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TheBlackLion

Guardian Spirit of the Sky
All the tribe, planetary, and world info and lore will go here. I am open to suggestions and additions (just run it by me first) and this thread will grow.

In the "Hierarchy and Society" tab of each tribe are listed generalized tribe positions. Characters are not limited to these, but I hope it helps contextualize the society. Positions marked with a (★) are recommended for this roleplay.
 
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THE IGNIS
[ig-nis]

General Information
The Ignis Tribe is a race of humanoid people who live in the drylands of Maracia and dwell at the foot of a massive shield volcano named Fortis. They are durable and resistant to heat, being able to harness the power of fire and magma. Though all Ignis cannot be harmed by the fires that give them life, some are born with the power to wield it. Pyrokinetics are not altogether uncommon, but they are greatly honored and considered to be chosen by Fortis itself.

The Ignis are known to be stewards of the art, and excellent blacksmiths: they appreciate beauty as well as strength. If anyone wants the finest armor, it is the Ignis that you want to go to. In addition, they make excellent clothes and jewelry. They are also ranchers, of sorts, who raise herds in the drylands as a means of sustenance and labor.

They have a strict society that is based on right and power, but they are not inflexible. Some say that the Ignis have a tendency to be haughty and pugnacious, and they are not entirely wrong—they are an extremely proud race, who are loyal to themselves and to their cause and passions. No matter position of birth, so long as you do your best, the Ignis sees you as equal to even those of noble blood; they do no tolerate in-fighting without just cause. To even the stranger of another tribe, they will give chance to if they prove worthy, although they better do it quickly because the Ignis do not stop and ask. When it comes to conflict, they are a tight knit group and will demolish enemies without question.

The Ignis were very loyal to the Golden Wings, and now that she has returned, Lord Solaris and Lady Hyasha are open to folding the Ignis back into an empire of sorts. Though they boast that the Ignis can easily exist on their own, they are secretly excited at the prospect of trading amongst each other again.
Hierarchy and Society
Lᴏʀᴅ ᴏꜰ ᴛʜᴇ Fɪʀᴇ: The (male) leader of the Ignis. He is a dominant figure among the Ignis, holding consul-like power over the tribe. He holds equal power to the Lady of the Flames, as upon succession a new ruler must choose a partner to represent the other half of the population. This may be a romantic union or merely a political one. The Lord and Lady hold executive authority over the people and the warriors and may make any decision that they see fit. It is rare for them to be overthrown, as people are taught to respect them, but they have stepped down due to popular mistrust before.

Lᴀᴅʏ ᴏꜰ ᴛʜᴇ Fʟᴀᴍᴇs: The (female) leader of the Ignis. She holds equal power to the Lord of the Flames, and she is capable of all of what has been said above. Usually, she is also responsible for bringing forth potential heirs to their position, whether it is through conception or adoption. Although it is to be noted that the Lord's children are also eligible in the event that the Lord and Lady choose separate mates.

Cᴏɴᴛᴇɴᴅᴇʀs: Children of the leaders, by blood or adoption, that may compete to succeed as Lord or Lady when the Exin Vicis has been commenced. The winner of the Exin Vicis will become the next Lord or Lady, and they will then be given the honor and responsibility to choose their partner, whether from their fellow contenders or another member of the tribe. On rare occasion, a male and female contender may tie in the Exin Vicis, in which case they will automatically become the Lord and Lady respectively. Until the Exin Vicis is called, they live with Lord and Lady and learn under them. Sometimes, they even are charged with carrying out tasks as a means of training. (★)

Cᴏᴜɴᴄɪʟʟᴏʀs: Trusted advisers to the Lord and Lady. Oftentimes, they are contenders who did not win the Exin Vicis, but they can also be close friends. They can be given tasks by the leaders, and they are also the ones that enforce the laws that have been commanded. A new council is chosen with new Lords and Ladies, though it is common for old members to be carried over due to their experience.

Wᴀʀʀɪᴏʀs: They are the ones who fight for the cause of the Ignis and protect their lands. More often than not, they are the ones born with the powers of fire manipulation, though all it takes to be considered a warrior is to be a strong and victorious fighter. Some people may train under them in hopes of becoming a warrior, but they will not be named until a senior warrior (one who has held the position for at least ten years) declares them fit to be so.

Rᴇɢᴜʟᴀʀ Cɪᴛɪᴢᴇɴs: Normal members of the Ignis tribe without discernible rank. They are the children, the retired, and the average artisan or worker. While there may be some contention between occupation (for example, a blacksmith would be more highly regarded than a farmer) they are all considered equal, and capable of equal opportunity. (★)
Species

The Ignis are entirely humanoid, and from the outside, look no different than a human. Their skin ranges from peach to dark chocolate, although the heat of their shadeless environment tends to favor darker skin. Their eyes tend to be shades of brown, amber, and red, and very rarely blue or violet.

Their skin is tougher than most and resistant to heat: an Ignis can take a bath in magma and not be affected. (Although they can still fall victim to blades and wounds of the like.) Some Ignis are born with a closer connection to the element of their homeland, known as the gift of Fortis. These people can produce bouts of heat and fire from their fingertips, as well as control it. Fine tuning this skill takes time. Masters can produce fire with ease and manipulate magma, while beginners might be prone to spontaneously combat and produce waves of heat around them.
Customs and Lore
✷ Mᴛ. Fᴏʀᴛɪs — It is a large, active shield volcano that the tribe is settled around, and even inside of. The closer one resides to Fortis, the better off they are. The Lady and the Lord live in the cavern inside the mouth, for instance, while ranchers might live far from the foot. Fortis is seen to be the source of their power and the symbol of their tribe, as it was from the chamber of Fortis that the Firestone was uncovered. To harm or vandalize Fortis in any way is a punishable offense. It was named after the first great warrior of record that wielded flame, Fortis the Mighty. It means "spirited" and "valiant."

✷ Tʜᴇ Fɪʀᴇsᴛᴏɴᴇ — Found inside Fortis by the ancient members of their tribe, the Firestone is their object of power, said to hold some of the Heart's power. It is a small red gem like a ruby, cut and faceted into a small diamond shape. If you stare into it long enough, you may see dancing fire. Whoever wielded it—who was chosen at random by the Firestone itself—possessed the power of the Phoenix. However, the Firestone was lost during the War, and its current whereabouts are unknown.

✷Tʜᴇ Exɪɴ Vɪᴄɪs — It is the right of passage for a new Lord or Lady, preformed by Contenders at the given time. The current Lord and Lady may choose to begin it at any time, when they wish to retire; should one die, the other will automatically call it to being. On the rare event that both the Lord and Lady should die at the same time, the Councillors will begin it and run the tribe until a Contender has one. The Exin Vicis entails a race up Fortis and down into its depths, where they must find and defeat a chosen warrior and bring back their sword to the top of Fortis and hold it for all the tribe to see. Often, it is either the Lord or the Lady themselves that choose to be the final fight. Other warriors will be gathered to enact obstacles up the mountain. An Exin Vicis is a happy occasion most of the time, and the entire tribe will gather to watch it and to celebrate the new Lord or Lady come the end of it. By the end of the festival, a partner must be declared.

✷ The Ignis have no concept of surnames. While families are formed and cherished, the notion of the individual and their accomplishments are more important to the Ignis than what their bloodline is. Therefore, they are only born with one name.

✷ It is tradition that courting couples make each other an adornment from their own hands (it can be a ring, bracelet, necklace, etc.) as a show of commitment—their proposal, if you will. Significant others are considered to be "mates" or "partners" rather than husband or wife. It is severely frowned upon if a pair of mates break up for whatever reason, as it is seen as a broken promise; although, there is little pressure to become mated in the first place.

