either on a person or on a location
+Speed +Agility -Strength
+Stealth(in crowds)

Scout
Able to obtain information and locate people and items
+Stealth +Reflexes -Speed
+Defense (When fighting to find a target)

Mercenary
Stronger rouges typically hired to take on questionable tasks
+Strength +Fatality -Defense
+Reflexes (In high stakes situations)


Mage

Specialty
Increased power and skill in a certain type of magic ie. A mage with a fire specialty subclass
+Senses +Speed -Defense
+Spell Power(with spells of their specialty )

Wizard/Witch
A Mage that's given up parts of their soul for magical power
+Spell Power +Defense -Strength
+Senses (When using magic)

Caster
Exoterically exclusive mage able of powerful offensive magic
+Strength +Agility -Defense
+Spell Power (When attacking)

Absorber
Esoterically exclusive mage capable of absorbing hits and power for a strong defense
+Defense +Reflexes -Strength
+Spell Power (when taking hits or after taking hits)

Fighter

Knight
highly trained fighter typically in league with an organization or a code of morals
+Fatality +Defense -Spell power
+Strength (When motive feels truly righteous )

Paladin
A trained fighter capable of quick healing in the middle of a fight
+Defense +Senses -Agility
+Spell power (When healing)

Warrior
A fighter trained in an array of weapons or specializing with fists
+Strength +Agility -Speed
+Fatality (When Angered)

Stunt Fighter
A fighter capable of fancy foot work and improvising in a middle of a fight
+Reflexes +Agility -Defense
+Speed (In non distracting settings )


Healer

Sharpshooter
Able to shoot from long distances
+Defense +Speed -Strength
+Spell Power (When Healing )

Apothecary
Trained in the ways of herbs and potions, typically to heal or attacking when necessary
+Senses +Stealth -Agility
+Reflexes (While Fighting)

Alchemist
Capable of transmuting one sort of object to another and able to create entirely new body parts for surgery
+Reflexes +Agility -Speed
+Fatality (When reversing their abilities )

Psychic
Capable of seeing the damage in the mind and able to help fix it wit the agreement of the one being healed
+Senses +Stealth -Strength
+Agility (when focused )

Gunslinger
(A rare and almost unheard of class)

Sharpshooter
Capable of hitting difficult, moving and faraway targets
+Senses +Stealth -Speed
+Fatality (in non-distracting settings)

Loose Cannon
Along with a gun they carry a multitude of gunpowder based items such as small bombs
+Fatality +Strength -Stealth
+Spell power (When combining magic and their items)

Dual Wielder
Capable of firing two guns at the same time with the same amount of skill.
+Strength +Speed -Defense
+Fatality (When concentrating )

Quick Shot
Capable of quickly shooting many shots and improvising shots
+Speed +Reflexes -Stealth
+Agility (When improvising)

How Magic Works

In this world there are two types of magic and a class system based on those magics:​


Esoteric Magic
Exoteric Magic
Hekaspectrum



Esoteric Magic; Arcane Magic:
The magic naturally present in a being; The magic that forms symbiotic relationships to beings;
Magic that does not require spoken or written words to use


Some species are capable of using esoteric magic for every spell due to their biological closeness to it.
  • Fairy (extinct) magic is 100% Esoteric
  • Fae magic is 90%
  • Elf is 80%
  • Elemental magic is 70%
This makes them esoterically powerful.
--meaning it would be stupid NOT to use it for pretty much all spells


Some species have some esoteric magic in them.
  • Shifter magic is 60%
  • Human magic is 50%
  • Chimera magic is 40%
  • Dwarf magic is 30%
These species tend to use esoteric magic for:
  • Defensive spells
  • Divination
  • Illusions
  • Charms
  • Shapeshifting
  • Protective Spells
  • Healing
  • Anything Similar

Some species do not have any esotereric magic or so little that it's not even worth using
  • Orsimer magic is 20%
  • Dreac magic is 10%
  • Dragon magic is 0%

Fun Fact 1:
Arcane/ Arcane Magic is a term many older/old fashioner people use to refer to Esoteric magic. This is because the Fae and Fairies were the first beings to use it and coined the terms from their religion.

Fun Fact 2:
Arcane (magic): Before magic was magic it was called Arcane (A term the Fae & Fairy used), a force that was unknowable and yet played a part in the living. The religious wording word was used to describe Esoteric magic for millennia. Later being referred as the Magic of the Soul then Arcane Magic until more scientific endeavors placed it within the definition of Esoteric Magic



Exoteric Magic
The magic naturally present in the world; The magic available to all beings if trained to utilize it properly; Naturally weaker than Estoeric magic; Magic that requires spoken or written words to use and typically a conduit such as one's hands or a wand

Every Species is capable of using exoteric magic, it does not mean they should


Some species are required to use exoteric magic for every spell due to their lack of an esoteric presence within them.
  • Dragon magic is 100% Exoteric
  • Dreac magic is 90%
  • Orsimer magic is 80%
This makes them exoterically powerful.
--meaning it would be stupid NOT to use it for pretty much all spells


Som species have some exoteric magic affinity
  • Dwarf magic is 70%
  • Chimera magic is 60%
  • Human magic is 50%
  • Shifter magic is 40%
They tend to use it for:
  • Offensive spells
  • Elemental spells
  • Creation/Summoning
  • Destruction
  • Alchemy
  • Enchantments
  • Casting spells/attacks
  • Anything Similar


Some species do not have any exoteric affinity or so little that it's not even worth using
  • Elemental magic is 30%
  • Elf magic is 20%
  • Fae magic is 10%
  • Fairy (extinct) magic is 0%


Funfact 1:
Where Esoteric Magic is sometimes called Arcane/Arcane Magic exoteric is simply dubbed magic, being as it is readily available to all species


Funfact 2:
Dragons were the first to use exoteric magic but it was never given a name until humans started to use magic.




The classification of exoteric and esoteric magic is important because beings in this world are prejudice against species other than their own, based on the:


Hekaspectrum:

This spectrum is based on how much esoteric magic a species has in its blood/body.
  • High End: The higher a species is the more symbiotic they are with Esoteric magic.
  • Low End: The lower a species is the less esoteric magic they have in them in general.
    • BUT Low End species are more powerful with exoteric magic.
The way the species are grouped and listed below is in the order for the spectrum from the highest (Fairies) to the Lowest (Dragons)
  • Fairy (extinct)
  • Fae
  • Elves
  • Elementals
  • Shifters
  • Humans
  • Chimera
  • Dwarves
  • Orsimer
  • The Damned
  • Dreac
  • Dragons
Those Higher on the list think of themselves better than those lower and those lower tend to hate those higher for their arrogance and oppression towards the lower end of the spectrum

Exception 1:
Dragons are well respected and feared since their power in Exoteric magic rivals that of a Fae or Fairies' ability in Esoteric magic, however, due to this many of those higher in the spectrum still treat them as horrible monsters, to keep them from rising up.

Exception 2:
The Damned sector of the spectrum is a hodgepodge of several "unwanted" species who's magic is not neatly split between Esoteric and Exoteric, These lumped together species tend to range between:
20%-1% Esoteric
80%-99% Exoteric

It is because of the stigmas on these species within this grouping that they are all just put into one category on the low end of the spectrum and are only put above Dreac and Dragons due to the fact those species are definitely a percentage and not a range
Fairy

Ethereal, winged beings with a deep connection to light

They used to live happily along side the Fae. The two species got a long so well that they were simply just called Faeries. They were very similar to the Fae, even having the same religion as them. Though key differences were: having longer, pointed ears than a Fae, extending beyond the top of the head, gold-colored blood, and their biology was based on light, and were magically stronger with light based spells, and that magic was the very core of their physical being.

They were the most esoterically magical creatures to ever walk the earth.

However, all Fairies are now extinct but they did play a huge part in the early history of the land, like the Faerie Civil war and Establishment of the Hekaspectrum after the Faerie Exploration Age. The ruins of Fairy kind can be found all over the Fae Kingdom if one knows where to look. The only beings with that information would be the Sister Species, the Fae. Legends have it that the corpses of the Fairies still exist. Upon death, a Fairy's body will turn into hard light and these "statues" are said to be found in the hidden ruins and could be brought back to life, resurrecting the species. Beware that legend and history do not often paint the same picture.​


Fae
(Fay)​

Regal beings capable of glowing and manifesting wings with a deep connection to crystals
In present day they are the most esoterically magical beings in the world

Includes and limited to: Fae

Fae are a nocturnal species with the capability to manifest or de-manifest wings. These wings rip through the skin when formed and look similar to butterfly wing, because of the pain many Fae either keep their wings out or keep them in. Due to their more nocturnal lives, the hair from the head, eyes and sometimes even freckles of a Fae glow in the dark providing enough light for them to see perfectly within darkness. Even without the glow Fae exhibit remarkable night vision nonetheless and can will this ability "on" or "off." A quick way to identifying a Fae is by their elongated and pointy ears, that just upwards barely surpassing the top of the head. One rather odd feature is also their blood, which is an opaque silver, complimenting the gold blood of Fairies.

This biologically immortal species also have incredible hearing, strength, and agility and can inherently create crystal constructs (some of which can be given life) and a type of fire that uses pure magic for fuel. (They call it Arcane fire). They have Incredibly fast healing, yet blood loss takes the longest to heal, days depending on the amount lost. Interestingly the vegetarian species posses sharpened fangs and teeth that could rip through orc flesh. It's said they were indeed carnivores at one point but nowadays they tend to avoid meat if at all possible. This could be because they tend to gain rather animalistic tendencies after ingesting certain proteins from flesh, though typically it wears off eventually if they stop consuming the substance. Consuming meat also makes them unable to use shapeshifting magic, a magic they are naturally strong in.


The Fae Kingdom
Fae Culture
Expanded Biology


The Fae Kingdom

Capital: Chrisalie
(Kris-ah-lee)

The Fae kingdom lies North to the Kolan Isles across the Arcane Sea. Its beaches are protected by Crystal Golumns and the rest of its borders are secured by sentient Thorn Trees. It’s a beautiful and breathtaking landscape and even more so at night when the bio-luminescence of the flora and fauna in the area paints their world into work of art. The Kingdom is one of the biggest out there territory wise and their resources are incredibly abundant. The capital lies in the air, just above the surface, and is one of the few known Floating Isle left standing after the Faerie Civil War. The towns are either integrated into the landscape or built from crystals.


In ancient times two species stood against the world, Fae and Fairy. For eons, they worked together in peace as if they were created to compliment each other. Living in the floating islands they were separated from the creatures forming below. The friendship between Fae and Fairy was so strong they were simply called Faeries. That is until the rise of the Seelie court, a rulership of haughty Fairies that began to oppress and exploit their companion race. The Fae were forced to live in the mainlands below. Here the Unseelie court began to rise and eventually wage a Civil War in the Faerie lands.

This War brought on the Fall of the Isles, hundreds of cities among the clouds above hurdling towards the ground. Still, the Seelie court would not surrender. As a last resort, one powerful Fae conjured the Shattering, in which all Fairies were turned into hard light statutes and presumably shattered. Ruins of Fairy civilization remain but no statues of them have been found leading to the conclusion that they were indeed destroyed.

The Unseelie court now ruling brought the Fae kingdom to a Silver Age after the implementation of The Fae Council. 12 members representing all corners of the kingdom to create peace once again. That is until a hundred years ago (reticent to the Fae ) Fae-Orc War. With the murder of one of the Council’s members, The Fae plunged into war, where it was now evident just how corrupted the Council had truly been, at least to the other kingdoms. The Fae still believe in the High Councilwoman and her, now only 10, Elders of the Council. After their Victory over the Orcs, the Fae now prepare for a different sort of conquest. After the War of Elements ten years ago the Fae seized up more land, and now look to continue their growth.​


Culture

The Fae believe in the Gods of the Arcane, or, using their words for god, Ethediets (Eh-th-eh-dee-eht) of the Arcane The most basic explanation: They believe that in a separate realm (called the Arcane) from ours where higher beings (Gods/Ethediets) created us. The source of magic is from Arcane Water that is created from chaos and flows into the realm from a fountain, giving their realm life and our magic. The Genesis Sisters (there are three) used the water to create our realm and used this ever overflowing water to fuel our suns, stars, life, and magic. This belief is said to have some part of the creation of the Hekaspectrum. Fae and, back then, Fairy alike believing that since they had more "Arcane Water" within them that they were closer to the Ethediets. Their worship consists of many yearly celebrations and a weekly personal thanks to their gods. They believe their species to be one of the first creations alongside the Fairies of old. Giving them a further sense of entitlement and superiority over other species.


Their language sounds harsh and angry despite it being an eloquent alphabet with rather pretty grammar rules. Greetings are often smiles or a quick flashing on of their glow while thanks are given through nods and small gifts. Goodbyes are hands pressed together, or foreheads together if it’s a family member, significant other, or just someone one cares about deeply. Anger is expressed in the baring of fangs and to insult someone’s ears is considered offensive. They are subtle and often silent with expressing emotions, grand and spoken gestures are usually for loved ones and celebrations. Fae tend to seem rather reserved but in actuality, their emotions are on their sleeves. Its just a matter of learning the peculiar and small ways they do it, and some Fae have their own personal symbols and quirks to express themselves too. To them expressing in this way is more refine and dignified.

All Fae are either given or create an object called a Fae Crystal. The Fae can use this for direct communication and, in desperate times, portal-like travel to those who hold a stone. A Fae can access any other Fae stone but non-Fae are given a copy of a stone to only communicate with the Fae with the original or others that may have a copy. For a non-Fae to be given a stone is a sign of complete trust and devotion, typically only non-Fae mates/spouses are given a stone and it is rare even then. For a non-fae that is not a spouse/mate to be given a Fae stone it is basically a declaration of being accepted as an equal or honorary Fae, or a most trusted and dear friend. It's a trust that must never be broken. Those who do break this trust are never heard from again.​


Expanded Biology

There are two important and unique stages of the Fae biology. One: Metamorphosis a magical maturity process that takes place around first 50-100 years of their lives. This also grants a Fae their wings. Two: the Incarnation process that allows a Fae an incredibly long life where the consciousness of a Fae will create a new body to live through once again. Fae do indeed go through a typical biological maturity process commonly known as ‘puberty.’ This happens within the first 20 years of life, as per the norm.


Metamorphasis

At first, the new magical of the Fae start to leak out of their control, small magical mishaps are common but grow in strength and inconvenience as the Metamorphosis is completed. Six months into the process the hair will change into a completely new color (usually it’s not a ‘natural’ color according to other species but to the Fae bright and colorful hair is common because of this process), this color is along with hair the iris will change as well and is not limited to only one color, many Fae experience heterochromia, and sectoral heterochromia.

In the final 6 months of Metamorphosis, the skin will crystallize and immobilized the Fae for a period of time usually days or weeks. During crystallization, the physical cells of the body completely accept the increased energy and become capable of perfect shapeshifting. The wings also form beneath the skin. Eventually, the crystal layer will shed and crumble into what is known as Fae Dust (Often it is sold for its magical properties or kept and turned into precious stones as memory keepsakes). In two to three days for the wings to rip through the skin and unfurl completely. The wound will bleed for some time before closing and will leave a scar, eventually, the scar will heal completely. Once the wings have physically set for a few days the Fae will be able to manifest and de-manifest at will. A Fae never has to repeat the process for the rest of their incarnations.​



A typical Carnation
Incarnation Process

An Incarnation is the lifespan of one body and when a Fae’s current body is ‘killed’ or no longer usable it crystallizes and turns to dust. The dust travels to the Grove, a place where most Fae will regenerate a body. The dust, or Soul Dust, pick a Carnation: a pod-like flower bud in which the consciousness infused dust travels to and forms a new body/Incarnation inside. It will crystalize when Soul Dust inhabits it and then when it blooms the crystal will crumble and from the flower, the Fae emerges with a completely new body. The bod will be at an age of their conscious' choosing, but the glow color of the hair/eyes and wings are the same. They keep all their former memories and non-physical habits like addiction, strength, physical patterns the body was used to before, these disappear with the next body. Many Fae plant their own Carnations so to emerge in a place they trust or closer to where they live.

Fae cannot die unless their Soul Dust is contained and unable to reach a Carnation, eventually, the consciousness fades from the dust and they are pronounced dead. Fae death is often a choice one makes. They take a 3-day celebration of life, after tying up the loose ends they choose a trusted Fae dubbed their Soul Keeper. The keeper is in charge of killing the Fae and containing the body so the Soul Dust cannot escape. When the consciousness fades the keeper either dispose of it according to the Fae's wish or can do a number of other things with it. (Typically Soul Dust is sold for its magic properties, or turned into precious stones for a number of uses or as a symbolic grave.) This whole ordeal is called Muerkos​



Lapse Rebirth

There is a criminal Punishment that all Fae fear. It is rarely used and only used on the worst of the worst but all Fae know of it: Lapse Rebirth. This nightmarish process involves forcing a Fae's entire mind, body, and soul into their next physical incarnation, but with the addition of wiping their memory of their previous life/lives. Lapse Rebirth is losing everything A Fae used to be, and open to whatever information the Fae Council gives your new self. It’s complete erasure of a Fae, and the punished Fae would have no idea it happened until at least a hundred years later, the legal minimum.

First, the Fae is sentenced to the punishment, there is no record of a non-court ordered Lapse Rebirth since the process was in its experimental phase. Then the Fae is taken from prison to a certified and secure facility. They are strapped down at this point all magic and abilities have already been repressed by an enchanted ankle bracelet. Once strapped the Fae is killed using an instrument selected by the council and is Soul Bound to the Fae, another painful process. Soul binding is simply binding the Fae's consciousness to the weapon so the Soul Dust will inhabit the weapon instead of going to a Carnation to start another Incarnation The process is rather horrific though.

The Soul Bound instrument is used to kill the Fae and the soul dust is anchored to it. This Allows the “executioner ” to use ancient, ritualistic magic to remove the previous memories and ‘reset’ the next incarnation. Wiping any physical resemblance of this last ‘life’ so as not to potentially spark the Fae’s memories and to save them from being even remotely recognized allowing for an entirely new life. The former body at this point crumbles to dust The instrument is brought to an empty Carnation bud, and the soul released into it. The bud is put on guard until the physical body of the Fae emerges, unlike the usual reincarnation process, the Fae emerges as an infant. The infant is given to a chosen, certified guardian and raised under careful watch. The memories are never officially returned unless court ordered.​
Elf

Beings with a deep connection to the collective esoteric magic among nature and themselves

In present day they are the second most esoterically magical beings

Includes, but not limited to: High Elves, Wood Elves, Dark Elves, Sun Elves, Moon Elves, Half-Elves, Elves

Elves have a humanoid appearance with pointed ears, though not as pointed as a Fae. However, Dark and Moon elves share a common trait of grey skin. Elves have a strange connection to the esoteric magic naturally present in plant life and are able to use it for themselves or control it. The species is said to use this relationship to communicate with each other and have a deeper since of kinship within their own species. Rumors say that when an elf falls in love they can share this connection with a non-elf. Typically elves don't speak to one another, they sent their intentions to each other using the esoteric magic in nature as a conduit to send the thoughts or feelings, the farther way an elf is the longer the message takes to get to them.
Legionatis
Elf Culture


Legionatis
(Lee-jon-ay-tess)

Capital: Tirion
(Tier-ree-on)

Legionatis is made of mainly forests and the structures used by the elves easily blend into the forest surrounding. This kingdom is heavily isolated from the world with the volcanic lands of Dracovrian north of them. This is also just how most elves like it. Not being bothered by the rest of the world's problems. Most of the country is peaceful and is made up of many different Elf tribes, but the kingdom is split into 3 main components: The High Elf Kingdom, The Forest Tribes and the Dark Elf Counsel. Usually, the Elves stay within the borders but some younger elves are venturing out to see for themselves if the world is worth being a part of.


