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Fantasy Navigation Room (LORE)

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Locations

All new named locations will be posted here

Major Land Locations


Andouphe
Location
: South eastern coast of Tacrof
Specialty: Air and Sea port​
KingsGate.jpg

Description: Andouphe is a major port city in the South Eastern coast of Tacrof. It serves as one of the biggest merchant cities in the country. From here is where the most lucrative commerce enter and exit. Andouphe is guarded on both sides by 2 more seaport military cities to deter from external naval attacks. That opens up Andouphe itself to focus on trading effectively and safely. Attacking merchant ships is an easy way to end up sunk as trying to fight Merchant ships in Andouphe waters will result in flanking alongside torrential superior firepower from both sides.

With an airport, Andouphe is also known for exotic and imported goods from even further countries than its closest coastal neighbors. It allows them to receive goods from the internal land-bound countries, and with both country taxes and tariffs at the receiving country, it is ultimately at a lower cost overall than shipping it to the coast to then sea-ship it to Tacrof.

The airport also serves as an aristocrat's playground. Air Travel is expensive. Pirates who can sail the skies are prestigious. Since this makes air-travel safer than sea travel due to not having to deal with dangerous waves and deal with less pirates and even less ghost ships, air-travel brings in the rich and/or famous. Tourism in Andouphe is a booming industry

If you want to get rare and exotic goods from more obscure, land-bound foreign countries, Andouphe is a place to find it

Locations in Andouphe
  • Airport- Where airships take off and land
  • Seaport- Where sailing ships depart and dock
  • Red Light District- The place of brothels and debauchery
  • Commerce District- Where most of the shops and vendors set up
    • The Triton's Trident- Gun shop offering firearms, cannons, explosives, ammunition, repairs, and upgrades
    • The Sharpening Stone- Blade and armor shop offering all manner of weaponry created by a renowned Blacksmith. The melee version of the Triton's Trident
Location: Shop- The Triton's Trident
View attachment 1148933
"The Trident: Guns, Explosives, Cannons."
-Aegis, Owner of Triton's Tridents
Shop Type: Gun Store
Location: Andouphe, in Commerce District near Noble District​

Run by a woman named Aegis, The Triton's Tridents specializes in all manner of armaments, from pistols to rifles to cannons to ship weaponry to all types of ammunitions. The Triton's Trident, being located near the Noble District is known to acquire very powerful or rare weaponry, selling them at a VERY expensive price. High quality gunpowder, dwarven innovations, gun alterations and upgrades, rare ammo. You can even put in an order for delivery or inquire about rare or relic projectile armaments. Aegis is the general repairman for the shop. She has a passion for weapons craft and is extremely knowledgeable about firearms from the smallest pistol to the biggest cannon

For weapon upgrades, one can talk to her assistant, the right prong of the Trident, Lucas the Lamna (Shark-Man). Lucas stands at a very intimidating 7'2". However, don't let his monstrous frame fool you. While he is always ready to bounce unruly customers if not just straight up eat them for disrespect, he is generally a gentle giant. He is the heavy weapons mechanic, being the most suitable to move and carry big things. Lucas specializes in repairs and upgrading heavy weapons and ship weapons

The left and final prong of the Trident is Cale, a Ceratoph (Frog-man). Cale offers special ammunition and works with both small arms and armaments to those with special needs. Whether it's weapons that fire magic, integrating weaponry into prosthetics, creating weaponry that is fired by alternative means (like voice command), if there is a gap keeping someone from using a firearm, Cale is the man for the job. Want homing rounds? Armor-piercing bullets? Cale is the man for the job. Given his stature, he also works with weapons too small for the bigger fingers of Lucas, so he is more fit for things like pistols.

However, there will be an ever-changing cast of people around the shop, because unless you speak to one of these 3 directly, one will almost never see at the desk the same person serving as clerk. It is unknown WHY that is the case, but there seems to be no consistency whatsoever on who is there to assist customers, yet all of them seem to insist on working there.

Overall though, the Triton's Trident is the best ordinance shop in the city. There just seems to be a tad bit of shade in the underbelly of it.

*Note: On top of what a Trident is and how it applies to a port city, the store name is a triple entendre in reference to:
  1. Guns, Explosives, and Cannons
  2. Aegis, Lucas, and Cale, the main 3 who run the shop
  3. Aegis's signature spell, Trident, which summons 3 heavy cannons for her to control on top of her own
The interior of the store, right behind the main desk at the top of the wall is the weapon commonly carried by Aegis in her days as Saige from the Bronze Ballasts (pictured in her profile)

Name: Saige
Age: 33
Occupation: Owner of the Triton's Trident

Saige is a hardcore chick who uses a cannon. No skill with a blade, but powerful with heavy armaments. Cannons, explosives, grenade launchers, grenades, etc. Saige's only magic is magic to summon heavy armaments or enhance them. As an ace in the hole for the late Bronze Ballasts, her strategic placement is decisive in terms of success or failure in a raid. Saige has a history in richer circles, as she grew up in an aristocratic family, though she chose to discard her family name. For this reason, Saige's last name is unknown. The woman is known to be a tough love kind of gal, caring about her crew's lives moreso than the delivery of her words

Saige currently resides in Andouphe under the anagram name Aegis. She runs a weapons shop called Tritons Tridents with a team that seems to constantly change their appearance. Either they have some shape-shifting abilities or they are big on disguises. The shop keeps itself lowbrow. We believe it's due to the rep of the Bronze Ballasts
Cale the Ceratoph
View attachment 1149805
Name: Cale
Age: 24
Occupation: Small Arms maintainer; Armorer

Description: Cale is a very shy person, so he tends to be incredibly formal all the time and is known to stutter. That along with his small stature makes Saige look after him like a little brother. However, Cale is good at what he does. As the only of the Trident able to use practical magic (Saige summoning cannons isn't exactly useful on a day to day) and the smallest of the 3, Cale's job is a special one. Making magic ammo, maintaining the smaller weapons, and making weapons with accommodations for those that need it is Cale's job and he's happy to do it.

Cale is an expert with smaller lighter weapons like pistols. He is also the secondary behind Aegis to run the store in her absence
Lucas the Lamna
View attachment 1149806
Name: Lucas
Age: 37
Occupation: Big Weapons mechanic

Lucas stands at a monstrous 7'2". He is also an extreme fitness fanatic. This culminates in this huge buffed out Lamna (shark-man) who can strike fear into anyone. While ever trying to rob a gunstore is asking to die, Lucas alone provides enough reason to stay polite in the store and not give Aegis a bad time. Lucas is a heavy weapons mechanic, serving as the main source of manual labor in and around the shop.