✷ The Ignis are big on honor and upholding their word and their promises. Reneging is considered to be dishonorable, as a promise should not have been made if cannot be kept.

✷ Large crimes, such as murder, destruction of property, assault, and major theft are punishable by death. Minor crimes such as petty theft, vandalism, and acts of disrespect are often punishable by acts of public service or public displays and lashings.

✷ The land immediately surrounding Mt. Fortis is quite lush, given the fertile soil the volcano gives. Farther out, around the perimeter of their territory, are the drylands, complete with expanses of nothing but grass and even patches of rocky desert.

✷ The horse is often raised out in the grasslands, as they are a popular steed. Young Ignis learn to ride horses like people learn to swim. Given the open space of the Ignis' lands, many people may own a horse or two as a means of transportation, even though only a few will raise them in herds. Goats are popular as a means of meat and milk.
 
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THE AQUALA
[ah-kwahl-la]

General Information
The Aquala live in the seas of Maracia, on the ocean bottom and among the reefs. Being the only tribe to be able to live in such conditions, they rarely involve themselves with the affairs of others. As a result, they are a peaceful people, though detached.

They possess a monarchy of their own, which is matriarchal, and they consider themselves to be quite self-sufficient, though they certainly have their own shortcomings. (For instance, the Aquala are not the best warriors.) They take pride in their scholars and their studies. Their uninhibited pursuit of knowledge has led to advances in math and chemistry, which has been crucial to building spiraling structures underwater.

Given their environment, their territory is great, encompassing the Ākala Reef and even beyond. As such, they are spread out throughout several towns and small cities, though most of the tribe live in the capital, Niu.
Hierarchy and Society
Qᴜᴇᴇɴ: The ruler and matriarch of the Aquala. Her word is law and her command absolute. She is considered to be wise and is meant to uphold the dignity of their tribe. She oversees domestic, scholarly, and non-domestic affairs.

Kɪɴɢ: The husband of the Queen. He does hold some power, but not as much. He is chosen at some point in a Queen's rule in order to bring about heirs, but he also is generally tasked with overseeing the guards. Should the Queen die, he will resume power until an eligible daughter comes of age; if there are none, he must take a new Queen of royal decent.

Pʀɪɴᴄᴇs / Pʀɪɴᴄᴇssᴇs: The sons and daughters of the Queen. All of them are of equal standing in youth, though it is the oldest daughter that is first in line to be Queen. When the Queen dies, the succession takes place. In the event that there are no daughters, a son may assume the throne with a chosen queen. (★)

Nᴏʙʟᴇs: The upper class. They tend to boast of royal blood or claim important ancestry. They are the wealthy of the tribe. (★)

Gᴜᴀʀᴅs: Those who protect the royal family and the tribe. They are the trained warriors and soldiers. (★)

Sᴄʜᴏʟᴀʀs: Those who are dedicated to the pursuit of knowledge. They are highly respected, and given their knowledge, they often act as advisers and consultants.

Rᴇɢᴜʟᴀʀ Mᴇᴍʙᴇʀs: Anyone not listed above. Normal members of the tribe. (★)
Species
The Aquala are vaguely humanoid, but they are more equipped to handle life underwater. They have gills at the base of their necks and webbed fingers and toes. Fins of all different colors protrude from their backs and elbows. Their skin is thick and leathery, and since they spend most of their time deep underwater, they tend to be pale; scales the color of their fins grow on their skin around the neck, back, and shoulders. Their coarse hair is often on the paler side too, which shades of white, blond, blue, green, and pink, as well as some brighter colors like orange and red.

Their teeth are more pointed than an average human's, because their diet consists mostly of fish and seaweed.

There are two main variations: finned and tailed. The former have fin-like feet with separated legs, and the latter have one tail beneath the waist like a mermaid would. All Aquala can adapt to land should they choose to, though it is easier for the finned to adjust. When on land for an extended period of time, their fins will revert to feet. (This process takes longer for a tailed Aquala.) Upon submerging in the water again, they will return to their true form.
Customs and Lore

✷ Tʜᴇ Āᴋᴀʟᴀ Rᴇᴇꜰ — Named for its abundance of pink-tinted coral, it is where most of the Aquala reside. They do not hunt the fish on the reef in order to maintain the reef's system; all hunting is done in deeper waters.

✷ Kᴀʟɪᴀ's Pᴇᴀʀʟ — The symbol of power for the Aquala. It is named after Queen Kalia, who is believed to have found the pearl eons ago. The Aquala's portion of the Heart, it grants a champion the power to control water and embody the Heron. However, though Kalia's Pearl is still safe in their possession, no Heron has been chosen in a long time.

✷ According to legend, the Aquala's ability to shift their fins into feet was gifted after a young tailed girl fell in love with a land-dweller. She would visit him at the shore everyday, but could not drag herself far because of her tail. Touched by her dedication, the Heart granted her the ability to walk beside him when on the land, while being able to return to the water at any time.

✷ Bloodlines and family history are important to the Aquala, as they like to know their ancestry. As such, they do have surnames which are passed down from mother to child.
 
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THE CAELUS
[kay-l'us]

General Information
The Caelus Tribe resides atop the Thyell Mountains and the clouds that shroud them. It is not hard to identify a member of the Caelus, for they are all marked by the large, magnificent wings on their back. They thrive in the skies and the rocky precipices that are far above the ground, hunting from the vantage of height and settling down in the crags and cavernous overlooks when the storms come.

When it comes to dwellings and sustenance, they are remarkably simple, only building in addition to what the mountains already provide. They hunt in the traditional manner, using the plains below as their grounds as well, but mostly, they cultivate the plants that are confined to the mountains. It is rumored that they have the best herbs in all of Maracia, so it is no surprise that the Caelus are also some of the best healers.

They are an easy-going people and a relatively small but close-knit tribe. They have been known to play well with others, especially back in the old days, and even in recent times. It is said that when you the trust of a Caelus, you win their trust for life. However, they are not known for their might, and having been stepped on by the other tribes in more recent times, they are less inclined towards friendship. They were loyal to the Golden Wings, even considering themselves simply "Maracians" at times, and now that she has returned, Chieftess Avis is ready and willing to follow her again, although still wary of the other tribes.
Hierarchy and Society
Cʜɪᴇꜰ / Cʜɪᴇꜰᴛᴇss: The decisive head of the tribe. He or she is responsible for the well-being of the tribe first and foremost, whether that is through hunting patrols or leading squads to protect their people. While they are the acting leader, their power is not absolute. Major decisions are made with the agreement and input of the elders.

Bᴇᴛᴀ Cʜɪᴇꜰ / Cʜɪᴇꜰᴛᴇss: After becoming Chief, they will choose from among the tribe a successor to take over the mantle when the Chief dies or decides to retire. The Beta trains and learns directly under the acting Chief, and they take on any responsibility asked of them, such as leading hunting trips or patrols. If the Chief is ever off the grounds, they are in charge.

Eʟᴅᴇʀs: The old and wizened members of the tribe, who are too old or unable to preform tasks and are retired. Having lived their life to the fullest, they are respected members of the tribe, and they are consulted whenever major decisions are to be made. It is also common for people to simply ask them for advice. Young children can often be found sitting among them, listening to stories.

Hᴇᴀʟᴇʀs: These are the people talented in the ways of medicine and healing. They care for the herbs of the mountains and learn their secrets. Whenever a member of the tribe falls ill or suffers injury, they tend to them. It is not uncommon for members of other tribes to seek their help as well.