High Elves

A small kingdom enclosed by a wall of trees, mimicking the Fae, The High Elves seek to be on level ground with them to gain a higher status in the world than they already have among the elves. They separated themselves from the “common Elf” long ago and built themselves a kingdom in which rose above the trees. From The beginning the High Elves have been on opposition with the Dark elves. They want to open Legionatis to the world and begin a rule as one of the mighty races among the people. After all they are the Second on the Hekaspectrum. They deserve to be shown respect from the comfort of their own home instead of venturing out to small (secret) High Elf Colonies to flaunt their status.​


Forest Elves

The Forest tribes are made up of many different elves living in their own tribes nearby other tribes. They usually keep to their own but are willing to help each other and socialize. Tribes such as the Sun, and Moon Elves, Wood Elves, Elves and Half-elves all live in these villages suspended in trees. Their history consisted of many internal squabbles until the champions of each tribe was called upon to a battle to end all battles and the winner would become the tribe in charge of all the forest dwellers. The Wood-elves emerged victorious and from then on enacted the "Fight of Princes." A champion (of any gender) from each tribe is chosen in order to gain the right of rulership for decades over the Forest Tribes. And this is how peace has been made over the centuries among the tribes. The Tribes are not against opening up Legionatis to the world, however, they do aid the Dark elves to stop the High Elves from bringing the Fae into their matters.​


Dark Elf Counsel

A recent faction of elves, instead of rising above the forest the Dark Elves wish that their sibling elves would stay hidden in the woods like them. Constantly they sabotage any attempt the High Elves make to open Legonatis to the outside world and disrupt any diplomacy attempts with the Fae. The Dark Elves believe that they should just keep to the traditions of old and stay away from outsiders. They have separated from the Forest tribes and created their own counsel and kingdom in the country. This was mainly because of the Tribes refusal to fully help the Dark elves in their endeavor, but the dark ones do appreciate the small amount of aid. They are on good term with the forest tribes but do not wish to go back to them.​


Culture

Elves believe that magic comes from Mother Nature and its a gift to the elves for taking care of her. All Elves believe this in some form, even High and Dark elves, and each tribe has its own way of taking care of the Mother of the world. Elves usually do not speak to one another, spoken word feels very public to them, like showing skin for all to see. Most elves chose their spoken words carefully, like a modest outfit, but the younger generation has taken to speaking more and using non-spoken communications as a sign of trust instead of the norm. Many older elves see this as interesting, but vulgar to use speech so freely, but it shows that the younger generation doesn't take trust so lightly. This may be due to the recent separation of the Dark elves, many, old and young on both sides, feeling betrayed due to the separation.

The importance of fighting in Legionatis isn't so much for necessity, the valued skills are in fact nurturing ones. Mothers are often seen as reflections of Mother Nature and thus are the head of households. However, fighting and weapon wielding is seen more as a pastime if it's not used to provide food. (Even though the Elf diet is mainly vegetarian they do eat meat on occasion and when killing an animal they say a short prayer to send its soul back to nature) It has become like a sport, and thus the Fight of Princes is usually a big event that even the High and Dark eves come to see it.


High Elves

High Elves feel that letting nature take its course and moving things around it is the best way to let Mother Nature flourish, however they believe that nature's course is siding with the Fae to open Legionatis to the world through them. They built their kingdom to resemble the towering forest and its made around the trees already there to reflect this. And where a new tree or animal has chosen to settle, they will move whats there to accommodate this. They feel that they deserve more respect for being so kind to nature and for being so connected to it. They are called High elves because their connection to nature's magic is inherently stronger than the other elves, plus their ears are just slightly more pointed. High Elves will almost exclusively communicate non verbally, and feel like when they have to its such a bother and further proof why elves are much much better.​


Forest Elves

Forest Elves believe that keeping up and helping the cycle of nature is the best way to take care of it. Each tribe with its own duty to nature to ensure the cycles continue. As a whole, however, the tribes are like one big family and don't mind to share their smaller individual traditions. They are wary of outsiders and do prefer to speak non verbally. This does not change the feeling that to let the cycle of nature continue, they must join the cycles of the world beyond, and share their ways so that all can help The Mother to thrive. The Sun Elves typically are dark skinned and aid in the cycles day, aiding plants to thrive in sunlight and animals to roam in their waking hours. Moon Elves varying grey tones and aid in helping plants and animals thrive during the night. Wood elves speak to the trees and guide them through their long journey on the world, they help find what trees are accepting of letting the elves live in and use them as well. Half-elves and the regular Elves aid in the cycles of life and death, burying the dead animals to return them to the soils and helping new plants grow and thrive.​



Dark Elf Counsel

The Dark elves used to believe that the cycles were the best way to care for the Mother but have had a recent change of heart and now believe the best way to help her is to preserve her and preserve their way of life. They see the High Elves as a threat to Mother Nature for they know that the Fae's are not to be trusted with their kingdoms of crystal. They are strict in tradition, and speak non verbally when needed and out loud when needed. They feel everything has its place and to stay in your place is to preserve Mother Nature's systems. Dark elves are dark grey-skinned and are nocturnal, they get sunburned more easily than the other elves. They used to be the ones who preserved the cycle of Love between the Elves, plants, and animals but have betrayed it.​

Elemental

Element based beings with the powers over said natural elements. Their true forms are physical manifestations of the elemental force that inhabit them or that they inhabit; Any creature that embodies a natural force

In present day they are the third most esoterically magical beings

Includes, but not limited to: Elementals, Nymphs, Druids, Sprites, Nature spirits, along with any physical embodiment of a natural force

Many elementals start off with a human-like form but some sacrifice their normal appearance for more power, whether physically or mentally. They give up their human form piece by piece until they completely embody a force of nature. As they become more and more “natural” they will become less and less dependent on conventional food and gain energy from their element, consuming it otherwise. Some elementals see this sacrifice as a form of corruption but others see this as an enlightenment, becoming one with who you truly are.

However, all elementals can briefly call upon this total embodied form for a brief amount of time. The body will dissolve into the form and reform afterward, completely devoid of energy. Each time they call upon this brief moment of power they will lose a piece normal appearance no mater what.​


List of Elements
The Territories
Elemental Culture


List of Elements

The Element in which an elemental posses power over is called an "Elemental Alignment," or just "Alignment" (Ex: John Doe has a Fire Alignment)

There are 12 recognized alignments:
  • Water:Common;Sub-element: Blood
  • Earth: Common; Sub-elements: Sand and Metal
  • Fire: Common; Sub-element: Lava
  • AirCommon
  • Nature/Plants: Uncommon
  • Ice: Uncommon; Includes Snow and frost
  • Crystal: Uncommon
  • Lightning: Rare
  • Storm/Weather:Rare
    • Though Storm elementals can create water, ice, winds and so on the elements are not powerful individually and will only be extremely powerful if used within the context of a weather phenomenon
  • Light: Extremely Rare
  • Darkness: Extremely Rare
  • Energy: Extremely Rare


The Elemental Territories

The Territories used to be the Elemental Republic, where all who controls the elements of nature could live freely to practice and control their powers in peace. Yes, they were dived by the four main Elements in the region, but any element was allowed and thrived here. That is until the War of Elements broke out a decade ago. Four nations in want of the land and four nations split the republic into four territories.


The Fire Fae Dependency

The Fire side of the republic was always celebrating and full of passion. The more wild elements such as Fire, Lightning, Storm, all congregate here. The cites are full of life and the people are kind and energetic. Once the Fae took over, however, things were made to be more strict. they were just a little less than what they were before, the Fae did compromise with the Fire Lord. It's just not as good as it used to be though.​


Dark Land's Air Enclave

The Air side was peaceful and tame. Things took their time here and the people were content with that. Elementals of Air, Light, and Darkness liked to stay in the seemingly timeless lands. When the dark lands took over the Air Enclave remained the same, save for new residents emigrating from the Dark Lands to gain breathing room. The Dark Land Residents have not disturbed the peace, they quite enjoy it. The only difference is that more farms and livestock are being raised and planted to help feed the rest of the Dark Lands.​


Orsinium Earth Territory

The Earth side located itself in the desert region of the Elemental republic. Not a desert of sand, but one of a hard parched earth where only cities surrounding oases thrived. Those of Earth, Crystal, and Energy all stay here. The people are good-natured and the cities are mainly nocturnal due to the sun being utterly unbearable in the daytime. Orsinium uses this territory to set up a few bases, the reason being is not known but the earth cities have made walls to keep the Orcs out of them, and away from their people.​


The Tbjorniar Water States
(Tah-bee-yorn-air) The water side of the republic is calm and soothing, the cities were glittering architectural feats and the people are lovers of the arts. Elements of Water, Ice and Nature live here. After the Dwarves took over the new states became more seaports for the dwarves kingdom than cities of wonder. Though a few inland cites maintain their glittering state. The water states are completely under the Dwarven president’s control, the water people, however, detest this use of their resources for trade that does not benefit them.​




Culture

Even before being divided the Elemental Territories were not as united as they seemed. Many of those in the Territories tend to stick with those of the same elemental Alignment. there's an old saying here that goes: "Alignments before blood." Younger generations do seem to defy this old traditional way. It is not unheard of to have a family of mixed elemental and it is not outright scorned, but the belief is that sticking with those similar to you just makes life easier and mixed families tend to be somewhat looked down upon.

There is one thing that ties all elementals together; "ἰσογονία" (Direct translation into the common languages: "Equality of birth") A holiday that celebrates the Goddess Gaia giving birth to the original 12 elementals. This is a time to remember their origins and come together as children of Earth. Even though there are four main interpretations of Gaianism all four set aside their differences to achieve peace on this day of life.


The Fire Fae Dependency

was known as simply The State of Fire in the Republic. Here the more "dangerous" Element took residence and here the people are taught to be accepting of themselves and other. The people here are more friendly and informal than the other alignments. They worship Gaia through songs and gatherings. Those from here would see singing as an act of worship and to sing with someone as something like a kiss. Here expressing yourself is important, and holding your self back because of fear is taught to be wrong. With the Fae occupation, however, more and more people hide these practices but the Fire Lord and the Priests of Gaia hold strong in keeping the Fae's strict ways from bleeding into their people.​


Dark Land's Air Enclave

or The State of Air in the old republic. These people were gracious and kind and put the care of others before themselves. Here unselfishness is important to the people and even Their worship of Gaia reflect that. Here the people will give a portion of the fruits of their labor to the Priests who in turn give the items to those in need. Giving to those just what Gaia the earth gave to them. Here Selfishness is unseen and the thought of doing something that would only benefit one's self is something unthinkable. Though more formal in their speech those from the Enclave are very touchy people. Hands on shoulders and arms are signs of friendship and trust, hugging is for those close to you, whether a close friend, a family member or a significant other. With the Dark Lands taking over everything is much the same, except now there are many different beings here and the cultivation of the land is being expanded. The clashing cultures have been an issue but the Elementals here won't turn a blind eye to those in need coming from the Dark Lands and are teaching them their ways.​


Orsinium Earth Territory
or the State of Earth in the old republic. The most notable difference in the Earth Territory is that the people are nocturnal. They rise with the moon and go to bed with the sun to avoid its scorching glare. Here tradition is highly valued and upholding it is to be honored. Those who stray from it are cast out. The traditions here are that the heads of the household are to be respected. The elderly are to be revered and discipline is strict. Those who work get the rewards and those who don't deserve to be cut out. The worship of Gaia is simply reading from the Priests' books of teaching. Those who are cast from the main cities find refuge in smaller watering holes in small villages. Each having their own unique teachings but still stick to the nocturnal schedule. All of the Cities and villages, however, erected walls to keep the Orsimer from destroying them and conquering the desert completely. Those of tradition are forced to waiver in their ways and those who strayed now see some usefulness in a few old traditions​


TheTbjorniar Water States

Or the State of Water in the old republic. Here Beauty and refinement is everything. Maintaining elegance and peace with those around and in yourself is taught to all here. The people wish to mimic the Goddess Gaia in all he glory by building cities that reflect her beauty and focusing on emulating nature in their art. Patience is important and serenity is key in these sea faring cities. Everything is made to be worthy of the goddess. Worship consists of Hymns and public talks of the Goddess' teachings and telling of her stories. The Priest put an importance on every house making a creation dedicated to her. To reject beauty and nature is to reject the Goddess and The Dwarves with their "development" is all that is unholy. The marvelous cites of the Water states have been torn apart and made into ports and fisheries. Those who stand against the Dwarves keep to the cities and towns inland that remain untouched and are hidden using ice and forests​


Shifter

Beings capable of shifting between of Two or more full forms, with a deep connection to family

In present day they are the fourth most esoterically magical beings

Includes: any being that can shift to a separate form, typically an animal form.

Shifters are capable of transforming or shifting, to a form completely unlike their original. Typically a human-like form to an animal like form, though it is not unusual to see Fae/Elf/Chimera/etc.. origin form to shift to another form of the like. Even animals capable of shifting to a separate animal form fall under the Shifter classification. Shifters keep at least one trait from their alternate forms within their original forms and vice-versa. ie. a human to feline Shiftier may have feline eyes in their original human-like form and human-like eyes in their feline form.

Were-shifters: Shifters who cannot control the transition between forms, the most common type being a werewolf. This is a genetic mutation among Shifters and some carriers of the mutation can spread it to others if their saliva finds a way into another Shifters body. ie. kissing and biting. They are not shunned in Shifter communities but other species do see them as a lower type of creature.​


Hybridios
Shifter Culture


Hybridios
(Hi-brih-dee-ohs)

Capital: Tigred
(Tie-gred)

Hybridios hasn't been recognized as a country until 200 years ago, (rather recent for a nation) but the people have been here for as long as there have been half-lings, hybrids, Shifters, and Chimera. Long ago an exodus of "hybrids" traveled out of the crowded Dark Lands where they previously were cornered into and into the unclaimed forests North of Orsinium for some breathing room. Here the hybrids or hybrid-like species hid within the trees and thrive as neighboring communities rather than a kingdom. The major Community of Tigred acts as their capital and the Councils of Races keep order in the Communal country and keep up diplomatic relations. The community is one of sharing providing for those without.


Though Shifters are not hybrids of any sort, many legends in other cultures depict them as unnatural beings that were unable to choose a form or the other. This lead to them being cast to the Dark Lands, yet they found a thriving home in current Hybridios and are one of the major species inhabiting the area. They tend to stay within communities of similar forms yet there are many mixed Shifter communities that thrive happily. They have five Representative in the Council of Races. One feline in nature, canine, avian, reptilian, and insect-like. Shifters of water inhabiting creatures are in line to elect their own Representative.​


Culture

The culture across all of Hybridios is kindness first and to treat everyone as equal. They don't use currency, instead, everything is provided for everyone by everyone. It's a "see a need. Fill a need" type of mindset. It is a very self-sufficient country with good ties to the Dark Lands for supplies that cannot be created in Hybridios. In all of Hybridios, it is not uncommon to see many great and charitable acts. Everyone has a home here, everyone has what they need to live regardless of what they are.


Shifter themselves see others they trust as family, especially since their communities have a family like atmosphere regardless of blood relation. They feel blind loyalty to blood is a ridiculous notion. Because Shifters are more respected in the world due to their higher placement in the Hekaspectrum they tend to be the forerunners in Hybridios simply because Those in other lands are more willing to listen to them. They use their position to benefit others rather than themselves. Be wary of breaking their trust, for they do not forgive easily. They feel betrayal is the worse kind of pain one an go through, and will rarely acknowledge the reasoning behind it, even if it is valid.​
Human

Beings that do not inherently have any sort of truly defining features other than the fact that they don't have any truly defining features with a deep connections to society and

In present day they are the fifth most esoterically magical beings

Includes and limited to: Humans

Humans are considered the "Blank Slate" of creatures, their ears are plainly rounded and they seem to have no abilities beyond magic. They are the middle point of the Hekaspectrum, neither Esoterically or Exoterically powerful. Some humans can perform great feats (in human standards) if trained properly. Though it is notable that humans are very versatile and can survive in some odd extremes. When presented with an odd situation they have no trouble adapting. However, humans do maintain a hive mind like mentality when in a group. Socially speaking they are in love with traditions and will often follow a crowd.​


Gloryce
Human Culture


Gloryce
(Glor-iss)

Capital: Gloryca
(Glor-iss-uh)

Gloryce is surrounded by a ring of mountains with few safe passages through. Water moves all around the kingdom, creating a heavy mist which makes traveling even more dangerous. Thus, the people of Gloryce are very closed off from the world.


Gloryce is wary of outsiders. In fact, the kingdom's borders are heavily guarded, presumably to keep outsiders from entering, but some of the younger generation of Gloryce harbor suspicions of how free they truly are. Kingdom life in Gloryce is simple. Everyone is expected to contribute to society. Bums are usually executed. As a result, there's an underground network of hobos who hide from guards to avoid death. The Hobo Society, if you will. One day, they plan to come out of hiding, overthrow Gloryce's government, and FREE THE PEOPLE!!!

... Well, that's what they'd do if they weren't, you know, lazy bums.​


Culture

Before a citizen is put to work, they grow up learning the legends of old. Gloryceans are highly religious and possess ancient tomes with recorded accounts involving their deities. The Legendary Tomes were supposedly written by Cirdrimi, the goddess of knowledge and one of Glorycea's two daughters. During their teenage years, citizens are expected to finish their studies and become an apprentice, eventually getting a job and taking their place in Gloryce.


Upper-class Gloryce
Of course, there are rules to follow in Gloryce other than "Have a job or die." There are the First Laws, said to have been written long ago by Ri, the goddess of wisdom and Glorycea's other daughter. The rest of the laws, the Council created afterward. Gloryce has been ruled by an elected council of five since its beginning, only electing new members when the old ones die.