Location: Shop- The Sharpening Stone
View attachment 1148934
"Words are complicated. Sword is simple."
-Noram, Owner of The Sharpening Stone
Shop Type: Blacksmith; Weapon/Armor Enchanting​

Run by renowned Blacksmith Noram, The Sharpening Stone is the sword and bow equivalent of the Triton's Trident. It offers a host of physical weapons, from blades of all sorts to hammers, and arrows/bolts for bows and crossbows, as well as armor of all types. The blacksmith Noram is well known as a master blacksmith so his quality is always high. He offers new weapons, weapon repair, and orders to create new weaponry, as well as creating weapons from materials given to him. Noram is a busy busy man and is known to turn away offers that utilize low-grade material or low pay, though it's not uncommon for even high priority orders to get bumped down a place if someone comes in with an exceptionally high grade material, exceptionally high pay, or exceptionally creative ideas. Noram is a craftsman through and through, and creating means more to him than money. Even if it's landed him in hot water with royalty or the nobility in the past

The shop also offers weapon enchantment courtesy of his wife, a master enchantress goblin. Weapon enhancement, cursed weapon dispelling, dangerous weapon disposal. You give her the parameters you desire and she makes it happen, the stronger the enchant, the higher the price. Don't let her intimidating look fool you. While she is a tomboy through and through, she is one of the best in the city at what she does. Chances are, if you come into The Sharpening Stone, it is she or their daughter who you'll be talking to, as Noram is always down in his forge

Note: This logo is completely original, along with the The Trident's Trident Logo. I made this logo
Thrizsee (Trixie)
View attachment 1149102
Name: Thrizsee (Trixie) Greybrew
Age: 31
Occupation: Weapon Enchanter; Co-owner of The Sharpening Stone
Description: Thrizsee (Common Name Trixie) is a master Enchantress and veteran pirate. She decided to hang up the cutlass after she met Noram, fell in love and married, and got pregnant with their daughter Briamoq Abrenella Greybrew. Trixie is a tomboy through and through, having amassed quite the body count while sailing. It is thought that Trixie gets an addon to her tattoos for every person she kills. Makes sense, given that she hasn't added on to her tattoo collection since she left the pirate life. Trixie is very good at spellblade (enchanting her weapons to use in battle) and

These days, Trixie is either chasing her daughter around the city or she's working as the co-owner of The Sharpening Stone, where she puts her spellblade experience to use by enchanting weapons for pay. The more the pay, the better the enchant. No one in the city of Andouphe can do it better. Trixie is foul-mouthed, blunt, and has the mannerisms of the pirate she used to be. But she's a damn good mother and damn protective over what's hers. Her child, her husband, her business
  • OOC: Trixie fights at about the same level of Fatimah
Noram Greybrew
View attachment 1149792

Name: Noram Greybrew
Age: 39
Occupation: Blacksmith; Owner of The Sharpening Stone

Noram is one of the best blacksmiths in the kingdom. People travel far and wide to have weapons made by the patriarch of the Greybrew Family. The man's seal of approval almost guarantees the weapon sells. Noram is an artist through and through, and puts his all into creating weapons or armor. However, the man being a very busy man makes him selective. Low quality material, bad weapon designs, not enough money for the design you're going for? Noram will reject it.

He's a nice man for a former military commander who's seen combat. He's blunt and can be grouch given is constant workflow but he's a man who looks after his own. He's a powerful friend to have, with loads of connections in high places (up to the Tacrof Throne Room) and a loyalty to his allies that cannot be understated. 9 times out of 10, when you enter his shop, you will be speaking to either his wife, the Master Enchantress Goblin Trixie, or their daughter, the 8 year old Briamoq Abrenella Greybrew (Nickname Bri)

Note: They named her Briamoq as it's a Goblin name and Abrenella which is a Dwarven name. Since she's a Greybrew (her father's last name) Trixie got to choose the first name
  • Noble District- Where all the best stuff is



Divine/Sanctified Locations

These are all sanctified or divine places. It is always best to stay away from these places unless you are authorized. If you are unsure as to your authorization, you are probably not authorized


Daedric Sanctified Location: The Abyss
"Take control, or submit to my control."
-Mariana, Lady of the Daedric Abyss

Daedric Abyss.jpg
Oppressive Darkness, Oppressive Pressure, Oppressive Cold. The Abyss is the biggest sanctified location throughout all realms. When one finally traverses the depths of the Deepest Deeps comes the final obstacle. A daunting traversal of 7,000 feet from 13,000-20,000 to reach the Trench of Goddess Mariana, it is the culmination of Oppressive. Hard enough to find given the lack of light from the layer above, The Abyss has an unholy trinity of Oppression. Oppressive Darkness serving as a poison that sucks out all light, Oppressive pressure for every 1,000 feet of ocean above it, and Oppressive Cold that come with the touch of Daedric making it to freezing temperatures, this place is its own natural buffer zone keeping interlopers from Mariana's Holy Trench

The Sanctified Daedric Location to note isn't actually in the Abyss, but in the Deepest Deep. It is the spectral outline of a wrecked ship, along with the ghostly spirits of those aboard when it wrecked. If one begins to see spirits of humans in the otherwise pitch black unseeable-ness of the Deepest Deeps, it is because you are nearing the ship. This ship is sanctified. The MOST sanctified location on the planet due to it almost never being interrupted or subverted. If one sees the ship, it is their final warning before they enter the Abyss, characterized by its bow pointing up, the only sense of direction one will have seen since entering the Deepest Deeps, and the one pointing back to where the light will be

The creatures of The Abyss are exponentially stronger than the Deepest Deeps, the temperature immediately noticeably lower, the darkness almost suffocatingly permeant. Many of the creatures here are blind, repulsed by the light. However, unlike the Deepest Deeps, the Abyss sucks out the light, the creatures hostile to holy with this being their domain. Light doesn't illuminate far. Batteries die faster, light-generating spells using exponentially more mana. If one runs out of light and their vision is plunged into darkness, the darkness begins to poison them, feeding on the light in their eyes until they are robbed of their vision completely. Then the light on the soul is fed upon, causing gradual hollowfication. When hollowfication completes, the soul is Oppressed out completely, leaving a silhouette of a corpse, all color robbed from even their bones.
The Abyss is Mariana's domain, the waves of Oppression vast and deep. If you are not welcome, best stop at the Deepest Deep