Pʀᴏᴛᴇᴄᴛᴏʀs: The rest of the tribe's population falls into two categories: protectors and hunters. Their role is chosen when they come of age. Protectors are those sworn to protect the tribe from threats and fight their battles, whether this be in the heat of war or from the hostile creatures that share their mountains. They also serve as messengers and scouts should the need arise. (★)

Hᴜɴᴛᴇʀs: Those who do not choose to be protectors are hunters. They are chosen at given intervals to hunt for their tribe or to help tend to their crops according to their current rotation. When hunters (or protectors, for that matter) are not on duty, they are free to whatever trade they desire, whether it be craft or construction. All members of the tribe must be available for duty, however. (★)

Aᴘᴘʀᴇɴᴛɪᴄᴇs: When a Caelus comes of age at thirteen years old, they choose which path they are to follow: protector or hunter. With the permission of the current healers, they may follow that path as well. They learn the ways of their chosen path under the guidance of the seniors until they are determined fit to claim the role—whether that is by defeating a challenger or successfully hunting alone.They generally are inducted after two or three years of training, though healer apprentices can stay in their position for upward of five years as there is more for them to learn. (★)

Fʟᴇᴅɢʟɪɴɢs: All the children of the tribe who have not yet come of age.
Species
The Caelus are mostly humanoid in form, save for their wings. Their wings sprout from between their wide shoulder blades and span anywhere from ten to fifteen feet from tip to tip. Given their homeland in the skies, they tend to have darker skin, ranging from tans to chocolates. Wings come in a variety of natural colors such as white, grays, browns, creams, and black, with an array of markings that lie in between, like speckles and ombrés.

Due to their need to fly, the Caelus have light and nearly hollow bones; as such, they are not the strongest Maracia has to offer. However, they are known to have remarkable good senses and reaction speed. And they certainly can be fast. Some Caelus have honed their ability to the point that they can nearly the bend the wind around them to their will to propel them forward, faster than normal eyes can manage to track them.
Customs and Lore
✷ "Tᴡᴏ Sᴛʀɪᴋᴇs ᴛᴏ Kɪʟʟ" — Given the Caelus' keen senses, it is no surprise that they make excellent marksmen. However, it is a common saying within their tribe that it takes "two shots to kill." This has nothing to do with inability, but rather, caution. They live near the Terrae, and it is considered extremely disrespectful and callous to kill one of them by accident while on hunts. (Though it is to be noted that the Caelus do not allow themselves to hunt in the Daaryan Forest.) In order to keep from doing this on accident, they developed a habit to shoot first to injure, to give their prey a chance to reveal or defend themselves, and then when it is proven safe they shoot to kill. (It is also to be noted that not everyone in the tribe is automatically a master marksmen: sometimes it takes more shots...) This is also an image of their tendency towards mercy, even in battle.

✷ Cᴏᴍɪɴɢ ᴏꜰ Aɢᴇ — Whenever someone reaches thirteen years of age, they must choose a path to take by sundown of their birthday. They will then spend time learning under the best of the trade. Whoever is the oldest or most experience active protector, hunter, or healer will choose a task they deem fitting for the apprentice to complete before they can be fully inducted, which often involves them completing something on their own.

✷ Anybody who comes to seek refuge and healing must be permitted. If they hurt any member of the Caelus, this will be revoked, but it is considered impolite and cold to deny anyone healing; it is part of the healers' code. If someone requests a healer to come to their tribe to help, they will most likely comply, though the Chief will often send an escort with them.

✷ The Caelus respect the weather. They do not cry or distress if the storms or the droughts come, but simply respect the whims of the Sky Guardian. If conditions are dire, they will plead with them. When the Eagle was still present among them, it was their job to balance the weather.

✷ Tʜᴇ Sᴋʏ Aᴍᴜʟᴇᴛ — It is considered to be their gift from the Sky Guardian and from the Heart. A shimmering colored stone in a silvery-white metal, it was presented to a chosen warrior from age to age, who would then possess the power of the Eagle, which granted them control over the winds and the weather. However, the amulet was stolen after the War.

✷ Due to their physical similarities to the Golden Wings, it is popular belief that their tribe is descended from the first Golden Wings, Harmonia. They take great pride in this, and this is also one of the reasons the Caelus are quick to follow the Golden Wings' command.

✷ Family is important to the Caelus, but they consider themselves to be one big family rather than a tribe of smaller nuclear families. Peers are considered brothers and sisters in arms, and elders are like grandmas or grandpas. Children are raised by the tribe as a whole, though their birth parents still have a special connection to them. There are no surnames in the Caelus.
 
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THE TERRAE
[tare-eye]

General Information
Perhaps the most rustic of the tribes, the Terrae dwell in the Daaryan Forest amidst the local fauna. Some might say that they ARE the local fauna. The Terrae are shifters, with the form of an animal that each calls their own. It is hard to tell, when entering the forest, whether you are dealing with regular animals or the tribe. They live in harmony, and from the outside, there seems to be no difference.

The Terrae live simply, but they are not as wild as the animals they resemble. They have structure and shelter and past-times, but they are lax the way they go about life. The Daaryan Forest is large, and the tribe can often be scattered throughout, going about their own thing.

For the most part, they are a peaceful people, choosing not to bother each other or the other tribes. However, like all living creatures, they possess a will to survive—so do not be foolish enough to believe that they will rollover to threats despite their pacifism.
Hierarchy and Society
Tʜᴇ Wᴀᴛᴄʜᴇʀ: The Terrae do not have a single leader, but rather, different roles pertaining to the leading and ensuring the well-being of the tribe. The Watcher, as the title would suggest, watches over the tribe. They look out for danger, arranging scouts and messengers, and seek to keep the tribe informed about potential dangers or the going-ons of inter-tribe relations. They are considered to be very wise and knowledgeable for this reason. Should there ever be a divide within the tribe, it is the Watcher who will break the vote.

Tʜᴇ Cᴏᴜɴsᴇʟᴏʀ: They primarily deal with domestic affairs—building, food, interpersonal relations. You name it. They oversee the running of the tribe, ensuring that everybody is well as functioning. Sometimes, people go to them for just plain advice.

Tʜᴇ Pʀᴏᴛᴇᴄᴛᴏʀ: Though the Terrae are peaceful, they still recognize the need to protect themselves and to fight if necessary. If any creature or enemy threatens them, the Protector will lead the guards to defend the tribe. In ancient times, the Protector was the champion of Daaryana, but this manner of Protector was lost to them and no longer resides in the Terrae, but the general idea has remained.

Gᴜᴀʀᴅs: Any member of the tribe that wants to devote themselves to protecting the tribe should the need arise. (★)

Gᴜɪᴅᴇs: Those who devote themselves to teaching the young members the ways of their tribes. They also lead any passerby who needs passage through the forest. They are the holders of oral traditions and stories that the Terrae possess—their history, if you will. (★)

Rᴇɢᴜʟᴀʀ Mᴇᴍʙᴇʀs: This is where the majority of the tribe lies. They are the children, the elders, and the adults; they can be farmers, craftsmen, builders—whatever they want, really. (★)
Species
The Terrae have two forms: animal and bipedal. Their animal form is self-explanatory. Whatever animal they are, they look just like it, save for their human-like eyes. A multitude of species exist, though mammals are the most common among the Terrae, which some reptiles and birds. There are no fish or insects among them.