There is one council member for each of Gloryce's five major gods. Cirdrimi, goddess of knowledge, and her twin Ri, goddess of wisdom, daughters of Glorycea. Adynnor, goddess of equality. Thalith, god of safety. Midion, god of unity. The Council makes Gloryce's major decisions. A "perfect" decision upholds the values each major god represents, so the Council works together to keep the values in balance. Lately, though, the council member representing Thalith has had more sway amidst news of the war in other kingdoms, because Gloryceans are fearing for their safety. The kingdom's values are out of balance, and that may cause trouble...​


Glorycian History

Humans roamed the planet peacefully, so the goddesses hardly influenced their lives. However, when other, more powerful species showed up and attacked humans, Cirdrimi and Ri knew they had to help, for they were given the responsibility to care for the humans. They asked the goddess Adynnor and the gods Thalith and Midion for assistance. The five gathered all the humans they could find, keeping them in the place that would later become the kingdom of Gloryce. To get a human society started, each god chose a value to uphold in the new society. Midion, choosing unity, built the first human village so the humans could live close to each other. Thalith, choosing safety, raised mountains from the ground to shield the humans from outside dangers. Cirdrimi, choosing knowledge, wrote the Legendary Tomes so humans could know their caretakers. Ri, choosing wisdom, wrote the First Laws to bring order to the new society. Adynnor, choosing equality, created the Council to equally represent each value.

Thus, Gloryce.

The gods helped the humans adjust to their new way of life. After this though, they only showed up for important or unprecedented events. In Gloryce's present, a god has not reportedly been seen by a mortal for a hundred years.​



Chimera

Beings with a permanent physical aspect of two or more creatures and cannot shift forms, with a deep connection to creatures

In present day they are the sixth most esoterically magical beings

Includes but not limited to: Centaurs, Satyrs, Fauns, Harpies, Lamia, Mermaids, Sirens, Pegasus, Griffin, Platypus, etc....

Chimeras are not capable of any transformation to a separate form. They are inherently a creature seeming made if of two or more creatures and inherit some ability from these different aspects of themselves. ie a human base form with gills allowing breathing in water. They are capable of communicating with the actual creatures apart from them and have potential to be very skilled in Exoteric magic.​


Nomadic Hybridios
Chimera Culture


Hybridios
(Hi-brih-dee-ohs)

Capital: Tigred
(Tie-gred)

Hybridios hasn't been recognized as a country until 200 years ago, (rather recent for a nation) but the people have been here for as long as there have been half-lings, hybrids, Shifters, and Chimera. Long ago an exodus of "hybrids" traveled out of the crowded Dark Lands where they previously were cornered into and into the unclaimed forests North of Orsinium for some breathing room. Here the hybrids or hybrid-like species hid within the trees and thrive as neighboring communities rather than a kingdom. The major Community of Tigred acts as their capital and the Councils of Races keep order in the Communal country and keep up diplomatic relations. The community is one of sharing providing for those without.


Chimeras prefer mix communities, feeling like the experiences in a diverse population help bring people closer and to have open minds. Chimeras make up most of the nomadic communities in Hybridios that move around the whole country. Once a year the nomads do go back to the Dark Lands with supplies to help the overpopulated country and as thanks from the entirety of Hybridios for their aid in the past and present. Chimeras have four representatives in the Council of Races, a Centaur, mermaid, a winged sphinx and A creature that could only be called by name, Dea'donna a Chimera of several different creatures.​


Culture

The culture across all of Hybridios is kindness first and to treat everyone as equal. They don't use currency, instead, everything is provided for everyone by everyone. It's a "see a need. Fill a need" type of mindset. It is a very self-sufficient country with good ties to the Dark Lands for supplies that cannot be created in Hybridios. In all of Hybridios, it is not uncommon to see many great and charitable acts. Everyone has a home here, everyone has what they need to live regardless of what they are.


Chimera are less trusting of people outside of Hybridios and The Dark Lands and will only give it to those absolutely deserving of it. Nomadic Chimera are even more so withholding of this trust, especially towards Fae. Once trusted, a Chimera views loyalty as binding as family and betrayal as murder. They tend to be very physically affectionate in their communities and do not view it as inherently romantic. It's only when both, or all parties agrees on a romantic relationship that it becomes so. When married they prefer to mate for life, even in a polygamous marriage, the parties present will be with each other until death do they part, but are allowed to seek other partners.​
Dwarf

Beings that don't exceed four feet in height with a deep connection to growth
In present day they are the seventh most esoterically magical beings

Includes but not limited to: Dwarves, Goblins, Hobgoblins, Brownies, Gnomes, Imps

Dwarf is a blanket term for species in the Dwarv Genus. All the creatures are small and are very sun sensitive since most of them live in the caverns within the Tbjyornar mountains. All of them are exoterically powerful and use a lot of magic in their works. Those working in crafting, do use some esoteric magic to enchant items. Dwarves have rounded ears that extend outward more so that a human's. Actual Dwarfs are typically the tallest and tallest Gnomes are only about 2 feet tall. All Dwarves have incredible hearing along with great sight in the dark

Dwarves themselves excel in fire and earth type spells and are incredibly strong. Their skin is very thick and tough, capable of withstanding incredible heat. Brownies are inherently capable of fully disappearing from sight and typically eat sweeter foods. Their bodies do not produce a lot of sugar and they make up for it by eating the sweet mushrooms in the caves Goblins and Hobgoblins are sister species and are often put together as one. Hobgoblins have a reddish hue to their pale skin while Goblins have more blue or green hues. Hobgoblins also appear to have small bat-like wings on their back an are smaller than goblins. Both species have a good sense of smell and great vision in the dark as well as a knack for getting into tight spaces or high places. Gnomes are small and quick, very, very quick. They burn a lot of energy and eat often. They have very good danger senses and have the best night vision and smell of all the Dwarves. Their sharp teeth can chew through metal.​


Tbjorniar
Dwarf Culture
Imps


Tbyorniar
(Tib-yorn-nair)

Capital: Nargothrond
(Nar-goth-rond)

The Dwarven states of Tbjorniar are all located inside the Tbjorniar mountain range up in the Northwestern-most part of the land. The Dwarves have been around since the age of the Faeries/Fairies and because of this have the respect of the Fae. Though both kingdoms have a personal dislike for the other. Dwarves were sorta always there, always in Tbjornair. Not much is known about the internal history to the rest of the world, save for the states used to war against each other before the Dwarf president united them. Supposedly immortal, this President has been leading ever since. They are a prosperous people, with more advanced weapons and technology than most kingdoms. However, they like to keep such things a secret.


Inside the mountain is a rich history of peace and war, love and loss and civil unrest. The City-States of Tbjyorniar used to be the separate factions of those who lived in the caverns. The Dwarves, the Goblins and Hobgoblins, the Brownies, and the Gnomes. The four factions fought for many centuries until a common foe, the pest like Imps, caused them to unite and democratically elect a brave leader, a Dwarf. This dwarf led the factions to battle and banished the Imps to the deep caverns below. Now they are a minor nuisance rather than an infestation. To this day, it is unknown whether power has changed hands since and have led many inside and outside the mountains to wonder if the original President was immortal or blessed with an unnaturally long life.

Dwarves handle much of the metals available in the world and profit greatly off of the trade of metals and manufacture of weapons, armor, and household items. However, Dwarves keep, or mostly keep, a well kept technological advancement to themselves: gunpowder. With this, the United States of Tybjornar have created an array of flintlock guns for Dwarven use. It is under tight control, and very few are legally allowed to use such a weapon. The President has decreed a ban of using such weapons in war as well, though many Dwarves disagree, mainly Goblins and Hobgoblins, saying they could free those in slavery within Orsinium quickly with such powerful weapons.​




Culture

The States of Tybjornar are very secluded and dislike outsiders how ver many Dwarves travel about for trade, vacationing, research and so forth. To bring outsiders in is almost illegal. Dwarves are taught to be secretive and love privacy, at least most do. However as closed off as they are, Celebrations are common in Tbjyornar. Such as the Liberation day, celebrating the formation of the Tybjornar and banishment of the imps and Valence, a time for romance and merriment. Many younger Dwarves use the week of Valence to confess crushes. There is a huge thriving and rich community under the mountain. Dwarves See creating something specifically to gift to someone as a romantic gesture.Gnome's hats are symbols of romantic status, red being single, blue is the gnome equivalent of marriage. Yellow means not looking/not interested, green is for young gnomes and Purple for those with "open minds". Black hats are a rebellious trend with the young Gnomes to defy the public knowledge of such private affairs. Goblins and Hobgoblins typically have a non-sexual love and see it as only a way to make children but their romantic en devours are usually over the top nonetheless. Where Brownies have a very traditional to love and have a courting system.


Dwarves live in a very fast-paced lifestyle. There is always something to be done, something to be improved, time to move out of your mom's house and get an apprenticeship Jimme. Dwarves expect perfection, punctuality, and poise from one another and put a lot of importance on the kind of job one has. They expect adolescences to be ready to leave home at 20 and often thrust them out into the crazy adult life with little knowledge of how it works. Many young Dwarves have been adopting a more communal lifestyle like in the neighboring Hybridios. With the resources in the mountain dwindling or being hoarded, those especially of lower classes have been finding ways to create sustainable communities without the Free Market Class system. It's a competitive culture in the mountain with no discrimination on gender, however, much discrimination on species.

Despite the blanket term Dwarf used for all the Dwarv genus, Dwarfs themselves, see themselves as the pure Dwarv. The free market system in the caverns has allowed them to become more prosperous than the other species in the genus, becoming the majority of the upper class. They tend to have an all for one mindset. Brownies are usually the upper middle class, having more of a family central mindset while Gnomes are lower middle class and do not form families, rather they form social groups of high trust. Goblins and Hobgoblins are almost in poverty and are barely above slaves and indentured servitude They have a more charitable community. They have been exploited to maintain the upper-class level of luxury and wish to break free form this prejudiced economic system. Mainly others in the lower classes agree but the rich keep getting richer and maintain power over them. Unrest has been stirring, especially with the fourth refusal of the State to freeing Goblin and Hobgoblins captured and put to work in Orsinium.​


Imps

Imps are small bony creatures with dark purple skin and protruding horns. They are an odd species of tricksters how have no real place of dwelling. They do not build houses or have much individuality, instead, work as a hive mind to the Imp Supreme. They are seen as pests in Tbjyoniar and there have been sightings of them outside the mountains. Some think they have burrowed their way out and plan on turning the world into their oyster. Though, Imps don't know what oysters are. In fact, as they go about the land, seeing beyond the Deep caverns, for the first time in centuries, individual Imps and the Imp Supreme have withheld their revenge on the Dwarven Presidency and world domination to explore the land and gain knowledge.


Imps are odd in the fact they don't really uphold much to separate them from animals. They were clothes but no one knows how they make it, in fact, much of the world sees them as barely above animals. However, even in a hive mind, they do have some sort of society. Perhaps they don't have houses or conventional values but they do take care of one another and the Imp supreme assigns each Imp a job to help the hive. Everyone has a place and a duty to benefit one another, those sick and disabled are given means to be useful in their own way with their own accommodations. Their purpose is unknown to the world but Imps worship the Deity Locus and wish to imitate him with their illusions and spells. They sleep on the ground, they eat when hungry and drink when thirsty and see themselves as a benefit to the world by teaching people to look beyond what they see and to be less naive. In fact, when one pays attention, Imps only strike those in need of a little straightening out​
Orsimer

Strong, varying shades of green and grey-skinned beings with a deep connection to balance.

In present day they are the eight most esoterically magical beings

Includes but not limited to: Orcs and Trolls

Orcs and Trolls are brother species. They share almost every trait, but their differences balance with the other species. Orsimer are inherently strong regardless of having a lot or little muscle. They have a great sense of smell and acute hearing. Orsimer typically have thin and triangular shaped ears at a more flat angle. Orcs typically have tusk-like like canines while Trolls will have varying horns. Trolls have different colored blood, creating a caste system rather than the unifying green blood of Orcs. Trolls are nocturnal and sensitive to the sunlight, they will burn badly without using protective spells. Orcs favor daytime and have poor eyesight in darkness. Orsimer are very strong with Exoteric magic but favor brute strength since its easier.​


Orsinium
Orsimer Culture


Orsinium
(Or-seh-nee-um)

Capital: Arkland

The Orc and Troll kingdom itself started out small. Most Orsimer lived in tiny villages throughout the land. Then some Orsimer built two villages right next to each other in a dank river valley. It made some sort of a super village. Sometime after that, many villages were attacked out of hatred for Orsimer. The refugees came to the super village for refuge. More houses were built and word of the large Orsimer "city" and more Orcs and Trolls came. They made farms to feed themselves and got more Orsimer to keep track of the farms and Orsimer to build houses for those Orsimer and more Orsimer to hunt and farm more food for more Orsimer and a High Orc and High Troll Chieftain to rule the Osimer side by side so things wouldn't be such a clusterf#ck and more Osimer to lay down the law. Money, power; SOCIETY! Coming soon to a dank river valley near you.



The Orsimer started trade with the Fae, who didn't like them a lot but were afraid to say no. The city grew and more cities were built by the city and more villages by the city and it just grew and grew until surprise! Country! But a country meant war, greed, alliances, controversy, but the Orsimer were okay with that because they're Orsimer and all they really care about is honor in battle and killing things. Speaking of which, one Orc killed a Fae government official which started a war between the Orcs only and Fae called the Fae Orc War. In the end, the two became allies. The Trolls were not involved in the Orc's War, feeling like it was their own problem but did help in non-fighting ways. Orsinum also is home to some Goblins, and Hobgoblins, they are allowed to live alongside the Orsimer more as pets and labor.​


Culture

Most races view Orsimer as barbarians. But in actuality, their killing of things is religious. They kill for their gods of disasters, Oni. So they're more like crazed preachers. But not really. Orcs don't believe in a specific world ending events like Armageddon or a purpose for the soul after death. The Oni they worship are the "essence" of war and death. They exist by necessity. There can't be peace and life without war and death. The Orcs kill because they believe that the world tries too hard for peace between countries and the saving of lives. They are balancing the world. The Orcs also see nothing wrong in enjoying ones religious activities, even if it is killing others. Any Orc can become Chieftain if they kill the current chief but the Chief's children get to have the opportunity o challenge and kill the chief first.


Trolls

The Orcs and Trolls have a mutual respect for one another and do not quarrel.They do not like a needless battle and see honor in kills only if they have a justified or heroic cause. Though a justified cause to a Troll is very different from a justified cause to anyone else, typically its just if it's to a benefit to themselves and they will go into the afterlife of Dersin if they die a just death, it's a moon where all one's desires come true. If a Troll does something for someone else it's considered heroic and they will go to Prossit, a sun where no one burns and they will live in endless happiness. If a troll does not die a heroic or just death it is said they are reincarnated in a later generation to try again. Trolls do have different blood colors and the bluer it is the higher in class a troll is are and the more red, the lower in class. Pure blue blood is a sign of a future or potential Chieftain. Blue Bloods will fight to the death for the Chieftain spot.​


The Damned

Beings that are not entirely alive with a deep connection to life

In present day they are the ninth most esoterically magical beings

Includes but not limited to: Vampires, Ghouls, Ghosts, Undead creatures, Witches/Wizards, Cyclops, etc..

Typically most if not all the creatures under "The Damned" term have some part of them that is tied to death. Vampires are technically a species of biologically immortal corpses, Ghouls are said to be humans that have died and came back craving their own flesh. Ghosts are able to interact with the world for short amounts of time and cannot phase through other ghosts. No one knows why they are here, each culture has their own reasons but they can disappear into some sort of afterlife or death. Typically doing so by fulfilling a certain "final" action, or simply when they deem it time. Witches and Wizards differ from normal mages since they give up a part of their living self to add to their magical strength artificially. Most of these species are also nocturnal. Many of them share a sensitivity to sunlight, some in need of protective spells to avoid terrible burns. However the term "The Damned" doesn't mean they are actually damned by some sort of god, it is by the other creatures living int he world that they are damned by. (Weaknesses based on mainly the Christian faith do not exist)​


The Dark Lands
The Damned Culture


The Dark Lands

Capital: Nerovantia
(Ney-ro-van-tee-uh)

The Dark Lands lay in the swampy marshes in the Northeastern most part of the land. Sparse in distance, the few cities that didn't sink into the swamp are all cramped and overcrowded. All species that were felt to be "evil" or "undesirable" were chased into the swamplands and from there they managed to stop fighting long enough to erect a kingdom. A family of Vampires was made to rule over the kingdom of chaos due to their longevity. Which makes it easier for everyone living here since most other races would have power changes every 50 years (give or take). Most races here get along or at least don't kill each other because if the Dark Lands won't take you, the Witch Lands is the only place left to go.


Out here in the Dark Lands, its a very uninhabitable place and the creatures cast out here cling to every part that is able to sustain them. Now a fully functioning kingdom those in the Dark Lands rely on sharing wealth and resources with one another to survive. Even the "Royal Family" shares the only castle in the entire country to those in need. There's no room for selfishness, there's no room at all. There are many here taking up all this room and most are welcome into the country, even with its populous problems. Ghost appear here most often because their presence does not alarm others. Many Chimera and Shifters still live here and there are decrees in line to getting them out to Hybridios only for the sake of letting others who need to be here more have a place to dwell. Many mages are also here due to the banishment of practicing outlawed magic but recently Necromancy and blood-based magic have been made lawful, so Necromancers and Blood Mages are getting politely kicked out too. The country relies heavily on factory like work and surprisingly, glass making. More important resources are all imported from almost every other country, but with the Dark Land Air Enclave the kingdom is now able to feed their people. If the goods make it across The Witch Lands.​


Culture

Everything is shared here. Everyone gets what they need to live and help others get the same thing. Formalities are a thing of the past, everyone is up against each other. The embarrassment of nakedness is a thing of the past, and most greetings and goodbyes are hugs and people aren't afraid to show the non-sexual kind of physical affection. Everyone is near everyone else, the luxury of isolating oneself from others physically simply does not exist here. Because of this, those here are very comfortable with one another and those raised in this affectionate atmosphere are actually happier than most in other countries. Everyone is straightforward and dancing around the subject is just simply stupid.


Due to the closeness of the people here family isn't necessarily blood relations. In fact, if someone is assigned to a household they immediately become a part of the family already there. Even with a bit of discrimination still present in the Dark Lands, most species in present times get along here. Fighting only brings trouble. There are many mixed families blood related or not in the Dark Lands and the mention of Hekaspectrum is heavily frowned upon. Thought typically Vampires will never drink blood from an unwilling participant (unless extremely starving), and are very protective of those they trust. Ghouls will not kill to eat, they are provided food (unless extremely starving). Most species of similar diets will not and are legally made to not kill in order to eat. It is all provided for them one way or another. Ghost tend to just be where ever they want to be since they don't really take up space. There are a few ghosts only places so some may have a permanent dwelling while stuck in the land of the living. There is honestly a lot of mixing cultures in the Dark Lands and its impossibles to really list them all.​
Draec
(Dray-eck)​

Shifting Beings with a Human-like form and a Dragon-like form with a deep connection to equity

In present day they are the tenth most esoterically magical beings

Includes and limited to: Dreac

Draec are the results of Dragon experiments to achieve the ability to shift into an alternate form. The purpose of such a thing was in order to disguise from hunters and to be able to roam the world freely without causing alarm. Choosing humans since their biological makeup would be easy to replicate. Instead, the experiments resulted in a new kind of creature with the ability. Since this was not the intended result the batch of creatures made were abandoned in the wilds of Dracovarian and eventually the experiments were stopped by the Dragon Queen of that time.