Holy Sanctified Locations: The Trench and Cordelia, the City in the Trench
"My Holy Bastion. For my faithful, only the best in the afterlife."
-Mariana, Goddess of the Deepest Deep
Cordelia 1.jpgCordelia 2.jpg


If one can make the 7,000 feet swim through the Oppressive Trinity that makes up the Abyss, one will be immediately met with warm, crystal clear waters. Thriving with all manner of life, beautiful colorful coral reefs, fish that shimmer with the brightest scales, fish that are known to be extinct in the world above and fish thought to be only seen in myth, the Trench is a finish line to a dangerous path travelled. Treasure chests littered the floors, finally coming to rest as sanctified and holy now

The Trench, unlike the Abyss, is an underwater paradise, a tropical dream. A place only the most faithful holy are allowed in the afterlife, it is a haven of the Goddess Mariana. To those who can survive the pilgrimage, who can keep the faith through some of the worst conditions in this realm and the next, the worst gives way to an eternally loving and doting Goddess reminiscent of the Goddess of the Sea of 200 years ago

This spectacle, this shimmering beauty glowing with Holy Magic and spreading it to every single thing the waters touched all gave way to the visual out in the open, a big area for a trench. It was a giant underwater city with an absolutely massive palace in the dead center. This was Cordelia, the City in the Trench. With the Abyss being one of the most Daedric places on the planet given how the flow of Daedric sanctification is never interrupted due to the natural buffer zone of 13,000 feet's worth of ocean bearing down on it, Cordelia is the same with Holy for the same reason

Cordelia is a place made for all manners of sea-based life, all to dote on the devotees of the Goddess. Magnificent is the most appropriate word to describe it. It had in it a beauty that could never be accomplished by human hands, a place that preserved every bit of life that could flourish under the sea, so while it was very obviously crafted, there was never any indications of terra-forming, as if the Goddess hand-made this location Herself to have her city built on

However, that was simply not the case. Unlike most Gods who had their city built to their desired form factor, Goddess Mariana did not. This was a labor of love from the denizens of the deep, celebrating her descent to become the Goddess of the Deepest Deep. These weren't her Holy followers. These were the followers in The Abyss, her Daedric followers who not only gave to her the Abyss they so dearly called home, but also allowed her to foster a Holy city within the city THEY BUILT HER. It is truly an act of devotion for a people who love their God, to allow her to foster a Holy presence to a Daedric City

Then guard it with their lives. Let it be known then that Goddess Mariana rightfully holds her children in extremely high regard.
 
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Relics Log

Relics are magic items with special qualities. These can range from relatively common to literal one of a kind and can be a utility, an armor, and weapon. Pretty much any item can have a relic version of it. The relic can be nigh useless. It can be a world-ending ink quill. Who the hell cares?

This is the log of relics. Any new relics will be posted here


Everquench Canteen
traveler_s_canteen_by_elayne_neves_dask3ow-fullview.jpg


Description: After filling the canteen to at least halfway and then closing it, this canteen never runs dry of almost any liquid that is put inside of it, so long as the liquid is NOT living or part of a living being (like a slime), or pure magic liquids (like potions of pretty much any kind). If another liquid is put in there, it completely replaces the liquid that was in there before. The canteen retains the properties of the liquid inside. If you put ice cold water in it, it will pour out that water when picked up years later

Note: The canteen does not begin Everquenching until it is CLOSED. It must be filled to at least halfway and THEN CLOSED before it begins. If another liquid is put into it, the liquid does not permanently change until it is filled halfway and then closed, allowing one to pour out the new liquid should they change their mind. However, in that case, the second liquid will be mixed with the first, effectively ruining the second liquid


Benefits:
  • Never-ending stream of liquid, from water to alcohol to gasoline to acid to poison.
  • Indestructible
  • Retains properties of whatever is inside. A halfway full canteen of holy water will give you a never-ending stream of holy water
Weaknesses:
  • Anti-Magic will disable the canteen for 12-24 hours (depending on the strength of the anti-magic) from the time it leaves anti-magic influence, rendering it a normal everyday canteen
  • Tangible solids will render the canteen useless until the tangible solids are purged. This includes ice.
  • Does NOT purify, corrupt, or otherwise alter anything inside of it
  • 1 liquid at a time. If you have a liquid to mix, don't mix it in this canteen or you'll lose the first liquid. A mixed liquid must be put in there as a whole (post-mixed)
  • The liquid inside can be altered if done while the canteen is open. For example, if you put in ice cold water and then shoot fire directly inside of the bottle, the water will heat up. One must then pour cold water back into it. If you pour sand into the water, you must empty it and refill with purified water.

Relic: Craftsman's Boon

Description: A polished wood hilt of a simple design with archaic characters etched in both sides. Manifests a metal tool of the user's imagining when held in hand. Metal only manifests when touched, otherwise only the handle maintains its integrity. Uses Transformation and Metal magic.

Benefits:
  • Manifests a metal tool when held, whatever the user can imagine and know how to use.
  • Impervious to weather and wear and tear. Both hilt and tool nearly indestructible.
  • Pocket-sized for convenience.
Weaknesses:
  • Only manifests a tool that the user has the knowledge and understanding of. Requires the user to visualize the desired tool in some capacity. Simple tools are easier to manifest, complex tools difficult.
  • Can only manifest tools up to 4 inches in length. Cannot manifest proper weapons, like daggers or blades. Limited to utility tools, like carving knives, saws, tweezers, etc.
  • Can only manifest metal. No complex machinery that requires additional components.
  • Metal must remain attached to hilt. Can't make projectiles.
  • Other Metal/Transformation magic can interfere with the tool, weakening its integrity or distorting it completely.

Landwalker Talisman

Description: When on the user's person, it allows them to operate on land similar to a human. Gills function like lungs, allowing them to breathe air, reduces body functions that are otherwise optimized for non-surface land purposes, and optimizes body functions that otherwise don't operate as well on land

Basically allows them to sustainably live on land



Benefits:
  • Immune to Anti-Magic
  • Always active while in person
  • Indestructible

Limitations:
  • User is left to learn how to actually live on land beyond literally being able to breathe and walk effectively on land
  • If removed by any means, the effects of the Landwalker Talisman is nullified

Flurry Ring
"After you confuse and confound........rain hell."