Their bipedal form is a little trickier. It differs from person to person, but their bipedal form is never completely humanoid. Sometimes it is anthromorphic, with them retaining their fur, and sometimes it possesses more human skin simply with their original ears and tail and claws. Whichever features are the most dominant are the most likely to carry over. Their skin, when they have it, tends to be comprised of earthy browns. If they are a paler animal, then they may be pale, but albinism is rare.

In the case of hybrids between animal species, this only really shows up in their bipedal form. Their animal form—while it may show some features—is largely limited to a single animal. For example, if a cat and a bird have a child, the child may be a cat in animal form, but have feathery hair in their bipedal form.

All Terrae can communicate with wild animals, in a way. Their language is to be learned just as any other would be, but given their ability to become one, it is easy for them to understand the animals around them.
Customs and Lore
✷ The Terrae do not eat meat. As they are technically compromised of both meat-eaters and herbivores, they respect the precarious balance between them, and between the tribe and the wild animals, and they abstain. They do not hunt their own. Even the wolves and lions among them do not eat meat, but rather, they can be perfectly sustained through the fruits and vegetables that the forest easily grows. To eat meat is taboo to them.

✷ They are democratic. Whenever it is time for a new Watcher, Counselor, or Protector to be chosen, the tribe will gather and nominate worthy contenders. They will stay until a consensus is met.

✷ The Daaryan Forest is to be respected at all costs, for she is alive. Daaryana is both their patroness and their ward, though it is rare that she becomes active.

✷ Dᴀᴀʀʏᴀɴᴀ's Pʀᴏᴛᴇᴄᴛᴏʀ — In ancient times, the Protector of the Terrae was not democratically nominated, but rather, chosen by Daaryana, the spirit of the forest. They had power over the forest and over plants, and animals respected the power of Daaryana within them. Whoever was chosen to be this champion would be charged with defending the Daaryan Forest—and nature itself—which happened to include the Terrae. However, during the War, the Protector was killed in battle, and the staff and power was stolen. There has been no true Protector since then, and Daaryana has been silent. The mantle persists for the benefit of the Terrae, but without the power.

✷ Tʜᴇ Oᴀᴋ Sᴛᴀꜰꜰ — It is the relic of the Terrae, said to be carved from a limb of the first tree to have grown in the Daaryan Forest. Imbued with the power of the Heart, whoever wielded the staff could shake earth itself. However, the Terrae feared its power and rarely used it, locking it away so that no one may harness the Crane.

✷ The Terrae tend to have simple names, and they have no surname. Should confusion arise, they may tack on species to differentiate. For example, since lilies were in bloom, three newborns have been named "Lily." They could be referred to in conversation as "Lily the Wolf" or "Lily the Rabbit" in order properly set them apart, though this is not considered their name.
 
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DRACONIA
[drak-cone-ee-uh]

General Information
Draconia is perhaps the most distant of the tribes. Even before the War, they did not like to work closely with the others. They were—and are—a proud race, with quite a few differences from the majority of Maracians. They are dragons—the only dragons to live on Maracia. They are strong and mighty, the scourges of the archipelago and the volcanic chain.

The dragons take physical strength very seriously, and they do not tolerate weakness. Draconians are known to be imperious and patriarchal, but they are some of the best warriors of the land. They just tend to be bad at domestic affairs, with their stubborn dispositions and tendencies towards bigotry.

Many years ago, sometime after the War, Draconia came to internal conflict over how to run things. They inevitably split into three different clans: the Manus, the Arcanus, and the Fuga. They still work together from time to time, and collectively consider themselves Draconians, but they all preferred to stay largely separate from the other due to their differences in opinion. The Manus favor brute strength, the Arcanus wit, and the Fuga agility.
Hierarchy and Society
*Note: Each Clan has their own of the following ranks, unless noted otherwise.

Aʟᴘʜᴀ: The absolute head of the Clan. He is seen as the strongest from among them, and he his word is not to be questioned no matter what. He is Alpha until the day he dies or is defeated. Normally, the Alpha is succeeded by one of his sons, but sometimes a gutsy challenger may defeat him combat and claim the position. Very few have ever challenged an Alpha and survived, however.

Aʟᴘʜᴀ Fᴇᴍᴀʟᴇ: Only in Fuga. The mate of the Alpha; she is well respected within the Clan, and she even has some power and influence over the ordeals of the Clan.

Pʀɪɴᴄᴇs: The sons of the Alpha. They hold power and responsibility over the Clan and are well respected. Upon the death of the Alpha, the strongest from among them will claim the position, however they wish to determine it. It is not entirely uncommon for a prince to challenge and slay his father when he grows older and assume Alpha-ship immediately. (★)

Hɪɢʜ Fᴇᴍᴀʟᴇs: The mates and/or daughters of the Alpha. (Except in the Fuga, where only daughters are considered to be High Females.) They are to be treated with respect, but they do not tend to have much power or influence. (★)

Eʟɪᴛᴇs: Strong and notable members of the Clan, with noble blood and a history of accomplishment. These are often the families of Princes and High Females. They tend to be the favored and the wealthy of the Clan. Sometimes, they are famed Warriors who had accomplished great things for the Clan. (★)

Wᴀʀʀɪᴏʀs: The fighters of the Clan, who guard and protect their people and fight for their Alpha. They are strong and skilled in combat, and any successful warrior is renowned as such. The rank is mostly comprised of males, as they tend to be the ones chosen. (No, it doesn't have to be fair.)

Sᴄᴏᴜᴛs: Lesser and decidedly weaker fighters. Everyone must become a scout before they become a warrior, and only the good fighters can ascend the rank. They are the foreman of any attack, and as their name suggests, scouts. They can also serve as messengers. (★)

Hᴜɴᴛᴇʀs: This is a somewhat loose rank. Traditionally, they were the hunters of the tribe, responsible for hauling in the kill—and they still do do this. However, those who are hunters—the majority of the Clan—also take on other tasks, such as building or medicine. They are still responsible for feeding the Clan though, and they are expected to accomplish this in any way necessary. The older and more experienced of the population have taken to organizing for the most part, though sometimes they are directed by higher order. (★)

Nᴜʀsᴇs: Any female dragon who is pregnant or nursing. For this time and this time only is she excused from other tasks. Feeble and elderly dragons may also take on the role and care for younglings in the stead of their mothers.

Yᴏᴜɴɢʟɪɴɢs: The young children who are not yet capable of any task.

Sʟᴀᴠᴇs: As Draconian culture is built on the idea of strength and ability, there are inevitably losers. Those who are defeated in combat may be taken by their victor to serve them, or anybody who owes a debt they are unable to pay may be made a slave. It is a personal matter, more times than not, between the two parties involved, though prisoners of war—in such times—may be distributed to the public. Whenever the Clans clash, this is common. In the case of debtors, they are free when their debt is paid. No children or family members are involved in these matters. More often than not, though, slaves are of other Clans, having been caught trespassing or defeated in battle. It is to be noted that the Fuga Clan does not practice them except on rare occasion; because of their smaller stature, they are more often the ones being dominate and made slaves by the other Clans, so the subject is sensitive.

Oᴜᴛᴄᴀsᴛs: Not everyone lies down in defeat. Some who may be on the fast track to becoming a slave may run, but in doing so, they may never return to any of the Clans, for they have broken the honor code. Criminals or anarchists are often left to be Outcasts, for they either stay and die or leave and leave. Outcasts are typically seen as cowards for this reason, and it is rare for them to find refuge among any of the Clans. (★)
Species
Very simply, they are dragons: reptilian creatures with four legs, long tails, broad and leathery wings, and elongated heads. Details vary from individual to individual.