They look about the same as any other human save for scales along the top of the helix of the ear. In Dragon form they are incapable of breathing fire, due to the lack of emitting the natural gas Dragons posses, however, their teeth can create sparks just the same. Draec are exoterically powerful in both forms and do maintain Dragon strength and speed in the human-like form. The shifting process does take up a lot of energy and is extremely painful. Though the more times it is done the less so it will seem. Half shifting is even more so of a feat and takes a lot of concentration and years of training to do so flawlessly. Shifting smaller parts of the body, like eyes, requires little effort and is only somewhat painful. It can be useful to achieve a minor buff in power or senses.​


Dracoviran Kingdom
Draec Culture


Dracoviran Kingdom
(Dray-ko-vi-ran)

Capital: None

A mostly dangerous and volcanic landscape overflowing in caves, save for the oddly icy Whisper Cove. Here, be Dragons and the Draec. Separate from the Dragons is a small kingdom the Draec built. After being abandoned The First Beings managed to survive in a small cave. As the years went by they grew in number and moved out of the caves to create a place for themselves in Dracoviran. It wasn't until the Draec had formed some sort of small civilization that the Dragons noticed the goings on the surface of the country. By this time it was too late. The new creatures had flourished and demanded to be recognized as the "Draec" and would declare war if their kingdom was not recognized as such either. The Dragon king at that time gave in to their wishes and established official relations with the Draec kingdom of Dracoviran.


The Draec deeply resent the Dragons but admit to their cleverness in architecture. Making their own kingdom seem like a naturally made work of beauty rising up from the volcanic rock of Dracoviran. The Draec continue to grow and maintain proper relations with the rest of the world while struggling against the prejudices of those high on the Hekaspectrum. Inside the cities, the people thrive and maintain a self-sustainable country. It is hard work and everyone is expected to pitch in to make sure they will rise up in this world as equals to all. The currently elected queen has begun to push equality first with the Dragons. Even though the Draec are actually higher on the spectrum the Dragons still see them as lower beings due to them being accidents, Dragon made accidents. The queen and country wish to see a united Dracoviran that will push for a united world but it seems the current Dragon king does not have a similar vision.​


Culture

The Draec all believe in equality of life. Only having an elected royal family in order to maintain relations with other countries, create trade for resources, and maintain order. The royals do not live in luxury, their single castle is put to use as housing or as public space. The kingdom works on a system of caring, the royals care for all and the nobles, elected nobles care for the city, city officials care for the individual parts of the city and so on down to those who are too young or unable to care for others (but are not looked down on for being unable to do so). The Draec believe selfishness will only cause pain and will hinder them in their quest for equality. They believe that knowledge of the world will help everyone to see how useless the spectrum is and encourage the younger ones to travel to the outside the country to get first hand knowledge of why the kingdom works so hard and why each day the Draec stand is another day of proof that they deserve to be recognized as people along with everyone else.


Though they speak of equality the Draec have a hard time trusting the other species. This is because no one came to their aid when they asked, no one helped them to create a kingdom, no one answers their calls, in the beginning, to help them with the Dragons. Its hard for them to get past that but it's a must if they want to reach their goals. Once trusted, Draec try to be loyal to those they care for to the end. To them, baring fangs is a sign of initiating combat. First, though, they will try to resolve issues between people with a vote before resulting a very fair fight. It's not uncommon to see Draec fighting each other either for fun, for show, or for ending disputes. There is even a huge event each year where the best fighters gather and compete for the fun of it, even the Dragons come as a gesture of good will and sometimes even participate. This event is one of the few where the feelings of equality can be truly felt and is used to help further the Draec cause. However, outside the kingdom Draec try to refrain from fighting like this especially a fight in Dragon form. In fact, a Draec's Dragon form is only casually shown to highly trusted non-Draecs.​
Dragon

Beings that have leathery wings and protective scales with a deep connection to emotions
In present day they are the least esoterically magical beings

Includes but not limited to: Dragons, Wyverns, Wyrms, Drakes, Serpentine Dragons, etc..

Dragon is a blanket term for most huge reptilian creatures that are exoterically powerful and exert a gas through the throat that can be set ablaze by creating sparks with their teeth. Set in the Draco genus all these species have a lot in common and yet, are so very different. Dragons cannot shift into any other form without the use of powerful exoteric magic like their child species the Draec. They are, however, extremely strong and some Dragons are extremely quick either on land, in water, or in the air.

Dragons are one of the few species to be born from eggs and the only species to have created an entirely new species. Dragons can be small enough to fit in the palm of a human hand or as big as the tallest trees. Their scales come in all sorts of colors shapes and sizes but protect them from heat, cold and attacks. Though most Dragons have an extremely high metabolism and require a lot of food especially if they fly frequently.​


Dracoviran
Dragon Culture


Dracoviran
(Dray-ko-vi-ran)

Capital: Scale's Spire

A mostly dangerous and volcanic landscape overflowing in caves, save for the oddly icy Whisper Cove. Here, be Dragons. Most Dragons take up residence here yet many do have homes all over the world, but it is only here that they are truly the safest. There is no real government but a King/Queen Of Dragons is appointed just to keep other countries from thinking Dracovarian was free land to claim. Dragons have spent too many years fighting those high in the Hekaspectrum and searching for a land to call their own to let it be taken on a technicality. It is a breathtaking place and after all these centuries a busy one too.


Dragons themselves do not have cities but many caves have been carved to create some sort of equivalent. In fact, there is an entire underground sector of the country as well as an extremely busy airspace. Dragon structures are made to look natural as if the land was simply created to house them. Some Dragons do not carve their homes at all, and those who do not dwell in caves have taken up very natural abodes. Besides individual or vastly connected cave dwellings, there are no signs of a physical Dragon civilization above ground save for the Scale's Spiral. Here is where Dragon royalty is chosen every 100 years or so and a lot of magical research is done by the DRD, Draco Research, and Development.​


Culture

Dragons are actually very social creatures and prefer to be in company. Their families are usually made up of many siblings raised by the many adults in a single dwelling. Dragons outside of Dracovarian do lead a more lonely life due to the fears and superstitions of their kind. However, making the effort to find a companion is not something a Dragon simply gives up on. Though as friendly as they are, it's odd to see how they've abandoned the Dreac after their creation. The two species have been trying to repair this relationship recently and since Dragons usually go all out, its been quite a spectacle. Dragons at heart are close to their hearts, and those who made it clear they are more close to their brains usually make their way to the Spiral.


There are many celebrations a Dragon partakes in from the Hatch Day of each Dragon to the costume festival of Firelight, well as costume-y as a Dragon can get. Celebrations are more like excuses to have a great time with loved ones. Though, when a Dragon loses respect for someone, be prepared to never see them again. They take things straight to the heart and may forgive, but will need a lot of time to forget. It's not uncommon for these creatures to have near perfect memory, and to young ones, it's a real pain when causing trouble. Though when they leave the nest, the world will remember just the same. It's a both a blessing and a curse to see a Dragon outside of Dracovarian. To them, it's not really all that special, they just want to go about their lives and living involves traveling sometimes. Dragons see themselves as anyone else and despite much they try people just won't treat them as equals, just either above all or bellow all. Some do see them as targets, wanting Dragon scales for armor or other bits and pieces for magical potions or just as trophies. They try to avoid Dragon hunters at all costs​
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Introduction
Map
Kolan
The Guilds
Weapons/Quests
Classes
How Magic Works
Species Available
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Fae
Elf
Elemental
Shifter
Human
Chimera
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The Damned
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Kolan has just lifted its Guild ban allowing two rival guilds to form.


Take flight with the Raven Guild and its elusive leader Calla Rose

or

Run with the courageous John Doe and the Wolf Guild


The world is vast old and confusing, conflict brews between nations


Suddenly

you find yourself signing your name

onto a guild application

at the Kolan isles


Which guild hall stands before you?


Are you ready to take on the quest to begin all quests?
Welcome to Kolan and the Guild Wars!

This Rp revolves around two brand new guilds in the Country of Kolan as they compete against each other for the right to become the King's Guild.
I will be in charge of the Raven Guld While @PaulHaynek will be leader of the Wolf Guild and @Soma Schicksal will be helping with both guilds

This Rp will have multiple ICs, one for each guild and in the future one where both guilds can interact with each other. There will also be other threads to keep track of weapons and armor, a place to claim quests for your guild, and a ranking board to keep track of which guild is winning so far.

There are a lot of details to go through, You absolutely do have to read through the "Basics" section, but can get away with only reading the details the species you want to be.
Anyone who can get through all of the information will forever have my gratitude.


We are looking for people who can respond at least once a week if not more. (If you are going to be absent/busy for a while just please Inform me, Soma, or Paul)
There may be a lot of details here in this interest check, but IC posts do not have to be very long, just enough for others to work with they they respond.

Some Simple Rules
  • You are allowed one character in each guild
  • Keep members in their own Guild ICs as must as possible
  • Do not try to weasel out of quests or try to finish them in one post, you gotta go trough it, not over it.
  • DO NOT create Angels or Demons or anything of that sort
    • They do not exist in this world, and in-fact most of the religions that are mentioned are completely made up and have NO ties to Christianity or any religion IRL. That being said please assume any weakness some creatures have that concerns these religions or superstitions do not apply to them, unless otherwise stated.
      This is basically the only character restriction, other than this, Please go as wild as you can, I really would love to see a lot of creative character in this.
  • There isn't a Dice system so things can be simple.
    In consequence we ask that everyone try to be realistic with their weapon/their own capabilities.
    No one is perfect, and no one is OP here.


If there are any questions feel free to send a PM or to just ask!



Special Thanks to
@Lyro for the base of this code !
@StoneWolf18 and @ Fyuri for helping my with the map and fixing up that borked code!
@Panzer for the main idea behind the Elemental Territories!
@ My siblings for creating the information behind Gloryce, Human, Orcs and Orsinium and letting me use it!
@Soma Schicksal for creating the main idea behind this rp and the main ideas behind the Elves and Legionatis!
@PaulHaynek for joining us on this wild ride and leading the Wolf guild!
@ Anyone who reads through this whole thing! You get double the thanks!
and @ You for taking a look at this interest check!



Explore The World of Nera!

The Arcane Sea

The Arcane Sea is the vast ocean that separates the Northlands from the Southlands and completely surrounds the nation of Kolan. The Sea has many legends from all places about creatures lurking within, magic yet to be found and riches that have sunken to the bottom waiting to be taken. It is not a cursed sea nor is there anything too odd about it. It has its own cast of creatures and life. Its called the Arcane Sea from a time before sea travel, from a time where only two races lived and those two races named it after the tales of their religion. The name stuck ever since. The Arcane Sea literally translated means The Mysterious Sea and until the Age of Exploration, it remained so. Even now, the sea holds many untold mysteries.

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Tybjornair

The Dwarven states of Tbjorniar are all located inside the Tbjorniar mountain range up in the Northwestern-most part of the land. The Dwarves have been around since the age of the Faeries/Fairies and because of this have the respect of the Fae. Though both kingdoms have a personal dislike for the other. Dwarves were sorta always there, always in Tbjornair. Not much is known about the internal history to the rest of the world, save for the states used to war against each other before the Dwarf president united them. Supposedly immortal, this President has been leading ever since. They are a prosperous people, with more advanced weapons and technology than most kingdoms. However they like to keep such things a secret.

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Hybridios

Hybridios hasn't been recognized as a country until 200 years ago, (rather recent for a nation) but the people have been here for as long as there have been half-lings, hybrids, Shifters and Chimera. Long ago an exodus of "hybrids" traveled out of the crowded Dark Lands where they previously were cornered into and into the unclaimed forests North of Orsinium for some breathing room. Here the hybrids, or hybrid-like species hid themselves within the trees and thrive as neighboring communities rather than a kingdom. The major Community of Tigred acts as their capital and the Councils of Races keep order in the Communal country, and keep up diplomatic relations. The community is one of sharing providing for those with out.

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Orsinium

The Orc and Troll kingdom itself started out small. Most Orsimer lived in tiny villages throughout the land. Then some Orsimer built two villages right next to each other in a dank river valley. It made sort of a super village. Some time after that, many villages were attacked out of hatred for Orsimer. The refugees came to the super village for refuge. More houses were built and word of the large Orsimer "city" and more Orcs and Trolls came. They made farms to feed themselves and got more Orsimer to keep track of the farms and Orsimer to build houses for those Orsimer and more Orsimer to hunt and farm more food for more Orsimer and a High Orc and High Troll Chieftain to rule the Osimer side by side so things wouldn't be such a clusterf#ck and more Osimer to lay down the law. Money, power; SOCIETY! Coming soon to a dank river valley near you.

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The Fae Kingdom

The Fae kingdom lies North to the Kolan Isles across the Arcane Sea. Its beaches are protected by Crystal Golumns and the rest of its borders are secured by sentient Thorn Trees. It’s a beautiful and breathtaking landscape and even more so at night when the bio-luminescence of the flora and fauna in the area paints their world into work of art. The Kingdom is one of the biggest out there territory wise and their resources are incredibly abundant. The capital lies in the air, just above the surface, and is one of the few known Floating Isle left standing after the Faerie Civil War. The towns are either integrated into the landscape or built from crystals.

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The Witch Lands

The Witch Lands are a unruled wilderness of unkempt forests and and spirits. It stems off for the thorn barrier of the Fae Kingdom and sinks into the northeastern marshes. Here its said that witches and Wizards specifically were banished here long before the Dark Lands came to be. From their banishment legend says that a witch coven was formed and a promise was made. What it was is unknown but what is known is that any one who dares claim the land finds defeat, those who wander in, don't come out and that the Witches of Old plague the area till their revenge is found. Young mages tend to come here to perform spells that will make them into Witches and Wizards themselves. Claiming that it is sacred ground and that here the spirits of the Old Witches will grant them even more power.

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The Dark Lands

The Dark Lands lay in the swampy marshes in the Northeastern most part of the land. Sparse in distance, the few cities that didn't sink into the swamp are all cramped and over crowed. All species that were felt to be "evil" or "undesirable" were chased into the swamp lands and from there they managed to stop fighting long enough to erect a kingdom. A family of Vampires were made to rule over the kingdom of chaos due to their longevity. Which makes it easier for everyone living here since most other races would have power changes every 50 years (give or take). Most races here get along, or at least don't kill each other because if the Dark Lands won't take you, the Witch Lands are the only place left to go.

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The Elemental Territories

The Territories used to be the Elemental Republic, where all who controls the elements of nature could live freely to practice and control their powers in peace. Yes they were dived by the four main Elements in region, but any element was allowed and thrived here. That is until the War of Elements broke out. Four nations in want of the land, and four nations split the republic into four territories. The Fire Fae Dependency, The Dark Land's Air Enclave, The Orsinium Earth Territory, and The Tbjorniar Water States.

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Gloryce

Gloryce is surrounded by a ring of mountains with few safe passages through. Water moves all around the kingdom, creating a heavy mist which makes traveling even more dangerous. Thus, the people of Gloryce are very closed off from the world. Gloryce is wary of outsiders. In fact, the kingdom's borders are heavily guarded, presumably to keep outsiders from entering, but some of the younger generation of Gloryce harbor suspicions of how free they truly are. Kingdom life in Gloryce is simple. Everyone is expected to contribute to society. Bums are usually executed. As a result, there's an underground network of hobos who hide from guards to avoid death.

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Kolan

The Isle Nation of Kolan lies between Gloryce and Legionatis, North of the Mist Falls (not mapped) and the wilderness that separates the two connecting land masses. There the islands of Kolan each contain a single city or small town depending on its size. The Mist Falls and ocean border kept Kolan isolated from the other kingdoms until the Age of Exploration that established trade and created communications with the other countries decades after The Bridge Treaty. Kolan is known for unity and knowledge, hence the Great Library of Ninva and the Ambassadors Mansion in Galventia. Kolan's sights are breath taking and it's people are lively. The Capital island of Kolan, also named Kolan, houses the current King and the Royal Castle. Travel between the Islands is typically by boat. Its can take from a few hours to days to travel between some of the Island cities.

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Dracoviran

A mostly dangerous and volcanic landscape overflowing in caves, save for the oddly icy Whisper Cove. Here, be Dragons andthe Draec. Most dragons take up residence here yet many do have homes all over the world, but it is only here that they are truly the safest. There is no real Dragon government but a King/Queen Of Dragons is appointed just to keep other countries from thinking Dracovarian was free land to claim. Separate from the Dragons is a small kingdom the Dreac built. After being abandoned they managed to g create a place for themselves in Dracoviran. The new creatures had flourished and demanded to be recognized as the "Draec" and as an official Kingdom of Dracoviran.

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Legionatis

Legionatis is mainly made of mainly forests and the structures used by the elves easily blend into the forest surrounding. This kingdom is heavily isolated from the world with the volcanic lands of Dracovrian north of them. This is also just how most elves like it, not being bothered by the rest of the world's problems. Most of the country is peaceful but the kingdom is split into 3 main components: The High Elf Kingdom, The Forest Tribes and the Dark Elf Counsel. Usually the Elves stay within the borders but some younger elves are venturing out to see for themselves if the world is worth being a part of.

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(Tap once to see the Map change, Tap again to view Info)
The Arcane Sea
Tybjorniar
Hybridios
Orsinium
The Fae Kingdom
The Witch Lands
Elemental Territories
The Dark Lands
Gloryce
Kolan
Dracoviran
Legionatis






Kolan

(Ko-lan)

Capital: Kolan

Major Cities:
Galventia
(Gal-ven-tee-uh)

Niniva
(Nih-nih-vuh)

The Isle Nation of Kolan lies between Gloryce and Legionatis, North of the Mist Falls (not mapped) and the wilderness that separates the two connecting land masses. There the islands of Kolan each contain a single city or small town depending on its size. The Mist Falls and ocean border kept Kolan isolated from the other kingdoms until the Age of Exploration that established trade and created communications with the other countries decades after The Bridge Treaty. Kolan is known for unity and knowledge, hence the Great Library of Ninva and the Ambassadors Mansion in Galventia. Kolan's sights are breathtaking and its people are lively. The Capital island of Kolan, also named Kolan, houses the current King and the Royal Castle. Travel between the Islands is typically by boat. It can take from a few hours to days to travel between some of the Island cities.