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Description: The Flurry Ring allows the user to perform a reflex a massive amount of times in a short amount of time (about 3 seconds). This reflex can range from anything between moving a finger to swinging a warhammer. The intention is to make the user unleash a ton of attacks in an instant. The location of the ring is not important. As long as the user is actively wearing it, any reflex on the user's body is capable of being sent into overdrive

Cooldown: 30 seconds

Weaknesses:
  • 1 Reflex per use. If you throw a kick, the same use won't extend to punches. If you stab with a sword, it won't extend to slashing
  • The heavier the weapon, the less effective the Flurry Ring as it means they swing the weapon slower
  • The slower the fire rate and the smaller the clip, the less effective the Flurry Ring as it pertains to ranged weaponry

Relic: Omnisight Monocle (One-of-a-Kind Rarity)
"Caught in 4K"
Owned by Nakaos

kaleidoscope-crystal-monocle-necklace.jpg
2f879be0f33ee52ab23a95113dd7de48--eye-glasses-glasses-frames.jpg

This lens in these frames​

The Omnisight Monocle uses magic to correct the user's vision to ensure that what they're looking at is crystal clear. It auto zooms the user's vision in and out as needed depending on what the user is focusing on. This lens can make the blind see again, so long as they're looking through this monocle. It corrects any and all visual distortion from any means

Strengths:
Corrects any and all visual problems, including blindness
The lens is indestructible

Weakness:
Useless if you're not looking through it
Custom Made for Nakaos, who is a cyclops. The lens is far bigger than most people can use
 
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The People of Pisces
There are 3 types of Pisceans:
Gill-Borne
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The Gill-Borne (aka fishfolk) which is a broad term and divided by specific types of humanoid fishlings. For comparison's sake, the gill-borne essentially look like walking fish. Not many human characteristics. The Gill-Borne are highly religious and serve what they call the Goddess of the Deepest Deeps, a name translated as Mariana. It is believed that this is why the Mariana Trench is named as such.

Sirens
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Sirens are the type of human/fish hybrid characterized by a human face with fish features, a normal-looking human body (adapted for long term subaquatic exposure), and long fish tails. Sirens include a subsect called Merfolk (mermen and mermaids), but only Sirens socialized by humans deem themselves as anything besides Sirens. Sirens attribute their origins to the God Kaimana, who was seafaring human who achieved God status by leading the charge to defeat an ancient fire demon seeking to expand the land by drying up the ocean. Sirens that mate with Gill-Bone make sirens that have more Fish traits. Sirens that mate with other Sirens and Tritons form Sirens with more human characteristics. However, Sirens that mate with landwalkers form sirens that are known to be incredibly alluring for the species they've mated with

Tritons

Atlantean-or-triton-or-undine.jpg

Tritons are the most humanoid of the Piscean People, characterized by almost completely human bodies adapted for long term subaquatic living. Webbed hands and feet, bluish-green skin color depending on region and possibly distance from the surface, and a fiercely overclocked warm-blooded system that keeps them from freezing. While this description is typical, it is not uncommon to see Triton/Siren hybrids, or Tritons that can live outside the water (though this one is less common), as Tritons are able to mate the same way as Sirens. However, Tritons are most able to produce offspring that are able to live on both land and water. With magic influence, Tritons can tailor their lives to ultimately live on land or live in the sea full time, using magic to change themselves to adapt how they need to live most efficiently in the environment of their choosing.

Tritons can choose between serving Goddess Marianna or God Kaimana. However, they can only choose one and can't change it after they make their first prayer
 
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Curses



Curses are powerful spells that linger on a person. They are not to be taken lightly and its effects can range from a slight tingle to personal death.
Rules

  1. Curses MUST have a way to be alleviated
  2. The caster of the curse must not deprive the accursed of every possible way to alleviate the curse
  3. Timer curses require a 168 hour (7 FULL days) window to activate. A timer curse is a curse that causes its most significant effects after a certain amount of time. For example, a curse that causes certain death after 7 days.
Types of curses

  • Timer Curses- Timer Curses are curses where its most significant effect(s) happen after a set amount of time. The most common use of these curses is to kill someone if they can't alleviate it in time. For Timer Curses, there is a set time and the curse is lifted after that time passes
  • Progressive Curses- These are curses that get worse the more it's activated. For example, every time you lift your arm, you get a shock. This curse is most often done to deter someone from doing a certain action
  • Feeding Curses- These are curses that get worse if conditions are NOT fulfilled. For example, if it requires you to provide a certain amount of blood every 24 hours, the curse worsens if you fail. The full effect
  • Conditional Curses- These are curses that activate its full effect the moment conditions are met, having absolutely no effect until it activates. The most common use of this curse employ a 3 strikes system to kill the accursed if they meet (or fail to meet) conditions.
  • Lingering Curses- These are curses that induce an active lingering of relatively low and constant effect. These curses are the most common curses, though it takes a high level caster to induce a lingering curse that causes direct death. These curses are the only ones that can have a very high demand to alleviate it, though the lingering effect gets less severe the more the demand the caster places on the accursed.
  • Double Edged Curses- These are curses that give you a positive effect in exchange for a negative one. This can be mixed with one of the above curses.
  • Curse Zones- Curse Zones are curses placed on/in a location and activate when specified conditions are met, which will then inflict the offender with the curse in question
  • Permanent Curses- These are curses placed on items only that linger for as long as the item remains in existence. This is where cursed items are forged, where the curse is inflicted on the wielder as long as they wield the item. While most cursed items activate its curse only while being wielded, others have a lingering effect as long as the owner has it on their person. This is most often mixed with Double-Edged curses, which can create a powerful weapon that comes at a price to the user.

Curses can be removed by priests and divinity. This is the log of curses. New curses will be added as the RP proceeds


Extreme Hoarding Bind
"I don't know how it got this bad!!"​

Description: So you like to hoard, eh? Well since you stole from someone to grow your hoard, now you have to acquire 1 million pieces of individual loot in one location. Loot must be something you actually want to have. If said loot is stolen, tough. Get it back or learn to secure your loot

Alleviation: The curse is lifted upon putting the 1 millionth piece of loot on the pile.



Thief's Lament
"Rule #1: Don't get caught. Rule #2: Don't steal from someone who can curse you."​

Description: Every piece of loot stolen from the caster comes back tenfold. The accursed will surrender EVERYTHING they obtain until it equals 10x the value of the items stolen from the caster. Until then, if the accursed steals from anyone the caster is close to, the accursed will then surrender their life.
 