Adolescent dragons are the size of dogs, and they can grow up to the height of horses or to elephants, and anything in between. (This being measured from the floor to the tops of their backs.) Any color goes, just about, and dragons can have a variety of markings and horns in addition. They can also use this to shift into a more humanoid form, which is useful whenever dragons have to coexist with other Maracians. The color of their skin remains the same as their scales are still visible in this form. Their ears are long and pointed, and their eyes remain reptilian.
Customs and Lore
✷ Cʜᴀʟʟᴇɴɢᴇs — Any challenge must be met, lest you be a coward. They tend to take place over high rank, and before the challenge, intent must be issued; they cannot be underhanded. The loser of the challenge may pay with their life or their freedom, so they are not to be taken lightly.

✷ Dragons see fighting and warfare as a serious and honorable event. Underhanded tricks and backstabbing is seen as "cheating" and cowardly. The Arcanus toe this line, but even they will not stab a man in the back unawares. It is a general rule that your opponent must be made aware of your intention to fight, even in war, so that the battlefield is equal.

✷ Killing is a mercy. In the case of war and challenges, killing one's opponent is seen as more benevolent (though not weaker) than defeating them and taking them as a slave. Therefore, Draconians are not bothered by the idea of death, so long as it is honorable.

✷ The dragons live amidst an archipelago, named the Isles of Draconia after their presence. They used to live scattered throughout, with their main city on the island of Jauronus. However, since their schism, each Clan lives on a different island. According to their treaty, no one may reside on Jauronus—rather, that is where any meetings between the Clans will take place. The Manus live on the rocky island of Breron; the Arcanus live on Nynn; the Fuga live on Vivan.

✷ According to legend, the first Alpha of the dragons was Jauron the Conqueror, who united the dragons of the land into one tribe. He was the strongest dragon of them all, as well as the smartest. He claimed the archipelago for the tribe by defeating the infamous sea-monster Marnor; Jauron lost one horn in the battle, but he was the first creature to ever defeat Marnor. The largest island in the archipelago, Jauronus, was named after him. His horn has been kept to this very day, being said to give chosen ones power of mighty strength, but it has been dormant since the war.

✷ They spend most of their time in their True Form. Their bipedal form is convenient for crafting and trade and things of the like, but most dragons prefer their dragon form.

✷ It is considered taboo to give birth in human form. As Dragons do lay eggs, staying in human form for too long during gestation will result in live birth, which causes health problems for both mother and child.

✷ Twins and even triplets are common among dragons, as they lay eggs in batches. Identical twins are more rare, though siblings of this manner do share many traits. If only one egg of many survive, they are believed to be stronger, as they must have took more nutrient from the womb.

✷ Children are given one name at birth. However, as they grow older and become accomplished, they may receive another name. For example, a child named Byron at birth becomes a warrior, and razed down an entire battalion by himself. He may then receive the name "Byron Fire." More simply, artists may take the name "Opal Brush" or hunters "Obsidian Arrow." Great accomplishments or powerful ranks earn titles, such as Alphas, who may be "Crevice Blaze the Great," for instance.
 
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THE ELFIS
[el'f-iss]

General Information
The Elfis are a large and diverse tribe, with a very cultured society. Nestled in the valleys, they live in the city of Oron, built with sleek structures and ornate furnishings, which contrast the gentle forest that surrounds them.

They are known for holding themselves to a high standard. The Elfis—while pretentious—are perfectionists by nature. They urge themselves to be the best that they can be. One of the few tribes interested in advancing, the Elfis seek innovation and knowledge, using their unique way of harnessing light to explore new things. Their main advances have been architectural, as they have streamlined their building techniques, and they have found a way to power basic machinery.

There are two main variations elfish species that the tribe is comprised of: sun elves and moon elves. The distinction mostly lies in where they draw their strength from (sunlight or moonlight); the idea is that they are equal, but there is some contention among them, despite all being of the same brand and products of centuries of intermixing.
Hierarchy and Society
Pʀɪɴᴄᴇ: The leader and co-ruler of the Elfis. The Prince and the Lady both exercise executive power over the tribe, though they must cooperate with the Council. (Think Prime Minister.) He is chosen by the Council when succession is at hand from within the tribe, though the mantle is most often chosen from among 'noble-blooded' men.

Lᴀᴅʏ: The leader and co-ruler of the Elfis. She exercises the same power as the Prince, and her mantle follows the same convention. It is also to be noted that the succession is done at the same time—both the Prince and the Lady are chosen at once.

Sᴀɢᴇ: The proclaimed 'wisest of the tribe,' the Sage is the master craftsmen and the prime adviser all at once. They oversee construction of the pursuit of science, and they provide insight on undertakings. There is no set way a Sage is chosen. Sometimes, they were apprenticed to the previous Sage, and other times, they are unanimously agreed upon by the people.

Gᴇɴᴇʀᴀʟ: Chosen by the Prince, Lady, and the Council, this individual takes command of any and all efforts to defend their tribe. They lead the soldiers in battle and war and present strategies to the Council.

Cᴏᴜɴᴄɪʟʟᴏʀs: They are the collective force that truly runs the land. Often comprised of noble-blooded or wise members of the tribe, they nominate the leaders and they vote on actions to be taken. The Prince and Lady are technically a part of their ranks, and former Princes and Ladies, as well as children of such, are often included too.

Sᴏʟᴅɪᴇʀs: Those who dedicate themselves to fighting for the tribe. They can join willingly, or, in times of duress, they can be drafted. (★)

Cʀᴀꜰᴛsᴍᴇɴ: A rather broad position, this encompasses anyone who is considered instrumental to building up their society, specifically through craft, science, and construction. (★)

Tᴜᴛᴏʀs: As the Elfis do value knowledge, they have an educational system. These are the people who teach the young of their tribe anything that is deemed important to know. They are considered to be well-rounded in knowledge and experience, and they are well-respected.

Sᴛᴜᴅᴇɴᴛs: Any child who is currently learning under the tutors, generally from age six to sixteen. (★)

Oᴛʜᴇʀ Mᴇᴍʙᴇʀs: Any other part of the tribe not yet mentioned, whether it be young children, the elderly and retired, or those who practice the arts or any other profession. (★)
Species
Unlike most tribes, there are two main variations of Elfis, though they are all considered to be biologically similar thanks to common traits and mixed breeding: Sun Elves and Moon Elves.

Sun Elves are dark-skinned and tall, with bright eyes and sun-kissed hair. Their most notable feature—which distinguishes the Elfis from other humanoids—are their long, slender, pointed ears. Sun Elves are named for their ability to harness sunlight: it is where they gather their strength, and in some cases, unique abilities such as light refraction and energy redirection. If they are without sunlight for too long, they grow physically weak, just as they are amazingly strong in the sun.

Moon Elves are similar in structure—though perhaps a bit smaller—to Sun Elves. However, they tend to be paler, with dark eyes and dark hair, and instead they harness moonlight in the way Sun Elves thrive in the sun. In this, they are considered weaker in ability than the Sun Elves, but they function in the same way. Moon Elves who train themselves in the art of light tend to be better illusionists.

Of course, it is common for Sun Elves and Moon Elves to crossbreed; they'll mix about genetic features, but are ultimately classified by whether they have an affinity for the sun or moon. (There are no elves who draw strength from both.)
Customs and Lore

✷ The different variations of the Elfis are effectively equal, but it is no secret that many consider Sun Elves to be the "best", often destined for greatest, as they are the strongest and most outgoing from among them. In truth, they tend to be more powerful due to gathering sunlight.