Recently a law has passed that re-establishes the formation of guilds. A practice banned in all nations long ago. History books say that guilds were starting to become stronger than some nations and the Fae Council, the King of Kolan, the Tybjornar President and the Dark Land's Royal Family came together to stop the Guild Committees from becoming too powerful and created the Guild Ban across all nations. Now upon petition of two Kolan citizens, the King has reinstated guilds in Kolan. Allowing the two petitioners to form guilds under a stricter set of rules than before the ban.

History
Kolan Culture
Kolan Map
History

In the beginning, the island tribes of Teren were at constant war. Each tribe holding a different species, each one in different battles against the other. No one knew peace until the center isle Kolan rose to power and created The Bridge Treaty, which unified all the tribes into the Kingdom of Kolan. Now connected under a single monarch and constant navel travel the melting pot kingdom now lives in harmony. It may be the only safe haven for all people left.



One major event in Kolan's history is the Convergence. In which every hundred years the island will converge into one single landmass for a single month. The last Convergence ended with the Fae Orc Treaty in the center of the land mass. There not much known as to why this occurs. Some say its magic and some theorize it's an odd phenomenon that has to do with the tectonic plates under Kolan. Whatever it may be it cannot be denied that the Convergence is timed with major events. The Convergence 200 years ago went along with the establishment and recognition of Hybridios as a nation. Soon the Convergence will happen again, but for what? No one knows
Culture

The Kingdom of Kolan is accepting of all people. At the least, it will grant citizenship to anyone after a screening. Though prejudice still exists, those in power and natives constantly uphold a sense of equality among all people, as difficult as it can be. The Kingdom relies heavily on fishing and trade for its needs and its status as a neutral nation between all countries it brings in travelers from all over the world and houses many negotiations between other lands.


Children are taught to always be fair and the pursuit of knowledge can help one to know what fairness is. Though duels are allowed to resolve issues most of the country tries to uphold a diplomatic example but people are people, mistakes and arguments happen. Most of the bigger islands are more developed and have a more fast-paced and bustling lifestyle compared to the smaller farming and fishing islands. The country does not have one majority species, it welcomes all and even started out with many different kinds of natives at the time of the Bridge treaty. This makes it the perfect place for everyone to be who they want, worship who they want and not worry as much about the Hekaspectrum. Though there will always be those who uphold that sort of thinking.​


Guilds

The guilds are both located within the nation of Kolan, and both islands inhabiting the guilds are major cities with a lot of importance to Kolan.

Both Halls are capable of housing many members and can function as a residence as well as a base of Questing operations.

The guilds compete for the number one on the Ranking Board in order to become the King's Guild and to be able to do Royal quests that have bigger rewards but much more perilous tasks. Also, the bragging rights are pretty great too.

The board will show the total amount of points a guild has and how many quests of each quest rank they have completed. These points come from the different quests available in the magically linked quest book in both guilds.

The king will wait a single year to see how the guilds do and if they survive the year, he will name one the King's Guild.


The Raven Guild
The Wolf Guild
The Raven Guild

Located: Ninva

Colors: Blue and Silver

Cheesy Motto: A flight in a storm will lead to the calm in the eye.

Mascot: The Raven

Leader: Calla Rose

Calla Rose is the main reason the Guild ban was lifted here in Kolan. The human simply wouldn't take a no from the king and when another joined her she simply wouldn't stop until the two guilds were allowed to form.

She is a reserved and formal woman but will be polite to everyone she met, reserving rude behavior for only those who are deserving of it. Calla is a huge lover of books and encourages the pursuit of knowledge. She is a highly skilled mage and does well with a long sword. She believes a good strategy is key to victory, especially a good improvised one.

Though some say she created the guild to fulfill a promise she made.

She chose Niniva to house the Guild Hall due to her fondness for the Great Library and that she's been living there ever since she came to Kolan.




The Guild Hall

Despite the City of Niniva being a bustling center for scholars and mages of all sorts the Guildhall stands at the north end of the city, where it's more peaceful and calm. Though not too far from the shops and Ferries that run between islands.

The building itself is about three stories tall and has a large basement underground for indoor training and recreation. The first floor is wide and spacious, containing a nice lobby up front, the kitchen in the back, a meeting room and a small office-like area to the right of the kitchen, towards the back and stairs up to the second floor and down to the basement. The Second floor is the residence floor, filled with rooms and accompanying washrooms for members. The third floor containing Calla's Room and next door a small private library open to all guild members.

Outside there is a bigger training area and a small relaxing garden near the entrance, along with a path back into town and one down to the shore of the island. Calla built the entire thing herself with a bit of magic to make it a little easier.
The Wolf Guild

Located: Galventia

Colors: Green and Gold

Cheesy Motto: United We Stand

Mascot: The Wolf

Leader: John Doe

John Doe Played a big part in lifting the guild ban in Kolan. Confidently he went up to he king along side another human petitioner to show that the want and maybe even the need for guilds is growing in the kingdom.

A natural born leader with the skills to match. John is a friendly person that draws people together and guides them to look for the better solution. As a skilled Paladin he knows how to balance seemingly opposites sides of a battle. He believes that violence must not be the first answer and that reason is the way to go. Though in unreasonable situations he's not afraid to take up his weapon in a good old fashioned fight.




The Guild Hall

The Wolf Guild is situated at the coast of Galventia consisting of the main hall and a small port of a few small boats/ships to reach other islands in Kolan manned by a friend of John from Gloryce. It is nearby Galventia where the guild usually buys its supplies with a forest standing between the two locations. The city is about an hour of travel by horse and longer on foot from the guild.

The hall is two stories tall with wood as its dominating theme to reflect the wolves' natural habitat. Entering the guild, one would first see the lobby along with a stairwell that branches into two that leads to the second floor. To the right would be the doors to the guild's dining hall with the kitchen just behind it. To the left would be the doors to the guild's lounge where members can hang around and relax, maybe read a book or two from the small library that's also in the lounge. The second floor contains the rooms of the guild's members. Washrooms and the such are provided in each room. One of these rooms serve as John's personal room and office.

Outside the guild is a clear field with fences surrounding it. This would be the training grounds where members can hone their skills, test their spells or spar with other members.
Weapons
Quests
Jimme's Axe
A Family Heirloom

LVL 1

A double sided axe with ornate engravings and leather strips to strengthen the handle or to keep the handle together.

It's capable of chopping wood, denting metals and severely injuring enemies.


One could easily chop of a head of a human with this but it make take a few tries to bring down an orc.

No enchantments



All guild members start out with a relatively average weapon(s) and armor, nothing that is too incredibly powerful. As the guild progresses through quests members will gain rewards and money. They will either be granted a weapons and armor upgrades through quest rewards or may purchase one.


A Quest Reward Weapon/Armor set is an entirely new item that lines up with one's preferred weapon's choice(s) and armor style, but is more powerful or easier to use than the last one.

Purchasing an upgrade can be to obtain a new item or to upgrade your current weapon/armor set to be more powerful and unlock different buffs and such that way.
ie. having an sword and upgrading it to a better metal, or upgrading it to be charged with magic attacks.


All weapons and armor pieces can be enchanted with small buffs but these must be purchased or obtain through rewards as well There will be a separate thread containing everyone's current weapons and armor portfolio and the leaders will update it as members upgrade their items. Members will be able to keep previous weapons and armor but the most recent upgrade will be the one readily available on your person. Unless specified otherwise.


Members may not carry more than two weapons for a particular kind.
ie. you can carry two axes and two daggers but not three axes.

Members may not carry more than two types of weapons.
ie. a sword and dagger are ok but not a sword, dagger and an axe.

Members can only wear one set of armor at a time.


Thus Leveling up can go one of two ways:

Quest rewards:

Jimme's Axe
Obtained from the Cave of Merlin

LVL 2
A single sided axe with a small forge in its handle to burn enemies.

It's capable of chopping trees in two hits, cutting through thinner metals and severely injuring or killing enemies.

One could easily chop of a head of a human with this but it make take two blows to bring down or injure an orc.

Enchanted with Fire charge. It can be charged with fire magic. A flaming axe will add to the heat of battle






OR
By Purchasing Upgrades/Enchantments

Jimme's Axe
A Family Heirloom

LVL 2
A double sided axe with ornate engravings and a metal coating to strengthen the handle. The metal has been stregthened by magic.

It's capable of chopping wood easily, cutting through thick metals and severely injuring or killing enemies.

One could easily chop of a head of a human with this but it make take a two blows to bring down an orc.

Enchanted with Fire charge. It can be charged with fire magic but takes a bit more energy to do so. A flaming axe will add to the heat of battle
Quests are an essential part of keeping guilds running. It's how they generate money and reputation as well as gain access to better gear and maybe even to certain parts of the world.

A list of available quests are all in the Quest Book. One copy is located in each guild hall and all copies are magically linked. When a guild chooses a quest to take on it will show up in the other book that the quest has been taken, and whether or not it's completed.

Along with a linked Quest book is a linked Ranking's Board for the guild to keep track of points and how many quests each guild has completed. At the end of the year, the guild highest on the board will be named the King's Guild and have access to Royal Quests with greater perils and more extravagant rewards.

Quests are organized by how difficult it is to complete the task.
Each Quest Rank requires its own level of skill to complete and will give the guild a different amount of points upon completion:


S
Difficult to complete, high skill level required, will give 300+ points
A
Tough to complete, above average skill level required, will give 200-300 points
B
Average to complete, average skill level required, will give 150-200 points
C
Simple to complete, some skill level required, will give 100-150 points
D
Effortless to complete, no skill level required, will give 50-100 points


Classes

A member's class will determine how easy it is to complete certain tasks and how easy or difficult it will be to defeat enemies.
Each class has its own set of buffs and debuffs,


Archer
+Senses +Speed -Strength

Rouge
+Agility +Stealth -Defense

Mage
+Spell Power +Reflexes -Senses

Fighter
+Strength +Fatality -Agility

Healer
+Spell power +Defense -Reflexes

Gunslinger
+Fatality +Reflexes -Stealth



Senses
Hearing, smell, sight, etc... as well as danger/presence sensing

Speed
How quickly one is able to move

Stealth
Able to be unnoticed

Strength
How strong one is

Spell Power
The amount of power in the usage of magic

Reflexes
Reaction time

Agility
Flexibility

Fatality
The amount of lethal damage given

Defense
How much on can resit an attack


Subclasses
Each Class has a set of subclasses that contain their own buffs and debuffs that are added to the base buffs and debufs Along with a buff in with certain conditions

Archer

Sharpshooter
Capable of hitting difficult, moving and faraway targets typically in a hidden location
+Senses +Stealth -Speed
+Fatality (in quiet, non-distracting settings)

Ranger
Skilled with a bow and a secondary weapon, has a lot of survival knowledge
+Reflexes +Agility -Strength
+Senses (in the wilderness)

Arrow Mage
Able to infuse powerful magic into their arrows for powerful and sometimes bizarre attacks
+Spell Power +Reflexes -Speed
+Defense (In loud distracting Settings)

Trick Shot
Capable of improvising shots with any sort of projectile that can work with a bow
+Strength +Reflexes -Defense
+Spell Power(If using magic for a shot)

Rouge

Assassin
Skilled in fatal hits in any proximity with out detection, typically hired to kill targets
+Fatality +Stealth -Defense
+Speed (When detected)

Thief
Able to obtain items undetected either on a person or on a location
+Speed +Agility -Strength
+Stealth(in crowds)

Scout
Able to obtain information and locate people and items
+Stealth +Reflexes -Speed
+Defense (When fighting to find a target)

Mercenary
Stronger rouges typically hired to take on questionable tasks
+Strength +Fatality -Defense
+Reflexes (In high stakes situations)


Mage

Specialty
Increased power and skill in a certain type of magic ie. A mage with a fire specialty subclass
+Senses +Speed -Defense
+Spell Power(with spells of their specialty )

Wizard/Witch
A Mage that's given up parts of their soul for magical power
+Spell Power +Defense -Strength
+Senses (When using magic)

Caster
Exoterically exclusive mage able of powerful offensive magic
+Strength +Agility -Defense
+Spell Power (When attacking)

Absorber
Esoterically exclusive mage capable of absorbing hits and power for a strong defense
+Defense +Reflexes -Strength
+Spell Power (when taking hits or after taking hits)

Fighter

Knight
highly trained fighter typically in league with an organization or a code of morals
+Fatality +Defense -Spell power
+Strength (When motive feels truly righteous )

Paladin
A trained fighter capable of quick healing in the middle of a fight
+Defense +Senses -Agility
+Spell power (When healing)

Warrior
A fighter trained in an array of weapons or specializing with fists
+Strength +Agility -Speed
+Fatality (When Angered)

Stunt Fighter
A fighter capable of fancy foot work and improvising in a middle of a fight
+Reflexes +Agility -Defense
+Speed (In non distracting settings )


Healer

Sharpshooter
Able to shoot from long distances
+Defense +Speed -Strength
+Spell Power (When Healing )

Apothecary
Trained in the ways of herbs and potions, typically to heal or attacking when necessary
+Senses +Stealth -Agility
+Reflexes (While Fighting)

Alchemist
Capable of transmuting one sort of object to another and able to create entirely new body parts for surgery
+Reflexes +Agility -Speed
+Fatality (When reversing their abilities )

Psychic
Capable of seeing the damage in the mind and able to help fix it wit the agreement of the one being healed
+Senses +Stealth -Strength
+Agility (when focused )

Gunslinger
(A rare and almost unheard of class)

Sharpshooter
Capable of hitting difficult, moving and faraway targets
+Senses +Stealth -Speed
+Fatality (in non-distracting settings)

Loose Cannon
Along with a gun they carry a multitude of gunpowder based items such as small bombs
+Fatality +Strength -Stealth
+Spell power (When combining magic and their items)

Dual Wielder
Capable of firing two guns at the same time with the same amount of skill.
+Strength +Speed -Defense
+Fatality (When concentrating )

Quick Shot
Capable of quickly shooting many shots and improvising shots
+Speed +Reflexes -Stealth
+Agility (When improvising)

How Magic Works

In this world there are two types of magic and a class system based on those magics:

Esoteric
Exoteric
Hekaspectrum
Esoteric Magic; Arcane Magic:
The magic naturally present in a being; The magic that forms symbiotic relationships to beings;
Magic that does not require spoken or written words to use


Some species are capable of using esoteric magic for every spell due to their biological closeness to it.
  • Fairy (extinct) magic is 100% Esoteric
  • Fae magic is 90%
  • Elf is 80%
  • Elemental magic is 70%
This makes them esoterically powerful.
--meaning it would be stupid NOT to use it for pretty much all spells


Some species have some esoteric magic in them.
  • Shifter magic is 60%
  • Human magic is 50%
  • Chimera magic is 40%
  • Dwarf magic is 30%
These species tend to use esoteric magic for:
  • Defensive spells
  • Divination
  • Illusions
  • Charms
  • Shapeshifting
  • Protective Spells
  • Healing
  • Anything Similar

Some species do not have any esoteric magic or so little that it's not even worth using
  • Orsimer magic is 20%
  • Dreac magic is 10%
  • Dragon magic is 0%

Fun Fact 1:
Arcane/ Arcane Magic is a term many older/old fashioner people use to refer to Esoteric magic. This is because the Fae and Fairies were the first beings to use it and coined the terms from their religion.

Fun Fact 2:
Arcane (magic): Before magic was magic it was called Arcane (A term the Fae & Fairy used), a force that was unknowable and yet played a part in the living. The religious wording word was used to describe Esoteric magic for millennia. Later being referred as the Magic of the Soul then Arcane Magic until more scientific endeavors placed it within the definition of Esoteric Magic
Exoteric Magic
The magic naturally present in the world; The magic available to all beings if trained to utilize it properly; Naturally weaker than Estoeric magic; Magic that requires spoken or written words to use and typically a conduit such as one's hands or a wand

Every Species is capable of using exoteric magic, it does not mean they should


Some species are required to use exoteric magic for every spell due to their lack of an esoteric presence within them.
  • Dragon magic is 100% Exoteric
  • Dreac magic is 90%
  • Orsimer magic is 80%
This makes them exoterically powerful.
--meaning it would be stupid NOT to use it for pretty much all spells


Som species have some exoteric magic affinity
  • Dwarf magic is 70%
  • Chimera magic is 60%
  • Human magic is 50%
  • Shifter magic is 40%
They tend to use it for:
  • Offensive spells
  • Elemental spells
  • Creation/Summoning
  • Destruction
  • Alchemy
  • Enchantments
  • Casting spells/attacks
  • Anything Similar


Some species do not have any exoteric affinity or so little that it's not even worth using
  • Elemental magic is 30%
  • Elf magic is 20%
  • Fae magic is 10%
  • Fairy (extinct) magic is 0%


Funfact 1:
Where Esoteric Magic is sometimes called Arcane/Arcane Magic exoteric is simply dubbed magic, being as it is readily available to all species


Funfact 2:
Dragons were the first to use exoteric magic but it was never given a name until humans started to use magic.

The classification of exoteric and esoteric magic is important because beings in this world are prejudice against species other than their own, based on the:

Hekaspectrum:

This spectrum is based on how much esoteric magic a species has in its blood/body.
  • High End: The higher a species is the more symbiotic they are with Esoteric magic.
  • Low End: The lower a species is the less esoteric magic they have in them in general.
    • BUT Low End species are more powerful with exoteric magic.
The way the species are grouped and listed below is in the order for the spectrum from the highest (Fairies) to the Lowest (Dragons)
  • Fairy (extinct)
  • Fae
  • Elves
  • Elementals
  • Shifters
  • Humans
  • Chimera
  • Dwarves
  • Orsimer
  • The Damned
  • Dreac
  • Dragons
Those Higher on the list think of themselves better than those lower and those lower tend to hate those higher for their arrogance and oppression towards the lower end of the spectrum

Exception 1:
Dragons are well respected and feared since their power in Exoteric magic rivals that of a Fae or Fairies' ability in Esoteric magic, however, due to this many of those higher in the spectrum still treat them as horrible monsters, to keep them from rising up.

Exception 2:
The Damned sector of the spectrum is a hodgepodge of several "unwanted" species who's magic is not neatly split between Esoteric and Exoteric, These lumped together species tend to range between:
20%-1% Esoteric
80%-99% Exoteric

It is because of the stigmas on these species within this grouping that they are all just put into one category on the low end of the spectrum and are only put above Dreac and Dragons due to the fact those species are definitely a percentage and not a range
Ethereal, winged beings with a deep connection to light

They used to live happily along side the Fae. The two species got a long so well that they were simply just called Faeries. They were very similar to the Fae, even having the same religion as them. Though key differences were: having longer, pointed ears than a Fae, extending beyond the top of the head, gold-colored blood, and their biology was based on light, and were magically stronger with light based spells, and that magic was the very core of their physical being.

They were the most esoterically magical creatures to ever walk the earth.