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Sky Ships

These are a few of the ships that may be encountered in the sky as well as some of the general facts on the ship, including the specialty, general weaponry, risks and rewards associated with attacking the ship
  • Mercenary Ship- Close Combat specialty
    • Heavily armored ship
    • Wide Cannons- Cannons with a slower velocity but can hold cannonballs with higher explosive yield
    • Heavier Armored soldiers
    • Better weapon loot
    • Chance at gold chest
    • Chance at rich gold chest

  • Merchant Ship- Loot Heavy
    • Mid-armored ship
    • Standard Weaponry
    • May be getting escorted
    • Loot depends on merchant’s product
    • Highly protected loot vault

  • Pirate Ship- Raid Specialty
    • Ship armor can vary
    • Pirate weaponry
      • Lightly armored but stronger weapons
    • Ammo/Alcohol restock
    • Chance at gold chest
    • Chance at treasure map
    • Chance at cursed chest

  • Aristocrat Ship- Ultra rich socialite ship
    • Massive-heavily armored ship
    • Excellent loot
    • Will be escorted
    • Heavily-Armed Mercenaries
    • Rich Gold Chest
    • High chance at cursed chest
    • May induce a bounty on killing the VIP

  • Slave Ship- Long Range Prison Ship
    • Mid-armored ship
    • Long Cannons
    • Archers and/or snipers
    • Rich gold chest OR cursed chest
    • Release/Take slaves
    • Potential Relics onboard

  • Magic Ship- Magic Heavy
    • Light-armored ship
    • Magic weaponry and maneuvers
    • Powerful Mage commander
    • Relic onboard
    • Elusive

  • Ghost Ship- Night Raiding Spectres
    • Magic-Heavy
    • Highly elusive
    • Only available at night
    • Relic on board
    • Cursed chest on board
    • Unaffected by physical damage
      • Magic only
    • Cannot be shot down, only dissolved

  • Demon Ship- Ship of pure darkness
    • Signifies a close dungeon
    • Heavily Armored ship
    • Weak to Holy Magic
    • Heavily armed demons
    • Must be destroyed to reveal dungeon
    • Strong Magic Shield
    • Cursed Chest onboard
    • Cursed weapon onboard

  • Royal Airforce Ship- Military Warship
    • Known to call in reinforcements
    • Military-grade weaponry
    • Armed to the teeth
    • Massive amounts to restock
    • Guaranteed bounty if any survivors remain
    • Guaranteed bounty if reinforcements are called
    • Confiscated gold chests on board

  • Black Market Ship- Elusive, expensive, rare ship
    • Armor and speed vary
    • Ultra-rare loot
    • Powerful relics onboard
    • Massive assassin bounty if survivors remain
    • Cursed chest onboard
    • Rich gold chest onboard


  • Floating Fortress- Castle in the Sky
    • Unprecedentedly armored
    • Must be revealed
    • Only attacks if one gets close
    • Defended by an armed force
    • Very slow-moving
    • Vault of gold, relics, and cursed chests
    • Weaponry of vast firepower
    • Dungeon-esque interior
    • Knights
      • Heavily armored
      • Heavy weapons
      • Highly trained
 
Most of the cast so far



Played Characters
  • Sebas Deadeye- Human male; Captain of The Canine, A Basenji raid ship; Controlled by Kylesar1 Kylesar1
  • Fergie- Female Goblin/Elf Woman; Canine Raid Captain; Aggressive and short-tempered; Controlled by WayfaringWaaksian WayfaringWaaksian
  • Bogrum- Male Orc; Fergie's partner in crime; Malnourished orc saved and then recruited by the Basenjis; Serves as Fergie's FOIL; Controlled by WayfaringWaaksian WayfaringWaaksian

NPCs

Close Combatants
  • Ashlynn- Viking woman; Bear familiar; Extremely quick and strong but lacking in defense; Loves to fight; CS by Kylesar1 Kylesar1
  • Avery Valencia- Male Catboy; Hand to hand expert; Trained by Sebas and Ashlynn; Gay and in love with Sebas; CS by Kylesar1 Kylesar1
  • Damond- Male Werewolf; Overall Basenji Raid Captain; Likes strength and ignores the weak crewmates; Likes to fight

Support
  • Orabelle Alahala- 9 year old Piscean girl (fishfolk) guarded by Sebas; Noncombatant, but can support with her voice; Usually found with either Sebas or Elaina CS by Kylesar1 Kylesar1
  • Elaina Melora- Human female; Scout and resident ship nerd; Underlying manipulative and condescending nature; General noncombatant, she's usually the RP's hint system and alert system; CS by Kylesar1 Kylesar1
  • Fatimah- Human Mystic Woman; Part of Adonis's circle of leaders; Magic expert; Very well liked among the crew

Armory
  • Duradel- Tiefling male; A conman, liar and weasel; Runs the small arms armory aboard the ship; Best to not take his word for it

Thieves
  • Kersact- Immortal Goblin Male; Very old and crazy; Cursed to acquire 1,000,000 pieces of loot before curse is lifted; Guard the ship's vault; Leader of the Basenji's Goblin Thieves

Ship Weapons
  • Nakaos- Cyclops woman; Bombardment expert; Very good eyesight in her single eye, and holds magic that allows her to take control of and lock-on indirect fire weapons (think mortars instead of cannons); Can shrink her size down to orc size; Like all cyclops, immense immense physical strength, yet doesn't know her own strength

Beasts
  • Cherylanth- A female dragon who became a grotesque amalgamation of multiple different reptilian species. Dragon, Wyvern, Wyrm, Basilisk, etc.; Mentally unstable, immensely short temper and high pride

Neutral- These characters have either questionable roles or undefined roles aboard the ship
  • Lostrogret Whitcoat- A walking apocalypse; Female undead dwarf gorgon child possessed by a demon; Massively powerful, but massively unstable; As dangerous to the crew as to enemies; Typically stays isolated from the rest of the crew for the crew's safety
  • Asmund Adonis- Immortal human male; the overall captain of the Basenjis; Questionable morals overall make his reputation very mixed among the crew; Willing to play with the lives of his crew; known to forge curses, pacts, and contracts to make people part of his crew