✷ The Elfis have the most advanced technology of the tribes of Maracia, but it is nothing compared to what we might consider the epitome of the future. They power lifting machines, lights, and cooking devices—no, there's no communication devices—with light energy, similar to how they themselves function. (Essentially, solar energy.)

✷ Tʜᴇ Sᴛᴀʀ Tᴏᴍᴇ — Their most prized possession, the Star Tome is their collection of Elfis history and lore. (They rely on transcribing more so than oration.) It also is kept near indestructible and reliable thanks to the powers of the founders, as well as the Heart. It grants a champion the power to produce light, just as the Elfis harness it. However, like many of the Tribe's Elements, it has been dormant since the Heart was weakened.

✷ They do practice the use of surnames, generally passed down through the father's line, more so to prove histories than in respect to families.

✷ The Prince and the Lady each receive unique titles shortly after gaining the position. For example, a Prince could become the "Prince of Rising Suns," and a Lady the "Lady of Falling Stars," etc., etc. And yes, they tend to be corny and wax poetic.

✷ Gᴀʟᴇɴᴏ Qᴜɪɴɴ — Many legends and tales persist of an elf—half Sun, half Moon—by the name of Galeno Quinn, who is said to be the best craftsman of all the Elfis. He could build monuments out of light, and design the tallest of structures. He was one of the forerunners in discovering their light-harnessing technology. It is common to call someone "a real Galeno" if they are considered to be a smart and bright individual.
 
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THE TENTAI
[tent-aye]

General Information
The Tentai are perhaps the oddest of the tribes, often ostracized for their differences, but they are a pillar of Maracia all the same. They are a small tribe that reside deep in the cavernous mountains. Even before the War, they were rather cut off.

For you see, while the caves are the homeland, the universe is their stomping grounds. The Tentai are not physical beings, but rather, cores of energy birthed from the voids of space and later manifested in tangible form. They drift across worlds, able to pass through dimensions without barrier or harm, thanks to their ability to travel across the Mother Void. In doing so, the Tentai are the devoted guardians of the gateways: natural openings between dimensions. Maracia exists only in one dimension—one part of the universe—but its power reaches easily through the void and to other worlds. Or at least, it did before it was shut off; yet still, the Tentai wander.
Hierarchy and Society
Eʟᴅᴇʀs: These are the oldest and most experienced of the tribe. They lead the tribe as a council of sorts, looking out for their well-being, and they provide insight and encouragement. Aging, they tend to stay in their caves, where they can continually be nourished by the Mother Stone and easily be reached by the members of the tribe.

Gᴀᴛᴇᴋᴇᴇᴘᴇʀs: Those who choose to guard a gateway. There are many throughout the universe, some bigger than others. The Tentai no that unchecked gateways can be ravaged—whether on purpose or accident—by wayward carnal beings, so they take it upon themselves to protect that gateway from tearing apart and therefore threatening the sovereignty and stability of the dimensions it connects, for time and space flow differently through all of them. They generally stay nearby for the course of their lives, only going back to their home long and often enough to stay healthy and to report to the elders.

Wᴀɴᴅᴇʀᴇʀs: Tentai, both young and old, who have taken to exploring the universe and traveling across the cosmos. It is an excellent experience of learning and growth, and it is expected that everyone see the cosmos they protect at least once. They can be settled in one place for a time or consistently wander. They also serve as messengers of sorts, should they find a tear and report it back to the Elders, or if they are sent out with the intention of sending a message to other Wanderers or Gatekeepers. (★)

Sᴇɴᴛʀɪᴇs: Tentai who are currently staying in their homeland in Maracia, whether they are Wanderers temporarily there to recharge or homebodies who wish to stay for a time. They are tasked with protecting their home, and should it be necessary, Maracia. Although since the War, precious few have sought their help. (★)
Species
The Tentai are an odd species, more spectre-like than anything else. Each new Tentai is birthed from the "Mother Void" as a being of pure energy—a core, really—with no discernible form. Each new Tentai comes at random, whenever the energies that flow through the In-Between come to the Mother Void in such a way; this often happens after another Tentai 'fades,' but it's not always an equal exchange. Still, this birthing does not happen terribly often, so the Tentai are not a numerable species.

Shortly after being birthed, each Tentai must quickly go out throughout the worlds—most often throughout Maracia—and find a form in order to remain stable enough to stay in the physical plane and not immediately fade back. They can choose one form to emulate, taking on their physical attributes: this can be a Caelus, a dragon, an animal—anything. They then take on all of that species' physical characteristics, though it is to be noted that they don't look exactly like whoever they copied, but rather take on some unique genetics, such as eye and hair and skin color; their eyes will always faintly glow, which reveals their state as Tentai. (It is to be noted that while they may gain flight from features like wings, they cannot copy affinities, like fire-wielding or light manipulation from the species they copy.) Their form is but a manifestation of energy and light, not truly of flesh and blood. If their physical form is greatly injured, they will revert back to their Pure Form to repair themselves; if their physical form is damaged beyond repair, they made fade because they will then be stuck in their Pure Form, effectively dooming them to death. They cannot be affected by sickness and hunger, however.

From henceforth, that Tentai will predominantly utilize their physical form, but they can always change back to their 'Pure Form' at will, once again becoming amorphous energy. However, despite the freedom their Pure Form allows when traveling through the In-Between, they cannot exist in it too long without dispersing back into the Mother Void and fade, which is their equivalent of death. They will eventually fade without cause, as their souls finally lose their energy, but this takes quite a while. Tentai live for a long time, and it is not entirely uncommon to find one that has lived for centuries. Elders are almost always upwards of four to five hundred years, although many weaker Tentai will only live to about three or four hundred years. Their physical bodies never visibly age—it stays the same as it was when it was copied—but it is their soul/core that ages.

Even in their physical forms, Tentai can utilize their energy forms. They are creatures of the void, and as such, matter means less to them as it does to other creatures. They can pass through objects thanks to the power of their Pure Form, and should they hone their abilities and become experienced, they can gain the ability to teleport short distances and even the ability to open portals through the In-Between.
Customs and Lore
✷ Tʜᴇ Mᴏᴛʜᴇʀ Vᴏɪᴅ & Tʜᴇ Iɴ-Bᴇᴛᴡᴇᴇɴ — As the Tentai are spectre-like creatures, they are well familiar with what lies beyond physical planes. Also known as the 'astral plane' or the 'Twilight Zone,' the "In-Between" is the timeless space between dimensions, where no physical being exists and everything is but a representation of emotion and soul. In their Pure Forms, the Tentai can easily travel through this to reach other dimensions and worlds. The "Mother Void" is the purest form of the In-Between, that exists in the cracks of Maracia; nothing exists there but faceless energy. This is where Tentai form, brought to cohesive existence and birthed into the physical plane through the Mother Stone.

✷ Tʜᴇ Mᴏᴛʜᴇʀ Sᴛᴏɴᴇ — It is a large, clear crystal in the hearts of the caves and caverns the Tentai call their home. It is the gate into the Mother Void, and through it, new Tentai come and old Tentai fade; it provides every Tentai strength and life, requiring the Wanderers to return to it at least every ten years to remain healthy. The Mother Stone, connected as well to the Heart, also grants a chosen member of the tribe the power of Space, but of course, this has not happened since the War.