However, all Fairies are now extinct but they did play a huge part in the early history of the land, like the Faerie Civil war and Establishment of the Hekaspectrum after the Faerie Exploration Age. The ruins of Fairy kind can be found all over the Fae Kingdom if one knows where to look. The only beings with that information would be the Sister Species, the Fae. Legends have it that the corpses of the Fairies still exist. Upon death, a Fairy's body will turn into hard light and these "statues" are said to be found in the hidden ruins and could be brought back to life, resurrecting the species. Beware that legend and history do not often paint the same picture.

Fae
(Fay)
Regal beings capable of glowing and manifesting wings with a deep connection to crystals
In present day they are the most esoterically magical beings in the world

Includes and limited to: Fae

Fae are a nocturnal species with the capability to manifest or de-manifest wings. These wings rip through the skin when formed and look similar to butterfly wing, because of the pain many Fae either keep their wings out or keep them in. Due to their more nocturnal lives, the hair from the head, eyes and sometimes even freckles of a Fae glow in the dark providing enough light for them to see perfectly within darkness. Even without the glow Fae exhibit remarkable night vision nonetheless and can will this ability "on" or "off." A quick way to identifying a Fae is by their elongated and pointy ears, that just upwards barely surpassing the top of the head. One rather odd feature is also their blood, which is an opaque silver, complimenting the gold blood of Fairies.

This biologically immortal species also have incredible hearing, strength, and agility and can inherently create crystal constructs (some of which can be given life) and a type of fire that uses pure magic for fuel. (They call it Arcane fire). They have Incredibly fast healing, yet blood loss takes the longest to heal, days depending on the amount lost. Interestingly the vegetarian species posses sharpened fangs and teeth that could rip through orc flesh. It's said they were indeed carnivores at one point but nowadays they tend to avoid meat if at all possible. This could be because they tend to gain rather animalistic tendencies after ingesting certain proteins from flesh, though typically it wears off eventually if they stop consuming the substance. Consuming meat also makes them unable to use shapeshifting magic, a magic they are naturally strong in.


The Fae Kingdom
Fae Culture
Expanded Biology
The Fae Kingdom

Capital: Chrisalie
(Kris-ah-lee)

The Fae kingdom lies North to the Kolan Isles across the Arcane Sea. Its beaches are protected by Crystal Golumns and the rest of its borders are secured by sentient Thorn Trees. It’s a beautiful and breathtaking landscape and even more so at night when the bio-luminescence of the flora and fauna in the area paints their world into work of art. The Kingdom is one of the biggest out there territory wise and their resources are incredibly abundant. The capital lies in the air, just above the surface, and is one of the few known Floating Isle left standing after the Faerie Civil War. The towns are either integrated into the landscape or built from crystals.



In ancient times two species stood against the world, Fae and Fairy. For eons, they worked together in peace as if they were created to compliment each other. Living in the floating islands they were separated from the creatures forming below. The friendship between Fae and Fairy was so strong they were simply called Faeries. That is until the rise of the Seelie court, a rulership of haughty Fairies that began to oppress and exploit their companion race. The Fae were forced to live in the mainlands below. Here the Unseelie court began to rise and eventually wage a Civil War in the Faerie lands.

This War brought on the Fall of the Isles, hundreds of cities among the clouds above hurdling towards the ground. Still, the Seelie court would not surrender. As a last resort, one powerful Fae conjured the Shattering, in which all Fairies were turned into hard light statutes and presumably shattered. Ruins of Fairy civilization remain but no statues of them have been found leading to the conclusion that they were indeed destroyed.

The Unseelie court now ruling brought the Fae kingdom to a Silver Age after the implementation of The Fae Council. 12 members representing all corners of the kingdom to create peace once again. That is until a hundred years ago (reticent to the Fae ) Fae-Orc War. With the murder of one of the Council’s members, The Fae plunged into war, where it was now evident just how corrupted the Council had truly been, at least to the other kingdoms. The Fae still believe in the High Councilwoman and her, now only 10, Elders of the Council. After their Victory over the Orcs, the Fae now prepare for a different sort of conquest. After the War of Elements ten years ago the Fae seized up more land, and now look to continue their growth.
Culture

The Fae believe in the Gods of the Arcane, or, using their words for god, Ethediets (Eh-th-eh-dee-eht) of the Arcane The most basic explanation: They believe that in a separate realm (called the Arcane) from ours where higher beings (Gods/Ethediets) created us. The source of magic is from Arcane Water that is created from chaos and flows into the realm from a fountain, giving their realm life and our magic. The Genesis Sisters (there are three) used the water to create our realm and used this ever overflowing water to fuel our suns, stars, life, and magic. This belief is said to have some part of the creation of the Hekaspectrum. Fae and, back then, Fairy alike believing that since they had more "Arcane Water" within them that they were closer to the Ethediets. Their worship consists of many yearly celebrations and a weekly personal thanks to their gods. They believe their species to be one of the first creations alongside the Fairies of old. Giving them a further sense of entitlement and superiority over other species.


Their language sounds harsh and angry despite it being an eloquent alphabet with rather pretty grammar rules. Greetings are often smiles or a quick flashing on of their glow while thanks are given through nods and small gifts. Goodbyes are hands pressed together, or foreheads together if it’s a family member, significant other, or just someone one cares about deeply. Anger is expressed in the baring of fangs and to insult someone’s ears is considered offensive. They are subtle and often silent with expressing emotions, grand and spoken gestures are usually for loved ones and celebrations. Fae tend to seem rather reserved but in actuality, their emotions are on their sleeves. Its just a matter of learning the peculiar and small ways they do it, and some Fae have their own personal symbols and quirks to express themselves too. To them expressing in this way is more refine and dignified.

All Fae are either given or create an object called a Fae Crystal. The Fae can use this for direct communication and, in desperate times, portal-like travel to those who hold a stone. A Fae can access any other Fae stone but non-Fae are given a copy of a stone to only communicate with the Fae with the original or others that may have a copy. For a non-Fae to be given a stone is a sign of complete trust and devotion, typically only non-Fae mates/spouses are given a stone and it is rare even then. For a non-fae that is not a spouse/mate to be given a Fae stone it is basically a declaration of being accepted as an equal or honorary Fae, or a most trusted and dear friend. It's a trust that must never be broken. Those who do break this trust are never heard from again.

Expanded Biology

There are two important and unique stages of the Fae biology. One: Metamorphosis a magical maturity process that takes place around first 50-100 years of their lives. This also grants a Fae their wings. Two: the Incarnation process that allows a Fae an incredibly long life where the consciousness of a Fae will create a new body to live through once again. Fae do indeed go through a typical biological maturity process commonly known as ‘puberty.’ This happens within the first 20 years of life, as per the norm.


Metamorphasis

At first, the new magical of the Fae start to leak out of their control, small magical mishaps are common but grow in strength and inconvenience as the Metamorphosis is completed. Six months into the process the hair will change into a completely new color (usually it’s not a ‘natural’ color according to other species but to the Fae bright and colorful hair is common because of this process), this color is along with hair the iris will change as well and is not limited to only one color, many Fae experience heterochromia, and sectoral heterochromia.

In the final 6 months of Metamorphosis, the skin will crystallize and immobilized the Fae for a period of time usually days or weeks. During crystallization, the physical cells of the body completely accept the increased energy and become capable of perfect shapeshifting. The wings also form beneath the skin. Eventually, the crystal layer will shed and crumble into what is known as Fae Dust (Often it is sold for its magical properties or kept and turned into precious stones as memory keepsakes). In two to three days for the wings to rip through the skin and unfurl completely. The wound will bleed for some time before closing and will leave a scar, eventually, the scar will heal completely. Once the wings have physically set for a few days the Fae will be able to manifest and de-manifest at will. A Fae never has to repeat the process for the rest of their incarnations.


A typical Carnation

Incarnation Process

An Incarnation is the lifespan of one body and when a Fae’s current body is ‘killed’ or no longer usable it crystallizes and turns to dust. The dust travels to the Grove, a place where most Fae will regenerate a body. The dust, or Soul Dust, pick a Carnation: a pod-like flower bud in which the consciousness infused dust travels to and forms a new body/Incarnation inside. It will crystalize when Soul Dust inhabits it and then when it blooms the crystal will crumble and from the flower, the Fae emerges with a completely new body. The bod will be at an age of their conscious' choosing, but the glow color of the hair/eyes and wings are the same. They keep all their former memories and non-physical habits like addiction, strength, physical patterns the body was used to before, these disappear with the next body. Many Fae plant their own Carnations so to emerge in a place they trust or closer to where they live.

Fae cannot die unless their Soul Dust is contained and unable to reach a Carnation, eventually, the consciousness fades from the dust and they are pronounced dead. Fae death is often a choice one makes. They take a 3-day celebration of life, after tying up the loose ends they choose a trusted Fae dubbed their Soul Keeper. The keeper is in charge of killing the Fae and containing the body so the Soul Dust cannot escape. When the consciousness fades the keeper either dispose of it according to the Fae's wish or can do a number of other things with it. (Typically Soul Dust is sold for its magic properties, or turned into precious stones for a number of uses or as a symbolic grave.) This whole ordeal is called Muerkos


Lapse Rebirth

There is a criminal Punishment that all Fae fear. It is rarely used and only used on the worst of the worst but all Fae know of it: Lapse Rebirth. This nightmarish process involves forcing a Fae's entire mind, body, and soul into their next physical incarnation, but with the addition of wiping their memory of their previous life/lives. Lapse Rebirth is losing everything A Fae used to be, and open to whatever information the Fae Council gives your new self. It’s complete erasure of a Fae, and the punished Fae would have no idea it happened until at least a hundred years later, the legal minimum.

First, the Fae is sentenced to the punishment, there is no record of a non-court ordered Lapse Rebirth since the process was in its experimental phase. Then the Fae is taken from prison to a certified and secure facility. They are strapped down at this point all magic and abilities have already been repressed by an enchanted ankle bracelet. Once strapped the Fae is killed using an instrument selected by the council and is Soul Bound to the Fae, another painful process. Soul binding is simply binding the Fae's consciousness to the weapon so the Soul Dust will inhabit the weapon instead of going to a Carnation to start another Incarnation The process is rather horrific though.

The Soul Bound instrument is used to kill the Fae and the soul dust is anchored to it. This Allows the “executioner ” to use ancient, ritualistic magic to remove the previous memories and ‘reset’ the next incarnation. Wiping any physical resemblance of this last ‘life’ so as not to potentially spark the Fae’s memories and to save them from being even remotely recognized allowing for an entirely new life. The former body at this point crumbles to dust The instrument is brought to an empty Carnation bud, and the soul released into it. The bud is put on guard until the physical body of the Fae emerges, unlike the usual reincarnation process, the Fae emerges as an infant. The infant is given to a chosen, certified guardian and raised under careful watch. The memories are never officially returned unless court ordered.
Elf
Beings with a deep connection to the collective esoteric magic among nature and themselves

In present day they are the second most esoterically magical beings

Includes, but not limited to: High Elves, Wood Elves, Dark Elves, Sun Elves, Moon Elves, Half-Elves, Elves

Elves have a humanoid appearance with pointed ears, though not as pointed as a Fae. However, Dark and Moon elves share a common trait of grey skin. Elves have a strange connection to the esoteric magic naturally present in plant life and are able to use it for themselves or control it. The species is said to use this relationship to communicate with each other and have a deeper since of kinship within their own species. Rumors say that when an elf falls in love they can share this connection with a non-elf. Typically elves don't speak to one another, they sent their intentions to each other using the esoteric magic in nature as a conduit to send the thoughts or feelings, the farther way an elf is the longer the message takes to get to them.


Legionatis
Elf Culture
Legionatis
(Lee-jon-ay-tess)

Capital: Tirion
(Tier-ree-on)

Legionatis is made of mainly forests and the structures used by the elves easily blend into the forest surrounding. This kingdom is heavily isolated from the world with the volcanic lands of Dracovrian north of them. This is also just how most elves like it. Not being bothered by the rest of the world's problems. Most of the country is peaceful and is made up of many different Elf tribes, but the kingdom is split into 3 main components: The High Elf Kingdom, The Forest Tribes and the Dark Elf Counsel. Usually, the Elves stay within the borders but some younger elves are venturing out to see for themselves if the world is worth being a part of.




High Elves

A small kingdom enclosed by a wall of trees, mimicking the Fae, The High Elves seek to be on level ground with them to gain a higher status in the world than they already have among the elves. They separated themselves from the “common Elf” long ago and built themselves a kingdom in which rose above the trees. From The beginning the High Elves have been on opposition with the Dark elves. They want to open Legionatis to the world and begin a rule as one of the mighty races among the people. After all they are the Second on the Hekaspectrum. They deserve to be shown respect from the comfort of their own home instead of venturing out to small (secret) High Elf Colonies to flaunt their status.


Forest Elves

The Forest tribes are made up of many different elves living in their own tribes nearby other tribes. They usually keep to their own but are willing to help each other and socialize. Tribes such as the Sun, and Moon Elves, Wood Elves, Elves and Half-elves all live in these villages suspended in trees. Their history consisted of many internal squabbles until the champions of each tribe was called upon to a battle to end all battles and the winner would become the tribe in charge of all the forest dwellers. The Wood-elves emerged victorious and from then on enacted the "Fight of Princes." A champion (of any gender) from each tribe is chosen in order to gain the right of rulership for decades over the Forest Tribes. And this is how peace has been made over the centuries among the tribes. The Tribes are not against opening up Legionatis to the world, however, they do aid the Dark elves to stop the High Elves from bringing the Fae into their matters.




Dark Elf Counsel

A recent faction of elves, instead of rising above the forest the Dark Elves wish that their sibling elves would stay hidden in the woods like them. Constantly they sabotage any attempt the High Elves make to open Legonatis to the outside world and disrupt any diplomacy attempts with the Fae. The Dark Elves believe that they should just keep to the traditions of old and stay away from outsiders. They have separated from the Forest tribes and created their own counsel and kingdom in the country. This was mainly because of the Tribes refusal to fully help the Dark elves in their endeavor, but the dark ones do appreciate the small amount of aid. They are on good term with the forest tribes but do not wish to go back to them.
Culture

Elves believe that magic comes from Mother Nature and its a gift to the elves for taking care of her. All Elves believe this in some form, even High and Dark elves, and each tribe has its own way of taking care of the Mother of the world. Elves usually do not speak to one another, spoken word feels very public to them, like showing skin for all to see. Most elves chose their spoken words carefully, like a modest outfit, but the younger generation has taken to speaking more and using non-spoken communications as a sign of trust instead of the norm. Many older elves see this as interesting, but vulgar to use speech so freely, but it shows that the younger generation doesn't take trust so lightly. This may be due to the recent separation of the Dark elves, many, old and young on both sides, feeling betrayed due to the separation.

The importance of fighting in Legionatis isn't so much for necessity, the valued skills are in fact nurturing ones. Mothers are often seen as reflections of Mother Nature and thus are the head of households. However, fighting and weapon wielding is seen more as a pastime if it's not used to provide food. (Even though the Elf diet is mainly vegetarian they do eat meat on occasion and when killing an animal they say a short prayer to send its soul back to nature) It has become like a sport, and thus the Fight of Princes is usually a big event that even the High and Dark eves come to see it.


High Elves

High Elves feel that letting nature take its course and moving things around it is the best way to let Mother Nature flourish, however they believe that nature's course is siding with the Fae to open Legionatis to the world through them. They built their kingdom to resemble the towering forest and its made around the trees already there to reflect this. And where a new tree or animal has chosen to settle, they will move whats there to accommodate this. They feel that they deserve more respect for being so kind to nature and for being so connected to it. They are called High elves because their connection to nature's magic is inherently stronger than the other elves, plus their ears are just slightly more pointed. High Elves will almost exclusively communicate non verbally, and feel like when they have to its such a bother and further proof why elves are much much better.




Forest Elves

Forest Elves believe that keeping up and helping the cycle of nature is the best way to take care of it. Each tribe with its own duty to nature to ensure the cycles continue. As a whole, however, the tribes are like one big family and don't mind to share their smaller individual traditions. They are wary of outsiders and do prefer to speak non verbally. This does not change the feeling that to let the cycle of nature continue, they must join the cycles of the world beyond, and share their ways so that all can help The Mother to thrive. The Sun Elves typically are dark skinned and aid in the cycles day, aiding plants to thrive in sunlight and animals to roam in their waking hours. Moon Elves varying grey tones and aid in helping plants and animals thrive during the night. Wood elves speak to the trees and guide them through their long journey on the world, they help find what trees are accepting of letting the elves live in and use them as well. Half-elves and the regular Elves aid in the cycles of life and death, burying the dead animals to return them to the soils and helping new plants grow and thrive.


Dark Elf Counsel

The Dark elves used to believe that the cycles were the best way to care for the Mother but have had a recent change of heart and now believe the best way to help her is to preserve her and preserve their way of life. They see the High Elves as a threat to Mother Nature for they know that the Fae's are not to be trusted with their kingdoms of crystal. They are strict in tradition, and speak non verbally when needed and out loud when needed. They feel everything has its place and to stay in your place is to preserve Mother Nature's systems. Dark elves are dark grey-skinned and are nocturnal, they get sunburned more easily than the other elves. They used to be the ones who preserved the cycle of Love between the Elves, plants, and animals but have betrayed it.

Elemental
Element based beings with the powers over said natural elements. Their true forms are physical manifestations of the elemental force that inhabit them or that they inhabit; Any creature that embodies a natural force

In present day they are the third most esoterically magical beings

Includes, but not limited to: Elementals, Nymphs, Druids, Sprites, Nature spirits, along with any physical embodiment of a natural force

Many elementals start off with a human-like form but some sacrifice their normal appearance for more power, whether physically or mentally. They give up their human form piece by piece until they completely embody a force of nature. As they become more and more “natural” they will become less and less dependent on conventional food and gain energy from their element, consuming it otherwise. Some elementals see this sacrifice as a form of corruption but others see this as an enlightenment, becoming one with who you truly are.

However, all elementals can briefly call upon this total embodied form for a brief amount of time. The body will dissolve into the form and reform afterward, completely devoid of energy. Each time they call upon this brief moment of power they will lose a piece normal appearance no mater what.

List of Elements
The Territories
Elemental Culture
List of Elements

The Element in which an elemental posses power over is called an "Elemental Alignment," or just "Alignment" (Ex: John Doe has a Fire Alignment)

There are 12 recognized alignments:
  • Water:Common;Sub-element: Blood
  • Earth: Common; Sub-elements: Sand and Metal
  • Fire: Common; Sub-element: Lava
  • AirCommon
  • Nature/Plants: Uncommon
  • Ice: Uncommon; Includes Snow and frost
  • Crystal: Uncommon
  • Lightning: Rare
  • Storm/Weather:Rare
    • Though Storm elementals can create water, ice, winds and so on the elements are not powerful individually and will only be extremely powerful if used within the context of a weather phenomenon
  • Light: Extremely Rare
  • Darkness: Extremely Rare
  • Energy: Extremely Rare

The Elemental Territories

The Territories used to be the Elemental Republic, where all who controls the elements of nature could live freely to practice and control their powers in peace. Yes, they were dived by the four main Elements in the region, but any element was allowed and thrived here. That is until the War of Elements broke out a decade ago. Four nations in want of the land and four nations split the republic into four territories.