Divinity (off-limits to players)- Divine beings of either realm (Heaven/Hell/Earth). Dragons are considered divinity. No half-divinity
  • Evangeline- Female Angel; The Basenji Enforcer; Bitter towards mortals due to her life circumstances; She hates you and will look for a reason to cut you down; Noncombatant otherwise
  • Dr. Laylah- Female Angel; The ship's doctor; Extremely happy and cheerful; Stronger than Evangeline, but is a noncombatant unless you seek to harm her patients
  • Royce Garret Bivens (ROYGBIV)- A male Deity of Color (rainbow color); Induces random effects to everyone around; Immature and child-like; Noncombatant

Deceased
  • Mozrelliun- The demon possessing Lostro; Hates Sebas and Ash as Lostro won't allow him to attack them; Nicknamed Mozza (like the cheese) by Lostro; Massively massively powerful, but subject to the whims of Lostro
    • Exorcised and killed by the Basenji crew for possessing Lostrogret
  • Baroness- Female Demon; Demon found in a cursed chest; If you tribute enough, she will grant you a wish; Hates Fergie.
    • Killed by Evangeline for aiding Ghauznud in being a rat
  • Ietoq- Goblin Male
    • Killed for betraying Kersact and the Canine
 
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Divine Favor

Divine Favor is something bestowed upon an individual by a Divine Being, granting them strong abilities for the price of having almost life-altering rules to follow and extremely harsh consequences for breaking such rules. The most common of these is being granted extreme power for the purpose of revenge, at the cost of losing your soul after the revenge is carried out. This is commonly confused with Double-Edged Curses, but the difference is that a Double Edged Curse has a single effect if a condition is fulfilled whereas an Unholy Divine Favor has lingering powerful effects so long as its rules are follows and consequences the moment they are broken

Common Indicators of Divine Favor
  • BEING Divinity- God, Deity, Angel, Demon, Dragon
    • Being a descendant of Divinity- Half Angel/Demon/Dragon, Demi-God, A Wyvern
  • Becoming able to command or commandeer Divine Beings or Divine Descendants
    • Dragon Riders and Dragon Tamers
    • Wyvern Riders and Wyvern Tamers
    • Riders or Tamers of Creatures of Myth or Legend. Like Chimeras, Cerberus, Orthrus, Nemean Lion, Hydra, Sleipnir, Pegasus Unicorns (Winged Unicorn)
  • Being bestowed Divine favor by a being with authority
    • This is of course Gods and Deities, but also High ranked angels/demons, High Priests, the Pope, Ancient demons. Mother Earth (Gaia), the Queen of Fairies Titania, The King of Vampires Dracula. Every Dragon over 500 years old
Common Tropes of those with Divine Favor
  1. They are typically favored by the authority who bestowed it upon them
  2. They cannot be attacked by other beings with Divine Favor unless said being is acting in self-defense, has broken Divinity Law, or is a "rival" (like someone with Holy Divine Favor is subject to being attacked by demons or those with Unholy Divine Favor)
  3. For rulers of species, they are granted general friendship/favor among the rest of the species
  4. They usually very strong in their area of expertise. A fire mage under a Fire Dragon's Divine Favor will always be stronger than any fire mage without it or a similar authority's Fire-Related Divine Favor (Like Ifrit, Hephaestus, Vulcan, or Agni)
  5. They tend to praise the Authority who bestowed the authority to them, or at least has loyalty to them
Common Restrictions

The life of someone with Divine Favor can be very strict. It all depends on the authority who bestowed it. Here are some common ones:
  1. Those with Holy Divine Favor are unable to practice Unholy arts, associate with Unholy beings, or aid them. This is also vice versa for unholy toward the holy
  2. For Dragon/Wyvern Riders and Tamers, they themselves are unable to take the life of a Dragon. Their beast must do it for them
  3. For Riders and Tamers of ANY sort, they are not able to leave their Beast of Authority to die, even if there is no way to save them. It is better to let them die in your arms than to leave them to get help, and they die on your way back.
  4. Those with Divine Favor must never slander the name of their Authority
    • For those with Holy/Unholy Divine Favor, this will include slandering the names of Holy/Unholy Gods, as well as their specific Authority
  5. Never bare your teeth at your Authority
  6. Fulfill the conditions your Authority has set for you, if any. Never slack on it, as laziness will get your Favor revoked
 
The Raid on the Ruins of the Lost Kingdom


A big raid by the Basenjis to take on the Lost Kingdom. There is not much information on it quite yet, but it will be revealed in due time, and when it does, it will be added to this post

The place was a floating castle......the ruins of it. According to records, the castle was headed by King Hemhart, the king of a country long lost, much of their nitty gritty records burned, the country itself absorbed by into another in the of Griole Empire. The King, having lost the war decisively, ensured his castle, its artifacts, and whatever records they could save, sent himself, his daughter and her 5 year old son, 20 square mile swath of land, and 100 men into the spirit realm to preserve what was left of his country. They have been floating in the Spirit sea for over 200 years

Relics of Interest

The King's Blue Sword: Azure

Next came questions about the relics. Sebas would give them the most notable, the ones they really need to keep an eye on. "A relic of interest that Adonis wants is the King's Sword. Hemhart's sword is named after his daughter, Azure. Legend has it that if he draws that blade, shit will get real and get real quick." Sebas couldn't validate those claims, but one thing he never had to do was question the trustworthiness of Adonis's sources. Wherever he was getting his information from, rarely was that shit fake news. "If the sources are correct, good luck. I don't envy you for dealing with that." Apparently, the king wore that blade all the time, but rarely ever used it in battle. The king himself preferred a battle axe. "Hemhart uses a battle axe normally, but watch that sword. He will not draw that sword lightly."

The Tome of the Lost Kingdom: Ancient Spells Galore

"Another Relic of Interest: The Tome of the Lost Kingdom. It's a spell book. The spells inside are 200 years old, so it's gotta be full of shit we've never seen. It was put together before the fall of the kingdom." Sebas gave 0 damns about the spell book, but as long as it was in the enemy's hands, there was reason to be concerned about it, especially since they knew nothing about its contents besides the fact there were spells. "There's a chance that Adonis can find what he's looking for in that book. The secrets to sailing the spirit sea." Adonis had no interest in the spell book if it didn't have the secrets. "This book is held by the Grand Mage. Expect a hard fight for it."
This made the Grand Mage a target of interest.