✷ Gᴀᴛᴇᴡᴀʏs — Dimensions are generally sealed from each other, each their own separate segment of the universe, with their own flow of time and space. However, natural tears—which tend to be far more stable than unnatural tears—exist between them, allowing for transport between worlds. Small tears are hard to find, and large tears generally promise equalized time flow and trade. Tentai watch over these tears, making them gateways; this way, they are protected and watched, so they do not destabilize or become worn through heavy use.

✷ Tentai have no childhood, which is to say, no babies or children. Their physical form stays how it is from when it is chosen, and they start off as independent. Young Tentai still have much to learn about their world around them just as any child would, but the Mother Void starts them off when the basic knowledge and language.

✷ A Tentai chooses their own name right after their Becoming—which is after they assimilate a physical form shortly after their birth. Typically, it is only a first name, as they have no concept of nuclear or hereditary family. Sometimes, in order to better blend into worlds they visit, they will give themselves a surname or even a pseudonym, so as to not stand out.

✷ Each new Tentai is birthed from the Mother Void, so there is no family within the Tentai. It is not uncommon for individuals to fall in love, but they do not attempt to reproduce. Of course, it is possible, should the reproductive systems of their physical forms allow, but resulting offspring will have no core and therefore not be a true Tentai. Generally, this is evident in Wanderers, who fall in love with people from the worlds they visit; they usually leave the child there should this happen, because without a Pure Form and intangibility, it is nigh impossible to enter the Tentai's caverns.

✷ Whenever a Wanderer returns, it is customary for them to share their travels with those present back home. The Tentai love stories and hearing of new places. These homecomings are celebratory occasions, where the Wanderer returning is welcomed with vigor, and their regales of their travels greatly anticipated.

✷ Tentai don't need food or sleep—only the sustenance of the Mother Stone. However, their physical forms can eat or sleep should they desire, as well as any similar thing.

✷ Asᴛʀᴀ — She is legendary among the Tentai, having mastered form and matter. One of the fore-runners of the tribe, she was the first chosen by the Mother Stone to be the champion of the Space Element, and she lived the longest of any Tentai, being nearly a millennium in age. It is said that when she finally faded, she was reabsorbed into the Mother Stone, and that she still watches over the tribe and her people through the Void.
 
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GENERAL INFORMATION

✷ It has been roughly 2500 years since the Great War that split Maracia. Not even the Tentai were around to remember, and though some Tribes have been history systems than others, no one seems to have a straight story on what happened. (It's almost as if it were hushed from the beginning.) General consensus is that someone let enemy invaders into the otherwise protected land in an ambush attack, but details simply don't exist. Tribes are fond of blaming one another for the downfall. History before the world is a little clearer—or so everyone believes.

✷ Tʜᴇ Hᴇᴀʀᴛ ᴏꜰ Mᴀʀᴀᴄɪᴀ — An arcane thing, the Heart is the soul of Maracia. It exists far below the surface of the planet, underneath the castle that the Golden Wings resides in. Those who have seen it generally describe it differently: a ball of light, a great crystal, a leather-bound book. It is everything and it is nothing; it is the amalgamation of Maracia and its ancient energy-blood. It is what gives each tribe their power, and what keeps the lands alive. Its origins are unknown, and its properties mysterious and aloof. When the Heart weakened, the land itself seemed to fade; crops didn't yield as much and the air thinned.

✷ Tʜᴇ Gᴏʟᴅᴇɴ Wɪɴɢs — The leader of Maracia, he or she will be the head of the inter-tribe council and lead Maracia in times of war. Though the tribes are sovereign, the Golden Wings is to be respected. Any resident of Maracia—such as mixbreeds—that are not part of any one tribe are under the direct rule of the Golden Wings. They are marked with large wings that shine golden, and they can channel the power of the Heart in great times of need, as they are directly chosen and endowed by the Heart when succession is due. In addition to physical characteristics, the Golden Wings is endowed with power from the Heart, able to channel energy—and some say—life itself. They are in possession of the Arma Lucis—a changing weapon (though primarily a sword) that can emit highly concentrated energy—and can channel its abilities.

✷ Mix-breeding and inter-tribal relationships are generally frowned upon by the tribes, but it is impossible for it not to happen. Should two individuals from two different tribes decide to start a family, they must move from their tribe and live in the unclaimed lands of Maracia, under the governance of the Golden Wings. Abandoned mix-breeds live here too, and they will form their own welcoming society, though without any strong tradition. Since the War, however, this has become less and less evident, as the tribes have become so far separated from each other that they rarely communicate.

✷ Sɪᴍᴜʟ — While there is nothing to stop settlements from cropping up between the lands of the Tribes (although Tribes generally claim land border-to-border), the city of Simul and its surrounding territory is the main non-partisan territory of Maracia. Some say it is the capital city, and history remembers it as a shining beacon, resting underneath the Golden Wings. However, since the War ended and Maracia lost its non-partisan ruler, the city of Simul has degraded. For many years it remained an unorganized settlement run purely by strength and economic gestures, and ended up filled with crime and less than ideal conditions. Still, tribeless individuals like outcasts and mix-breeds have called Simul home. Now that the Golden Wings has returned, efforts to clean Simul up have went underway. Many settlers have jumped at the opportunity to work under Dyna, whether in her staff or guard, rebuilding the ecosystem that once was. However, some people, who were used to their free way of living, have scorned her return.

✷ Tʜᴇ Eʟᴇᴍᴇɴᴛs — Each tribe represents a different element, as noted in their unique objects of power, which have been endowed to them by the Heart. The Ignis is fire, the Aquala water, the Caelus air, the Terrae earth, the dragons force, the Elfis light, and the Tentai space. From each tribe can come one elemental warrior, and collectively, they are the 'Elements of Maracia'—the fiercest protectors and warriors of the land. Each warrior can control the power of their element, the pure form of this represented by a bird—each named according to tradition. These warriors are: The Phoenix of Fire, the Heron of Water, the Eagle of Air, the Raven of Force, the Crane of Earth, the Hawk of Light, and the Owl of Space. Since the Heart was weakened, it could not call forth any of these warriors, just as it couldn't the Golden Wings. Some Tribes' objects have been lost or damaged, so it seems unlikely that anyone will be summoned anytime soon.

✷ Tʜᴇ Aɴᴄɪᴇɴᴛs — There are four primordial beings that live in Maracia, almost as arcane as the Heart itself. No one quite knows where they have come from, though they do not predate the Heart. There is the River Guardian—a loquacious and eccentric figure who manifests himself as the waters of the Maracia, who doesn't like certain rivers to be crossed for certain reasons no one knows; the Sky Guardian—a quiet figure that holds the barrier that separates Maracia from the rest of the universe and rarely shows herself, though she might sometimes barter with the Caelus; the Rock Guardian—a gruff and unyielding figure made entirely of stone, and he guards the Heart emphatically; and the Forest Guardian—also known as Daaryana, she is a soft-spoken but protective steward of the forests, who often interacts with the Terrae or through her own champion, the Protector, though that mantle no longer exists in Maracia, so Daaryana has waned in influence.

✷ Tʜᴇ Mᴜʟᴛɪᴠᴇʀsᴇ — Maracia is but one planet and one dimension of many. It exists within a large spectrum, and outside of its reaches anything is possible. Name a world, and it exists somewhere. Compared to the rest of the universe, Maracia is an ancient pillar whose influence is unbound and arcane. Although not everyone knows of its existence anymore, it is to be questioned whether the sharp-ears Alteans were descended from Elfis, or the animal-like Mobians from Terrae, or perhaps the Thanagarians were Caelus once. Even though some Maracians did leave their planet after the War, blending into other peoples or starting colonies of their own, it would seem as if Maracia's influence dated back even farther.
 