The Fire Fae Dependency

The Fire side of the republic was always celebrating and full of passion. The more wild elements such as Fire, Lightning, Storm, all congregate here. The cites are full of life and the people are kind and energetic. Once the Fae took over, however, things were made to be more strict. they were just a little less than what they were before, the Fae did compromise with the Fire Lord. It's just not as good as it used to be though.​


Dark Land's Air Enclave

The Air side was peaceful and tame. Things took their time here and the people were content with that. Elementals of Air, Light, and Darkness liked to stay in the seemingly timeless lands. When the dark lands took over the Air Enclave remained the same, save for new residents emigrating from the Dark Lands to gain breathing room. The Dark Land Residents have not disturbed the peace, they quite enjoy it. The only difference is that more farms and livestock are being raised and planted to help feed the rest of the Dark Lands.​




Orsinium Earth Territory

The Earth side located itself in the desert region of the Elemental republic. Not a desert of sand, but one of a hard parched earth where only cities surrounding oases thrived. Those of Earth, Crystal, and Energy all stay here. The people are good-natured and the cities are mainly nocturnal due to the sun being utterly unbearable in the daytime. Orsinium uses this territory to set up a few bases, the reason being is not known but the earth cities have made walls to keep the Orcs out of them, and away from their people.​


The Tbjorniar Water States
(Tah-bee-yorn-air) The water side of the republic is calm and soothing, the cities were glittering architectural feats and the people are lovers of the arts. Elements of Water, Ice and Nature live here. After the Dwarves took over the new states became more seaports for the dwarves kingdom than cities of wonder. Though a few inland cites maintain their glittering state. The water states are completely under the Dwarven president’s control, the water people, however, detest this use of their resources for trade that does not benefit them.​

Culture

Even before being divided the Elemental Territories were not as united as they seemed. Many of those in the Territories tend to stick with those of the same elemental Alignment. there's an old saying here that goes: "Alignments before blood." Younger generations do seem to defy this old traditional way. It is not unheard of to have a family of mixed elemental and it is not outright scorned, but the belief is that sticking with those similar to you just makes life easier and mixed families tend to be somewhat looked down upon.

There is one thing that ties all elementals together; "ἰσογονία" (Direct translation into the common languages: "Equality of birth") A holiday that celebrates the Goddess Gaia giving birth to the original 12 elementals. This is a time to remember their origins and come together as children of Earth. Even though there are four main interpretations of Gaianism all four set aside their differences to achieve peace on this day of life.


The Fire Fae Dependency

was known as simply The State of Fire in the Republic. Here the more "dangerous" Element took residence and here the people are taught to be accepting of themselves and other. The people here are more friendly and informal than the other alignments. They worship Gaia through songs and gatherings. Those from here would see singing as an act of worship and to sing with someone as something like a kiss. Here expressing yourself is important, and holding your self back because of fear is taught to be wrong. With the Fae occupation, however, more and more people hide these practices but the Fire Lord and the Priests of Gaia hold strong in keeping the Fae's strict ways from bleeding into their people.




Dark Land's Air Enclave

or The State of Air in the old republic. These people were gracious and kind and put the care of others before themselves. Here unselfishness is important to the people and even Their worship of Gaia reflect that. Here the people will give a portion of the fruits of their labor to the Priests who in turn give the items to those in need. Giving to those just what Gaia the earth gave to them. Here Selfishness is unseen and the thought of doing something that would only benefit one's self is something unthinkable. Though more formal in their speech those from the Enclave are very touchy people. Hands on shoulders and arms are signs of friendship and trust, hugging is for those close to you, whether a close friend, a family member or a significant other. With the Dark Lands taking over everything is much the same, except now there are many different beings here and the cultivation of the land is being expanded. The clashing cultures have been an issue but the Elementals here won't turn a blind eye to those in need coming from the Dark Lands and are teaching them their ways.


Orsinium Earth Territory

or the State of Earth in the old republic. The most notable difference in the Earth Territory is that the people are nocturnal. They rise with the moon and go to bed with the sun to avoid its scorching glare. Here tradition is highly valued and upholding it is to be honored. Those who stray from it are cast out. The traditions here are that the heads of the household are to be respected. The elderly are to be revered and discipline is strict. Those who work get the rewards and those who don't deserve to be cut out. The worship of Gaia is simply reading from the Priests' books of teaching. Those who are cast from the main cities find refuge in smaller watering holes in small villages. Each having their own unique teachings but still stick to the nocturnal schedule. All of the Cities and villages, however, erected walls to keep the Orsimer from destroying them and conquering the desert completely. Those of tradition are forced to waiver in their ways and those who strayed now see some usefulness in a few old traditions




TheTbjorniar Water States

Or the State of Water in the old republic. Here Beauty and refinement is everything. Maintaining elegance and peace with those around and in yourself is taught to all here. The people wish to mimic the Goddess Gaia in all he glory by building cities that reflect her beauty and focusing on emulating nature in their art. Patience is important and serenity is key in these sea faring cities. Everything is made to be worthy of the goddess. Worship consists of Hymns and public talks of the Goddess' teachings and telling of her stories. The Priest put an importance on every house making a creation dedicated to her. To reject beauty and nature is to reject the Goddess and The Dwarves with their "development" is all that is unholy. The marvelous cites of the Water states have been torn apart and made into ports and fisheries. Those who stand against the Dwarves keep to the cities and towns inland that remain untouched and are hidden using ice and forests
Shifter
Beings capable of shifting between of Two or more full forms, with a deep connection to family

In present day they are the fourth most esoterically magical beings

Includes: any being that can shift to a separate form, typically an animal form.

Shifters are capable of transforming or shifting, to a form completely unlike their original. Typically a human-like form to an animal like form, though it is not unusual to see Fae/Elf/Chimera/etc.. origin form to shift to another form of the like. Even animals capable of shifting to a separate animal form fall under the Shifter classification. Shifters keep at least one trait from their alternate forms within their original forms and vice-versa. ie. a human to feline Shiftier may have feline eyes in their original human-like form and human-like eyes in their feline form.

Were-shifters: Shifters who cannot control the transition between forms, the most common type being a werewolf. This is a genetic mutation among Shifters and some carriers of the mutation can spread it to others if their saliva finds a way into another Shifters body. ie. kissing and biting. They are not shunned in Shifter communities but other species do see them as a lower type of creature.

Hybridios
Shifter Culture
Hybridios
(Hi-brih-dee-ohs)

Capital: Tigred
(Tie-gred)

Hybridios hasn't been recognized as a country until 200 years ago, (rather recent for a nation) but the people have been here for as long as there have been half-lings, hybrids, Shifters, and Chimera. Long ago an exodus of "hybrids" traveled out of the crowded Dark Lands where they previously were cornered into and into the unclaimed forests North of Orsinium for some breathing room. Here the hybrids or hybrid-like species hid within the trees and thrive as neighboring communities rather than a kingdom. The major Community of Tigred acts as their capital and the Councils of Races keep order in the Communal country and keep up diplomatic relations. The community is one of sharing providing for those without.



Though Shifters are not hybrids of any sort, many legends in other cultures depict them as unnatural beings that were unable to choose a form or the other. This lead to them being cast to the Dark Lands, yet they found a thriving home in current Hybridios and are one of the major species inhabiting the area. They tend to stay within communities of similar forms yet there are many mixed Shifter communities that thrive happily. They have five Representative in the Council of Races. One feline in nature, canine, avian, reptilian, and insect-like. Shifters of water inhabiting creatures are in line to elect their own Representative.
Culture

The culture across all of Hybridios is kindness first and to treat everyone as equal. They don't use currency, instead, everything is provided for everyone by everyone. It's a "see a need. Fill a need" type of mindset. It is a very self-sufficient country with good ties to the Dark Lands for supplies that cannot be created in Hybridios. In all of Hybridios, it is not uncommon to see many great and charitable acts. Everyone has a home here, everyone has what they need to live regardless of what they are.


Shifter themselves see others they trust as family, especially since their communities have a family like atmosphere regardless of blood relation. They feel blind loyalty to blood is a ridiculous notion. Because Shifters are more respected in the world due to their higher placement in the Hekaspectrum they tend to be the forerunners in Hybridios simply because Those in other lands are more willing to listen to them. They use their position to benefit others rather than themselves. Be wary of breaking their trust, for they do not forgive easily. They feel betrayal is the worse kind of pain one an go through, and will rarely acknowledge the reasoning behind it, even if it is valid.

Human
Beings that do not inherently have any sort of truly defining features other than the fact that they don't have any truly defining features with a deep connections to society and

In present day they are the fifth most esoterically magical beings

Includes and limited to: Humans

Humans are considered the "Blank Slate" of creatures, their ears are plainly rounded and they seem to have no abilities beyond magic. They are the middle point of the Hekaspectrum, neither Esoterically or Exoterically powerful. Some humans can perform great feats (in human standards) if trained properly. Though it is notable that humans are very versatile and can survive in some odd extremes. When presented with an odd situation they have no trouble adapting. However, humans do maintain a hive mind like mentality when in a group. Socially speaking they are in love with traditions and will often follow a crowd.

Gloryce
Human Culture
Gloryce
(Glor-iss)

Capital: Gloryca
(Glor-iss-uh)

Gloryce is surrounded by a ring of mountains with few safe passages through. Water moves all around the kingdom, creating a heavy mist which makes traveling even more dangerous. Thus, the people of Gloryce are very closed off from the world.



Gloryce is wary of outsiders. In fact, the kingdom's borders are heavily guarded, presumably to keep outsiders from entering, but some of the younger generation of Gloryce harbor suspicions of how free they truly are. Kingdom life in Gloryce is simple. Everyone is expected to contribute to society. Bums are usually executed. As a result, there's an underground network of hobos who hide from guards to avoid death. The Hobo Society, if you will. One day, they plan to come out of hiding, overthrow Gloryce's government, and FREE THE PEOPLE!!!

... Well, that's what they'd do if they weren't, you know, lazy bums.
Culture

Before a citizen is put to work, they grow up learning the legends of old. Gloryceans are highly religious and possess ancient tomes with recorded accounts involving their deities. The Legendary Tomes were supposedly written by Cirdrimi, the goddess of knowledge and one of Glorycea's two daughters. During their teenage years, citizens are expected to finish their studies and become an apprentice, eventually getting a job and taking their place in Gloryce.


Upper-class Gloryce

Of course, there are rules to follow in Gloryce other than "Have a job or die." There are the First Laws, said to have been written long ago by Ri, the goddess of wisdom and Glorycea's other daughter. The rest of the laws, the Council created afterward. Gloryce has been ruled by an elected council of five since its beginning, only electing new members when the old ones die.

There is one council member for each of Gloryce's five major gods. Cirdrimi, goddess of knowledge, and her twin Ri, goddess of wisdom, daughters of Glorycea. Adynnor, goddess of equality. Thalith, god of safety. Midion, god of unity. The Council makes Gloryce's major decisions. A "perfect" decision upholds the values each major god represents, so the Council works together to keep the values in balance. Lately, though, the council member representing Thalith has had more sway amidst news of the war in other kingdoms, because Gloryceans are fearing for their safety. The kingdom's values are out of balance, and that may cause trouble...

Glorycian History

Humans roamed the planet peacefully, so the goddesses hardly influenced their lives. However, when other, more powerful species showed up and attacked humans, Cirdrimi and Ri knew they had to help, for they were given the responsibility to care for the humans. They asked the goddess Adynnor and the gods Thalith and Midion for assistance. The five gathered all the humans they could find, keeping them in the place that would later become the kingdom of Gloryce. To get a human society started, each god chose a value to uphold in the new society. Midion, choosing unity, built the first human village so the humans could live close to each other. Thalith, choosing safety, raised mountains from the ground to shield the humans from outside dangers. Cirdrimi, choosing knowledge, wrote the Legendary Tomes so humans could know their caretakers. Ri, choosing wisdom, wrote the First Laws to bring order to the new society. Adynnor, choosing equality, created the Council to equally represent each value.

Thus, Gloryce.

The gods helped the humans adjust to their new way of life. After this though, they only showed up for important or unprecedented events. In Gloryce's present, a god has not reportedly been seen by a mortal for a hundred years.


Chimera
Beings with a permanent physical aspect of two or more creatures and cannot shift forms, with a deep connection to creatures

In present day they are the sixth most esoterically magical beings

Includes but not limited to: Centaurs, Satyrs, Fauns, Harpies, Lamia, Mermaids, Sirens, Pegasus, Griffin, Platypus, etc....

Chimeras are not capable of any transformation to a separate form. They are inherently a creature seeming made if of two or more creatures and inherit some ability from these different aspects of themselves. ie a human base form with gills allowing breathing in water. They are capable of communicating with the actual creatures apart from them and have potential to be very skilled in Exoteric magic.

Nomadic Hybridios
Chimera Culture
Hybridios
(Hi-brih-dee-ohs)

Capital: Tigred
(Tie-gred)

Hybridios hasn't been recognized as a country until 200 years ago, (rather recent for a nation) but the people have been here for as long as there have been half-lings, hybrids, Shifters, and Chimera. Long ago an exodus of "hybrids" traveled out of the crowded Dark Lands where they previously were cornered into and into the unclaimed forests North of Orsinium for some breathing room. Here the hybrids or hybrid-like species hid within the trees and thrive as neighboring communities rather than a kingdom. The major Community of Tigred acts as their capital and the Councils of Races keep order in the Communal country and keep up diplomatic relations. The community is one of sharing providing for those without.



Chimeras prefer mix communities, feeling like the experiences in a diverse population help bring people closer and to have open minds. Chimeras make up most of the nomadic communities in Hybridios that move around the whole country. Once a year the nomads do go back to the Dark Lands with supplies to help the overpopulated country and as thanks from the entirety of Hybridios for their aid in the past and present. Chimeras have four representatives in the Council of Races, a Centaur, mermaid, a winged sphinx and A creature that could only be called by name, Dea'donna a Chimera of several different creatures.
Culture

The culture across all of Hybridios is kindness first and to treat everyone as equal. They don't use currency, instead, everything is provided for everyone by everyone. It's a "see a need. Fill a need" type of mindset. It is a very self-sufficient country with good ties to the Dark Lands for supplies that cannot be created in Hybridios. In all of Hybridios, it is not uncommon to see many great and charitable acts. Everyone has a home here, everyone has what they need to live regardless of what they are.


Chimera are less trusting of people outside of Hybridios and The Dark Lands and will only give it to those absolutely deserving of it. Nomadic Chimera are even more so withholding of this trust, especially towards Fae. Once trusted, a Chimera views loyalty as binding as family and betrayal as murder. They tend to be very physically affectionate in their communities and do not view it as inherently romantic. It's only when both, or all parties agrees on a romantic relationship that it becomes so. When married they prefer to mate for life, even in a polygamous marriage, the parties present will be with each other until death do they part, but are allowed to seek other partners.

Dwarf
Beings that don't exceed four feet in height with a deep connection to growth
In present day they are the seventh most esoterically magical beings

Includes but not limited to: Dwarves, Goblins, Hobgoblins, Brownies, Gnomes, Imps

Dwarf is a blanket term for species in the Dwarv Genus. All the creatures are small and are very sun sensitive since most of them live in the caverns within the Tbjyornar mountains. All of them are exoterically powerful and use a lot of magic in their works. Those working in crafting, do use some esoteric magic to enchant items. Dwarves have rounded ears that extend outward more so that a human's. Actual Dwarfs are typically the tallest and tallest Gnomes are only about 2 feet tall. All Dwarves have incredible hearing along with great sight in the dark

Dwarves themselves excel in fire and earth type spells and are incredibly strong. Their skin is very thick and tough, capable of withstanding incredible heat. Brownies are inherently capable of fully disappearing from sight and typically eat sweeter foods. Their bodies do not produce a lot of sugar and they make up for it by eating the sweet mushrooms in the caves Goblins and Hobgoblins are sister species and are often put together as one. Hobgoblins have a reddish hue to their pale skin while Goblins have more blue or green hues. Hobgoblins also appear to have small bat-like wings on their back an are smaller than goblins. Both species have a good sense of smell and great vision in the dark as well as a knack for getting into tight spaces or high places. Gnomes are small and quick, very, very quick. They burn a lot of energy and eat often. They have very good danger senses and have the best night vision and smell of all the Dwarves. Their sharp teeth can chew through metal.

Tybjorniar
Dwarf Culture
Imps
Tbyorniar
(Tib-yorn-nair)

Capital: Nargothrond
(Nar-goth-rond)

The Dwarven states of Tbjorniar are all located inside the Tbjorniar mountain range up in the Northwestern-most part of the land. The Dwarves have been around since the age of the Faeries/Fairies and because of this have the respect of the Fae. Though both kingdoms have a personal dislike for the other. Dwarves were sorta always there, always in Tbjornair. Not much is known about the internal history to the rest of the world, save for the states used to war against each other before the Dwarf president united them. Supposedly immortal, this President has been leading ever since. They are a prosperous people, with more advanced weapons and technology than most kingdoms. However, they like to keep such things a secret.



Inside the mountain is a rich history of peace and war, love and loss and civil unrest. The City-States of Tbjyorniar used to be the separate factions of those who lived in the caverns. The Dwarves, the Goblins and Hobgoblins, the Brownies, and the Gnomes. The four factions fought for many centuries until a common foe, the pest like Imps, caused them to unite and democratically elect a brave leader, a Dwarf. This dwarf led the factions to battle and banished the Imps to the deep caverns below. Now they are a minor nuisance rather than an infestation. To this day, it is unknown whether power has changed hands since and have led many inside and outside the mountains to wonder if the original President was immortal or blessed with an unnaturally long life.

Dwarves handle much of the metals available in the world and profit greatly off of the trade of metals and manufacture of weapons, armor, and household items. However, Dwarves keep, or mostly keep, a well kept technological advancement to themselves: gunpowder. With this, the United States of Tybjornar have created an array of flintlock guns for Dwarven use. It is under tight control, and very few are legally allowed to use such a weapon. The President has decreed a ban of using such weapons in war as well, though many Dwarves disagree, mainly Goblins and Hobgoblins, saying they could free those in slavery within Orsinium quickly with such powerful weapons.
Culture

The States of Tybjornar are very secluded and dislike outsiders how ver many Dwarves travel about for trade, vacationing, research and so forth. To bring outsiders in is almost illegal. Dwarves are taught to be secretive and love privacy, at least most do. However as closed off as they are, Celebrations are common in Tbjyornar. Such as the Liberation day, celebrating the formation of the Tybjornar and banishment of the imps and Valence, a time for romance and merriment. Many younger Dwarves use the week of Valence to confess crushes. There is a huge thriving and rich community under the mountain. Dwarves See creating something specifically to gift to someone as a romantic gesture.Gnome's hats are symbols of romantic status, red being single, blue is the gnome equivalent of marriage. Yellow means not looking/not interested, green is for young gnomes and Purple for those with "open minds". Black hats are a rebellious trend with the young Gnomes to defy the public knowledge of such private affairs. Goblins and Hobgoblins typically have a non-sexual love and see it as only a way to make children but their romantic en devours are usually over the top nonetheless. Where Brownies have a very traditional to love and have a courting system.