Divinity Bait: A Dragon Egg

"Last is a dragon egg is reported to be there." Sebas had 2 pets in Ora and Lostro as it was. He wasn't getting involved with divinity, and dragons were divinity. "Doc wants that egg because really only the divine can beat the divine. She wants to sacrifice and then harness the power in that egg to put an end to Mozreliun without killing Lostro herself." Apparently that's possible and it's a hell of a lot less dangerous than allowing Lostro anywhere near the spirit sea. "When Adonis tried to give Ghauz's soul to Mozreliun, Doc kind of snapped." Laylah already told Adonis that she would never forgive him for what he did to Lostro. So to try to give the soul of someone she held dear to that demon would put anyone over the edge. It was one of the biggest spits in the face to a woman who was only ever good to the crew. "She has full intention of taking Mozza down, and Adonis can't stop her or her and Evangeline has the authority to kill him." Looks like Adonis messing with divinity was gonna bite him in the ass again. He had incurred Laylah's Wrath, yet this wrath was never shown to her patients. Bogrum could tell that Doc was acting a bit off or forced during his 2 day stay, but to know it was a simmering rage due to what happened with Ghauz and Lostro kind of put it into perspective. "Doc already told Adonis this, so he knows. If he tries to destroy that egg, Doc and Evangeline has the authority to kill him on the spot."
"The Dragon Egg is guarded by a Beast Tamer. Expect a fight with numbers."
 
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Kersact's Crew
Occupation: Thiefs
Species: Goblins
Size: 15 on each ship
"Ye gettin' Thiefed. Like it or not."​

Small in stature, Adonis's crew of thiefs strike hard and they strike fast. With Plunderlust at their disposal, the more they steal, the stronger and more savage they become. They are a fierce crew who are typically used as flankers in battle due to their small and quick nature. When deployed at the right place, they will absolutely wreak havoc in the enemy lines

The leader Kersact is a master thief, cursed to work for Adonis in the heavenly hell that is the vault, full of treasure he can't have. Kersact is a Goblin Dwarf, and by far the strongest of his group of thiefs. His weakness? Kersact is an old man, and definitely touched in the head a bit, to the point where Adonis has appointed beside him a female mage goblin who serves as his handler in a way.

Kersact's crew lives near the vault, which is in the leader's wing of the ship, yet most of them are forbidden from entering the vault due to them all being wanted thieves with a long track record. Adonis must fear that cursing the vault itself isn't gonna be enough to keep a group of expert thiefs from thiefin, so he cursed each goblin individually with a poison curse that activates upon entering the vault and kills in 5 seconds. Only antidote is to get out of the vault

Footnote: Kersact uses the terms "thiefs" "thiefin" and "thiefed" hence why they are used as such in this entry
 
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Nakaos's Crew
Species: Lizardmen
Occupation: Ship Weapons; Bombardment specialized
"Bombard and Destroy."​

The calculated Nakaos is a cyclops, and the best eye in the Basenjis. Second only to me, even this is because I have to use magic to make my eyes do the amazing things that they do. However, Nakaos's eyesight is all natural, and while she lacks the magic to enhance them, she DOES use magic along with her eye to ensure effective bombardment attacks on the enemy. With magic that can lock on to targets and another that can control the things around her to aim EXACTLY where she's looking, Nakaos is the ship's go-to for bombardment. Mortar Strikes, Missile Attacks, even archery volleys. If it's fired into the air and then rains hell on the enemy from above, Nakaos is your go-to girl. Just don't expect her to party afterwards. Always business-like, with language that may come off as blunt or dismissive, Nakaos isn't cold by any means. That's just the nature of her as a cyclops

Nakaos's Crew is made up of lizardmen. For as much as many denizens will look away from Nakaos given her language and her generally unemotional demeanor, the lizardmen view it with respect. As noble savages who hold strength in VERY high regard, they have recognized Nakaos's strength in spades. Not only her the strength in her contributions to the crew, but her actual literal Cyclopcean strength. As a cyclops, Nakaos is the only entity in the Basenjis capable of moving the absolutely monstrously heavy Drop Blade by herself. She is also the only one capable of firing the Laser Cannon without it being mounted. With that, the lizardmen took to Nakaos before anyone else on the ship. They pretty much recognize her as their leader, not that Nakaos cares for such things. With that in mind, her lizardmen operate with maximized efficiency at pretty much all times. They take incredible care of their weapons and the ship weapons, and they are extremely knowledgeable about ballistics and the ship weapons they operate. With knowledge imparted on them courtesy of Nakaos herself, they know all of their weapons inside and out, are capable of taking them apart and putting them back together, and load so fast, you'd swear it was magic. Her crew goes extremely far and above the line of duty to ensure they are never a problem aboard the ship

Her crew resides along the rest in the Crew Wing's Ship Weapons Crew Barracks. However, it is not uncommon to find them asleep in the Weapons Depot, located in the Weapons Wing. As a leader, Nakaos's office is in the Weapons Wing and her room is in the Leader's Wing. However, it is not uncommon to find Nakaos asleep at her desk.
 
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Ashlynn's Crew
Species: Various
Occupation: Soldiers; Aggression and Blitzkrieg specialized
"Axes in skulls, people!"​

Ashlynn "Goldilocks" Thormdottir is the name that always pops up when talking about warrior feats within the Black Sea Basenjis. A woman who can put em down on a raid then put em down in the victory feast, she is truly the tip of the spear for the Basenjis. Always on the frontlines with her bear familiar, Baby Bear (who recently evolved into Mama Bear), Ash is never not with the crew she has under her employ, chatting it up and partying with them.