ANIMALS AND PETS

//I'll be adding more later. Probably. If y'all have ideas let me know, I'm all ears.

// EDITED AS OF 7/10/19: added Skyra and Immyoid


Animals
✷ Pᴇɢᴀsᴜs — A winged horse. Docile like their cousin, pegasi graze in the foothills and the mountains; they are sometimes raised in herds by the Caelus, or even the Ignis or the Elfis.

✷ Uɴɪᴄᴏʀɴ — An equine with a sharp horn on its forehead and feathered feet, the unicorn is the sassier cousin of the horse and pegasi. They tend to be loners, only grouping during mating season or with their young, and thus they are harder to domesticate in mass.

✷ Gʀɪꜰꜰɪɴ — A winged lion-like creature with the hind paws and body of a cat and the wings, front feet, and beak of an eagle. They travel in small groups and frequent the mountains. They are fierce predators, but on occasion, they can be raised and domesticated.

✷ Pʜᴏᴇɴɪx — A rare bird, the phoenix is a large red and orange bird with a long tail and the ability to set itself on fire. It is usually seen alone, but they mate for life. The phoenix is the sacred symbol of the Ignis, and as such, they believe it disrespectful to ever domesticate. Dragons, however, have tried and succeeded on occasion.

✷ Nᴀᴛʀɪx — Found in the deep waters of Maracia, the natrix is a serpentine and scaly creature that lurks in the depths. They can be as small as a shark and as long as a barge. They are few and far in-between, and they usually keep to their own territory, but it is not uncommon for a natrix to become aggressive and attack the Aquala.

✷ Lᴜᴘᴀɪ — Cousins to the wolf, the lupai are a large variant, standing at about the height of a horse, with large wings. They, too, travel in packs, and they can bring down impressive prey and even attack people, though they usually avoid confrontation. They especially like the mountains, but they are also found in the forest. The Terrae especially have a problem with being hunted by packs of lupai.

✷ Jᴏʀɢᴇɪ — Similar to the natrix, a jorgei is a large, thick, snake-like creature, except the jorgei lives underneath the ground in burrows. They are a problem in that their tunnels can cause infrastructures in the forests and valleys to collapse. (The Elfis are especially irritated.) They come out at night to hunt.

✷ Bᴀʀᴏʀɴ — A large and solitary creature, the barorn is known to be one of the most aggressive. They are about the size of lupai, with dark wiry hair and broad shoulders, and three horns on their forehead and two tusks in their mouths. They are extremely territorial, and they will try to expand their territory in civilized regions.

✷ Hɪᴘᴘᴏᴄᴀᴍᴘᴜs — The equines of the sea, the hippocampi have tails and fins similar to a mermaid, but with the front legs of a horse and sleek heads. They are fairly docile creatures, and even though they have a bad habit of grazing in the middle of the Aquala's cities, they are beloved by the people and often kept around, even though they can easily eat someone out of house and home.

✷ Hᴀʀᴘᴏɴ — A large eagle-like creature, the size of a man, that hunts large creatures in the mountains. They generally are solitary, and they are quite territorial and aggressive.

✷ Kɪᴛsᴜɴᴇ — A fox-like creature with several tails. Don't let their cuteness fool you; they are sly creatures and more adept predators than one might imagine. They have the scavenging finesse of raccoons and the nonchalance and mischief of a cat.

✷ Pɪx — Tiny insects that look like a miniature dragonfly with the fluttering wings of a hummingbird, they come in droves. Pixies in mass eat and corrode almost anything they touch—wood, metal, grain—you name it. They can be warded off by loud sounds, fortunately, but they are a dangerous nuisance.

✷ Sᴋʏʀᴀ — Large mammalian bird the size of whales. They flock together, wandering slowly from place to place in peace. Some say they are the stewards of the Sky Guardian, her eyes and a symbol of her presence. They are easily tamed as transport, popular for commerce for the Caelus or even other land-locked tribes. (Not that there's been a lot of trading lately...)

✷Iᴍᴍʏɪᴏᴅ — They are bipedal ostrich-like beasts with leathery skin and a tendency to travel in herds and eat, well, everything. Imagine velociraptors except with beaks, smaller claws, and the size of geese. They are common pests.

✷ Oᴛʜᴇʀ — Lots of animals fill in the blanks, of course. Most animals found on Earth are most likely found in Maracia too, though perhaps with some little tweaks.
Pets
✷ Tʜᴇ Iɢɴɪs — As mentioned, the Ignis love to raise herds of horses, so it is common for each family or individual to have a steed, even if they are kept in another's herd. (The vastness of the plains make horses useful for travel.) There are also an abundance of cats and dogs among them, as well as reptiles. Snakes, iguanas, bearded dragons, and turtles are some favorite pets.

✷ Tʜᴇ Aǫᴜᴀʟᴀ — The undersea life doesn't favor pets, but it is not impossible. Some people keep hippocampi around, and others can befriend dolphins or sea turtles or even smaller fish. (Note: in the rp, it might be hard for some of these creatures to come with the character.)

✷ Tʜᴇ Cᴀᴇʟᴜs — Pegasi have been domesticated and kept among the Caelus, though as far as pets go, birds are popular, whether it is a song-bird or bird of prey. Oftentimes, these come through birds getting attached and vice versa while flying, and they hang around. (Note: the Caelus never keep birds in a cage, for they value the freedom of flight.) On rare occasion, a lone lupai might be domesticated, but that usually only happens in the lupai is raised from birth. Sometimes, this even happens with griffins. (Which, to be fair, griffins are far easier to win over than lupai; you just have to feed them and scratch under their wings.) For the most part, they like to be able to fly with their pet, but small animals that squirrels and lizards have been known to ride along with them.

✷ Tʜᴇ Tᴇʀʀᴀᴇ — The Terrae do not keep 'pets' in the traditional sense, as they see this as a breach of respect. They may become friends with animals and form a sort of companionship, but they never restrain them or claim ownership.

✷ Tʜᴇ Eʟꜰɪs — They also have been known to keep and domesticate steeds such as horses and pegasi, and they have even domesticated unicorns on rare occasion. The Elfis will also have the basic dog, cat, or rabbit.

✷ Dʀᴀᴄᴏɴɪᴀ — Dragons do not keep pets often, but it is not unheard of. They have caught and domesticated phoenixes on occasion—kept only by well-to-do dragons—and they might keep around a lizard or snake. If anything, the dragons are fascinated by cats, for they do not need much care and they will sleep atop them in dragon form.

✷ Tʜᴇ Tᴇɴᴛᴀɪ — Travelers as though they are, the Tentai have the widest variety of pets. Anything listed above is a possibility, plus some. It is hard to keep them in the caves, however, so many times they have to spend time with their animal companion elsewhere, whether it is outside the caves or in certain locations in their travels. Animals also can't travel with them their the In-Between, so that's another difficulty. Strangely enough, unicorns and kitsunes are the only animals that can stand being phase-shifted with, so they especially are popular.

Note: There can be some variations to this, like an Ignis having a unicorn or an Elfis befriending a kitsune, but these are the most common considering their environments and culture. Please just keep likelihood in mind if you choose a pet for your character. If you are not sure, just ask me in the chat or by PM!
 
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WORLD MAP

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// Not everything is named, nor every small settlement listed. The important things are on the map, and if it's not there, the entirety of Maracia does not care for that. (Interrupt that as you will.)
// I accidentally left Vivan completely bare... It is a desert-ish island, but it looks super sad...
// I should probably go back and add Tribe boundary lines....
 

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