Dwarves live in a very fast-paced lifestyle. There is always something to be done, something to be improved, time to move out of your mom's house and get an apprenticeship Jimme. Dwarves expect perfection, punctuality, and poise from one another and put a lot of importance on the kind of job one has. They expect adolescences to be ready to leave home at 20 and often thrust them out into the crazy adult life with little knowledge of how it works. Many young Dwarves have been adopting a more communal lifestyle like in the neighboring Hybridios. With the resources in the mountain dwindling or being hoarded, those especially of lower classes have been finding ways to create sustainable communities without the Free Market Class system. It's a competitive culture in the mountain with no discrimination on gender, however, much discrimination on species.

Despite the blanket term Dwarf used for all the Dwarv genus, Dwarfs themselves, see themselves as the pure Dwarv. The free market system in the caverns has allowed them to become more prosperous than the other species in the genus, becoming the majority of the upper class. They tend to have an all for one mindset. Brownies are usually the upper middle class, having more of a family central mindset while Gnomes are lower middle class and do not form families, rather they form social groups of high trust. Goblins and Hobgoblins are almost in poverty and are barely above slaves and indentured servitude They have a more charitable community. They have been exploited to maintain the upper-class level of luxury and wish to break free form this prejudiced economic system. Mainly others in the lower classes agree but the rich keep getting richer and maintain power over them. Unrest has been stirring, especially with the fourth refusal of the State to freeing Goblin and Hobgoblins captured and put to work in Orsinium.

Imps

Imps are small bony creatures with dark purple skin and protruding horns. They are an odd species of tricksters how have no real place of dwelling. They do not build houses or have much individuality, instead, work as a hive mind to the Imp Supreme. They are seen as pests in Tbjyoniar and there have been sightings of them outside the mountains. Some think they have burrowed their way out and plan on turning the world into their oyster. Though, Imps don't know what oysters are. In fact, as they go about the land, seeing beyond the Deep caverns, for the first time in centuries, individual Imps and the Imp Supreme have withheld their revenge on the Dwarven Presidency and world domination to explore the land and gain knowledge.


Imps are odd in the fact they don't really uphold much to separate them from animals. They were clothes but no one knows how they make it, in fact, much of the world sees them as barely above animals. However, even in a hive mind, they do have some sort of society. Perhaps they don't have houses or conventional values but they do take care of one another and the Imp supreme assigns each Imp a job to help the hive. Everyone has a place and a duty to benefit one another, those sick and disabled are given means to be useful in their own way with their own accommodations. Their purpose is unknown to the world but Imps worship the Deity Locus and wish to imitate him with their illusions and spells. They sleep on the ground, they eat when hungry and drink when thirsty and see themselves as a benefit to the world by teaching people to look beyond what they see and to be less naive. In fact, when one pays attention, Imps only strike those in need of a little straightening out

Orsimer
Strong, varying shades of green and grey-skinned beings with a deep connection to balance.

In present day they are the eight most esoterically magical beings

Includes but not limited to: Orcs and Trolls

Orcs and Trolls are brother species. They share almost every trait, but their differences balance with the other species. Orsimer are inherently strong regardless of having a lot or little muscle. They have a great sense of smell and acute hearing. Orsimer typically have thin and triangular shaped ears at a more flat angle. Orcs typically have tusk-like like canines while Trolls will have varying horns. Trolls have different colored blood, creating a caste system rather than the unifying green blood of Orcs. Trolls are nocturnal and sensitive to the sunlight, they will burn badly without using protective spells. Orcs favor daytime and have poor eyesight in darkness. Orsimer are very strong with Exoteric magic but favor brute strength since its easier.

Orsinium
Orsimer Culture
Orsinium
(Or-seh-nee-um)

Capital: Arkland

The Orc and Troll kingdom itself started out small. Most Orsimer lived in tiny villages throughout the land. Then some Orsimer built two villages right next to each other in a dank river valley. It made some sort of a super village. Sometime after that, many villages were attacked out of hatred for Orsimer. The refugees came to the super village for refuge. More houses were built and word of the large Orsimer "city" and more Orcs and Trolls came. They made farms to feed themselves and got more Orsimer to keep track of the farms and Orsimer to build houses for those Orsimer and more Orsimer to hunt and farm more food for more Orsimer and a High Orc and High Troll Chieftain to rule the Osimer side by side so things wouldn't be such a clusterf#ck and more Osimer to lay down the law. Money, power; SOCIETY! Coming soon to a dank river valley near you.




The Orsimer started trade with the Fae, who didn't like them a lot but were afraid to say no. The city grew and more cities were built by the city and more villages by the city and it just grew and grew until surprise! Country! But a country meant war, greed, alliances, controversy, but the Orsimer were okay with that because they're Orsimer and all they really care about is honor in battle and killing things. Speaking of which, one Orc killed a Fae government official which started a war between the Orcs only and Fae called the Fae Orc War. In the end, the two became allies. The Trolls were not involved in the Orc's War, feeling like it was their own problem but did help in non-fighting ways. Orsinum also is home to some Goblins, and Hobgoblins, they are allowed to live alongside the Orsimer more as pets and labor.
Culture

Most races view Orsimer as barbarians. But in actuality, their killing of things is religious. They kill for their gods of disasters, Oni. So they're more like crazed preachers. But not really. Orcs don't believe in a specific world ending events like Armageddon or a purpose for the soul after death. The Oni they worship are the "essence" of war and death. They exist by necessity. There can't be peace and life without war and death. The Orcs kill because they believe that the world tries too hard for peace between countries and the saving of lives. They are balancing the world. The Orcs also see nothing wrong in enjoying ones religious activities, even if it is killing others. Any Orc can become Chieftain if they kill the current chief but the Chief's children get to have the opportunity o challenge and kill the chief first.


Trolls

The Orcs and Trolls have a mutual respect for one another and do not quarrel.They do not like a needless battle and see honor in kills only if they have a justified or heroic cause. Though a justified cause to a Troll is very different from a justified cause to anyone else, typically its just if it's to a benefit to themselves and they will go into the afterlife of Dersin if they die a just death, it's a moon where all one's desires come true. If a Troll does something for someone else it's considered heroic and they will go to Prossit, a sun where no one burns and they will live in endless happiness. If a troll does not die a heroic or just death it is said they are reincarnated in a later generation to try again. Trolls do have different blood colors and the bluer it is the higher in class a troll is are and the more red, the lower in class. Pure blue blood is a sign of a future or potential Chieftain. Blue Bloods will fight to the death for the Chieftain spot.

The Damned
Beings that are not entirely alive with a deep connection to life

In present day they are the ninth most esoterically magical beings

Includes but not limited to: Vampires, Ghouls, Ghosts, Undead creatures, Witches/Wizards, Cyclops, etc..

Typically most if not all the creatures under "The Damned" term have some part of them that is tied to death. Vampires are technically a species of biologically immortal corpses, Ghouls are said to be humans that have died and came back craving their own flesh. Ghosts are able to interact with the world for short amounts of time and cannot phase through other ghosts. No one knows why they are here, each culture has their own reasons but they can disappear into some sort of afterlife or death. Typically doing so by fulfilling a certain "final" action, or simply when they deem it time. Witches and Wizards differ from normal mages since they give up a part of their living self to add to their magical strength artificially. Most of these species are also nocturnal. Many of them share a sensitivity to sunlight, some in need of protective spells to avoid terrible burns. However the term "The Damned" doesn't mean they are actually damned by some sort of god, it is by the other creatures living int he world that they are damned by. (Weaknesses based on mainly the Christian faith do not exist)

The Dark Land
The Damned Culture
The Dark Lands

Capital: Nerovantia
(Ney-ro-van-tee-uh)

The Dark Lands lay in the swampy marshes in the Northeastern most part of the land. Sparse in distance, the few cities that didn't sink into the swamp are all cramped and overcrowded. All species that were felt to be "evil" or "undesirable" were chased into the swamplands and from there they managed to stop fighting long enough to erect a kingdom. A family of Vampires was made to rule over the kingdom of chaos due to their longevity. Which makes it easier for everyone living here since most other races would have power changes every 50 years (give or take). Most races here get along or at least don't kill each other because if the Dark Lands won't take you, the Witch Lands is the only place left to go.



Out here in the Dark Lands, its a very uninhabitable place and the creatures cast out here cling to every part that is able to sustain them. Now a fully functioning kingdom those in the Dark Lands rely on sharing wealth and resources with one another to survive. Even the "Royal Family" shares the only castle in the entire country to those in need. There's no room for selfishness, there's no room at all. There are many here taking up all this room and most are welcome into the country, even with its populous problems. Ghost appear here most often because their presence does not alarm others. Many Chimera and Shifters still live here and there are decrees in line to getting them out to Hybridios only for the sake of letting others who need to be here more have a place to dwell. Many mages are also here due to the banishment of practicing outlawed magic but recently Necromancy and blood-based magic have been made lawful, so Necromancers and Blood Mages are getting politely kicked out too. The country relies heavily on factory like work and surprisingly, glass making. More important resources are all imported from almost every other country, but with the Dark Land Air Enclave the kingdom is now able to feed their people. If the goods make it across The Witch Lands.
Culture

Everything is shared here. Everyone gets what they need to live and help others get the same thing. Formalities are a thing of the past, everyone is up against each other. The embarrassment of nakedness is a thing of the past, and most greetings and goodbyes are hugs and people aren't afraid to show the non-sexual kind of physical affection. Everyone is near everyone else, the luxury of isolating oneself from others physically simply does not exist here. Because of this, those here are very comfortable with one another and those raised in this affectionate atmosphere are actually happier than most in other countries. Everyone is straightforward and dancing around the subject is just simply stupid.


Due to the closeness of the people here family isn't necessarily blood relations. In fact, if someone is assigned to a household they immediately become a part of the family already there. Even with a bit of discrimination still present in the Dark Lands, most species in present times get along here. Fighting only brings trouble. There are many mixed families blood related or not in the Dark Lands and the mention of Hekaspectrum is heavily frowned upon. Thought typically Vampires will never drink blood from an unwilling participant (unless extremely starving), and are very protective of those they trust. Ghouls will not kill to eat, they are provided food (unless extremely starving). Most species of similar diets will not and are legally made to not kill in order to eat. It is all provided for them one way or another. Ghost tend to just be where ever they want to be since they don't really take up space. There are a few ghosts only places so some may have a permanent dwelling while stuck in the land of the living. There is honestly a lot of mixing cultures in the Dark Lands and its impossibles to really list them all.

Draec (Dray-eck)
Shifting Beings with a Human-like form and a Dragon-like form with a deep connection to equity

In present day they are the tenth most esoterically magical beings

Includes and limited to: Dreac

Draec are the results of Dragon experiments to achieve the ability to shift into an alternate form. The purpose of such a thing was in order to disguise from hunters and to be able to roam the world freely without causing alarm. Choosing humans since their biological makeup would be easy to replicate. Instead, the experiments resulted in a new kind of creature with the ability. Since this was not the intended result the batch of creatures made were abandoned in the wilds of Dracovarian and eventually the experiments were stopped by the Dragon Queen of that time.

They look about the same as any other human save for scales along the top of the helix of the ear. In Dragon form they are incapable of breathing fire, due to the lack of emitting the natural gas Dragons posses, however, their teeth can create sparks just the same. Draec are exoterically powerful in both forms and do maintain Dragon strength and speed in the human-like form. The shifting process does take up a lot of energy and is extremely painful. Though the more times it is done the less so it will seem. Half shifting is even more so of a feat and takes a lot of concentration and years of training to do so flawlessly. Shifting smaller parts of the body, like eyes, requires little effort and is only somewhat painful. It can be useful to achieve a minor buff in power or senses.

Dracoviran Kingdom
Dreac Culture
Dracoviran Kingdom
(Dray-ko-vi-ran)

Capital: None

A mostly dangerous and volcanic landscape overflowing in caves, save for the oddly icy Whisper Cove. Here, be Dragons and the Draec. Separate from the Dragons is a small kingdom the Draec built. After being abandoned The First Beings managed to survive in a small cave. As the years went by they grew in number and moved out of the caves to create a place for themselves in Dracoviran. It wasn't until the Draec had formed some sort of small civilization that the Dragons noticed the goings on the surface of the country. By this time it was too late. The new creatures had flourished and demanded to be recognized as the "Draec" and would declare war if their kingdom was not recognized as such either. The Dragon king at that time gave in to their wishes and established official relations with the Draec kingdom of Dracoviran.



The Draec deeply resent the Dragons but admit to their cleverness in architecture. Making their own kingdom seem like a naturally made work of beauty rising up from the volcanic rock of Dracoviran. The Draec continue to grow and maintain proper relations with the rest of the world while struggling against the prejudices of those high on the Hekaspectrum. Inside the cities, the people thrive and maintain a self-sustainable country. It is hard work and everyone is expected to pitch in to make sure they will rise up in this world as equals to all. The currently elected queen has begun to push equality first with the Dragons. Even though the Draec are actually higher on the spectrum the Dragons still see them as lower beings due to them being accidents, Dragon made accidents. The queen and country wish to see a united Dracoviran that will push for a united world but it seems the current Dragon king does not have a similar vision.
Culture

The Draec all believe in equality of life. Only having an elected royal family in order to maintain relations with other countries, create trade for resources, and maintain order. The royals do not live in luxury, their single castle is put to use as housing or as public space. The kingdom works on a system of caring, the royals care for all and the nobles, elected nobles care for the city, city officials care for the individual parts of the city and so on down to those who are too young or unable to care for others (but are not looked down on for being unable to do so). The Draec believe selfishness will only cause pain and will hinder them in their quest for equality. They believe that knowledge of the world will help everyone to see how useless the spectrum is and encourage the younger ones to travel to the outside the country to get first hand knowledge of why the kingdom works so hard and why each day the Draec stand is another day of proof that they deserve to be recognized as people along with everyone else.


Though they speak of equality the Draec have a hard time trusting the other species. This is because no one came to their aid when they asked, no one helped them to create a kingdom, no one answers their calls, in the beginning, to help them with the Dragons. Its hard for them to get past that but it's a must if they want to reach their goals. Once trusted, Draec try to be loyal to those they care for to the end. To them, baring fangs is a sign of initiating combat. First, though, they will try to resolve issues between people with a vote before resulting a very fair fight. It's not uncommon to see Draec fighting each other either for fun, for show, or for ending disputes. There is even a huge event each year where the best fighters gather and compete for the fun of it, even the Dragons come as a gesture of good will and sometimes even participate. This event is one of the few where the feelings of equality can be truly felt and is used to help further the Draec cause. However, outside the kingdom Draec try to refrain from fighting like this especially a fight in Dragon form. In fact, a Draec's Dragon form is only casually shown to highly trusted non-Draecs.

Dragons
Beings that have leathery wings and protective scales with a deep connection to emotions
In present day they are the least esoterically magical beings

Includes but not limited to: Dragons, Wyverns, Wyrms, Drakes, Serpentine Dragons, etc..

Dragon is a blanket term for most huge reptilian creatures that are exoterically powerful and exert a gas through the throat that can be set ablaze by creating sparks with their teeth. Set in the Draco genus all these species have a lot in common and yet, are so very different. Dragons cannot shift into any other form without the use of powerful exoteric magic like their child species the Draec. They are, however, extremely strong and some Dragons are extremely quick either on land, in water, or in the air.

Dragons are one of the few species to be born from eggs and the only species to have created an entirely new species. Dragons can be small enough to fit in the palm of a human hand or as big as the tallest trees. Their scales come in all sorts of colors shapes and sizes but protect them from heat, cold and attacks. Though most Dragons have an extremely high metabolism and require a lot of food especially if they fly frequently.

Dracoviran
Dragon Culture
Dracoviran
(Dray-ko-vi-ran)

Capital: Scale's Spire

A mostly dangerous and volcanic landscape overflowing in caves, save for the oddly icy Whisper Cove. Here, be Dragons. Most Dragons take up residence here yet many do have homes all over the world, but it is only here that they are truly the safest. There is no real government but a King/Queen Of Dragons is appointed just to keep other countries from thinking Dracovarian was free land to claim. Dragons have spent too many years fighting those high in the Hekaspectrum and searching for a land to call their own to let it be taken on a technicality. It is a breathtaking place and after all these centuries a busy one too.



Dragons themselves do not have cities but many caves have been carved to create some sort of equivalent. In fact, there is an entire underground sector of the country as well as an extremely busy airspace. Dragon structures are made to look natural as if the land was simply created to house them. Some Dragons do not carve their homes at all, and those who do not dwell in caves have taken up very natural abodes. Besides individual or vastly connected cave dwellings, there are no signs of a physical Dragon civilization above ground save for the Scale's Spiral. Here is where Dragon royalty is chosen every 100 years or so and a lot of magical research is done by the DRD, Draco Research, and Development.
Culture

Dragons are actually very social creatures and prefer to be in company. Their families are usually made up of many siblings raised by the many adults in a single dwelling. Dragons outside of Dracovarian do lead a more lonely life due to the fears and superstitions of their kind. However, making the effort to find a companion is not something a Dragon simply gives up on. Though as friendly as they are, it's odd to see how they've abandoned the Dreac after their creation. The two species have been trying to repair this relationship recently and since Dragons usually go all out, its been quite a spectacle. Dragons at heart are close to their hearts, and those who made it clear they are more close to their brains usually make their way to the Spiral.


There are many celebrations a Dragon partakes in from the Hatch Day of each Dragon to the costume festival of Firelight, well as costume-y as a Dragon can get. Celebrations are more like excuses to have a great time with loved ones. Though, when a Dragon loses respect for someone, be prepared to never see them again. They take things straight to the heart and may forgive, but will need a lot of time to forget. It's not uncommon for these creatures to have near perfect memory, and to young ones, it's a real pain when causing trouble. Though when they leave the nest, the world will remember just the same. It's a both a blessing and a curse to see a Dragon outside of Dracovarian. To them, it's not really all that special, they just want to go about their lives and living involves traveling sometimes. Dragons see themselves as anyone else and despite much they try people just won't treat them as equals, just either above all or bellow all. Some do see them as targets, wanting Dragon scales for armor or other bits and pieces for magical potions or just as trophies. They try to avoid Dragon hunters at all costs


 

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