This crew consists of anyone among the Basenjis who are willing to fight and die on the field of battle. Ash is known for intense training and constant sparring with her crew. She expects her crew to always be ready for the next raid. While this hasn't always gone over to a satisfactory degree, the evolution of Baby Bear to Mama Bear has strengthen her resolve and instilled in her a will to whip slacking crewmates into shape. Idiots who can't maintain their bodies or their weapons are things that will get them punished harshly. Mama Bear trains with them and even involves the other beasts in their training. Fat soldiers are to be booted from her crew until they lose the weight. While they can join in on battle training and workouts, they will NOT join her crew on raids

Ash's crew is a crew who embraces every day like it's their last, as hungry for the glory of battle as they are the loot that comes from putting axes in enough skulls. They are brutal. They are strong. They are ruthless. They dominate the battlespace before the enemy can retaliate. Land, Sea, Air. If in doubt, an axe in a skull can probably solve the issue
 
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Avery's Crew
Species: Various Beastfolk; Rogue types
Size: ???
"..........."​

I need to cast a Deafening Field to ensure no one outside of us can hear this:

Avery Valencia is a cute, shy, humble catboy with a deadly secret: He is part of Adonis's Special Ops team. This special ops team is led by Damond, who is part of Adonis's circle of leaders, and the 3rd strongest fighter in the Basenjis. He is second only to Dr. Laylah and Lostrogret. The fact that this Lycan is only beaten by divine beings, and that Evangeline isn't one of them, shows that he is nothing to fuck with. Damond only acknowledges the strong, literally ignoring anyone he considers weak. With that in mind, to be taken under his claw is something to be admired on its own

First rule about Fight Club though is to not talk about Fight Club. There are only 2 people outside of Damond's group that know about Avery's involvement that ISN'T one of Adonis's leaders: Me and Sebas. No one can hide anything from me, so of course I know. But Sebas? Well, Avery has huge eyes for Sebas, so I overheard him divulging that info to him. I won't tell though.

I've seen the crew in action. They carry out assassination mission, hitting targets of interest to remove them from the battlefield. Problematic sniper? Down for the count. Suspect an ambush? They will ambush the ambushers. Traitors in the midst? They will be found and their existence erased. They are the pinnacle of cloak and dagger for this pirate crew. What? You didn't think there would be assassins in a pirate crew. There absolutely is, and Avery is one of them. Who is and isn't part of the crew assigned by Damond to Avery is unknown. I just know that Special Ops groups tend to be small, their missions special and identities concealed. The details of their mission is always just as classified as the people involved.

Don't become a rat. Ask Sebas or Ash. Avery is frightening to behold on the battlefield. He's training. Just in secret along with whoever else is part of his crew, and everyone else part of Damond's Special Ops group at large
 
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Karma Alignments of Some Characters Thus Far

The Karma system goes from -500 to 500, with -500 being extremely evil and 500 being extremely good.

-500 Extreme Evil
-400 Significant Evil
-300 Great Evil
-200 Evil
-100 Evil-leaning Neutral
0 True Neutral
+100 Good-leaning Neutral
+200 Good
+300 Great Good
+400 Significant Good
+500 Extreme Good


Evil

-200 to -500 is the evil alignment. At -200 is where the person begins to see some form of joy, mirth, or humor in death. Let's take eating humans for example. Someone of -100 may be someone who kills and eats humans as a food source and judges it based on taste, like eating a severed finger is no different to them than eating a slice of bacon. At -200 is where that being starts eating people as a hobby instead of just for food, or takes joy in tearing them apart before eating them. When it goes lower, it could go into the territory of perhaps consuming people whole and enjoying the sounds of their anguish

At -300 is where most humanity towards life is abandoned. Death is death, and they want to inflict a lot of it. Maybe they can have some qualms about killing specific people, MAYBE they'll have some mercy, but the probability is nearing slim at this point. If there isn't a real reason to kill them, they may think up a reason to kill them, no matter how petty.

At -400 and -500, there tends to be a form of seeking out innocents to kill. Sadism, torture. Looking to inflict as much pain on a victim as possible if for no other reason than their own entertainment or sexual gratification. These are the types of people who, if you give them a task, they will look for a way to kill as many people as possible while also completing the task.



Neutral

Neutral is a spectrum of alignments from -100 to +100. These alignments basically say that they are generally apathetic about the lives of others, taking no pleasure nor going out of their way to either save or kill an innocent, but being more likely to do so when given a choice. In the case of these, should they fail to do what they are more karmically aligned to do, it wouldn't weigh on them too much. Basically, whether they live or die has no effect on them mentally. They wouldn't risk their own life to save an innocent, or go too far off the path to kill someone without a damn good reason or on orders.

An evil-aligned neutral person would be willing to torch an innocent village, but would give advanced warning before doing so, ready or not. A good aligned neutral person would only torch the village if there is damn good reason for doing so, and even then they'd ensure everyone was evacuated.

The True Neutral alignment of 0 is typically assigned to someone who is either aligned with someone else's will, a mindless thrall, or maybe a child who has no inherent sense of right or wrong. For a normal person to reach this, they are a true enigma, or maybe so apathetically that their mood in the moment is the only real predictor of behavior


Good

Good is the spectrum of alignments from +200 to +500. At the point of +200 is when a good sense of justice is established. This is when someone in danger cannot be overlooked and they are likely to intervene unless intervening presents too much of a danger to their own life. +200 is when their own life still matters more, but if they can intervene without themselves being sent to the gates, they will do so.

At +300 is when picking on the weak is grounds to put the bully into the ground. When an innocent is in danger, they will absolutely swoop in to prevent such danger. Their sense of justice is high and their tolerance for picking on the weak is slim to none. It tends to be at this point where someone is strong enough to stare down any enemy endangering others and not flinch.

At +400, you get into the realm of benevolent saints. We're talking pacifism or extremely tight-conditioned psuedo-pacifism, and all done in favor of preserving life rather than taking it. Taking a life is reserved for when all other options have been ruled out as unplausible or when ALL other methods have failed. At this point, killing them is the absolute only way to keep them from killing others. They take great pride in preserving lives. At this point, committing any sort of crime is only ever done in the pursuit of the greater good. +400 is where Chaotic Good ends

+500 Karma is usually to people serving under a divine being that has them preserving life as much as possible. Maybe the Batman type of crazed karma where taking a life could be seen as taboo regardless of anything else about the person. Extremely few ever have this type of Karma. The decision to take a life at +500 is something the user may have spent days agonizing over and it's not uncommon for them to still have a breakdown at them having done it. It could be completely earth-shattering to do so



Good-Aligned
  1. Dr. Laylah- Extreme Lawful Good (The greatest good in the Basenjis)
  2. Orabelle- Lawful Good
  3. Demestral- Chaotic Neutral- Good
  4. Nakaos- Chaotic Good
  5. Vespera Seyres- Great Chaotic Good

Neutral-Aligned
  1. Sebas- True Neutral due to Orabelle and Lostro
  2. Duradel- True Neutral
  3. Ashlynn- Chaotic Neutral

Evil Aligned
  1. Adonis- Great Chaotic Evil
  2. Evangeline- Extreme Lawful Evil (The Biggest Evil in the Basenjis)
  3. Elaina- Lawful Evil
  4. Lostro- Chaotic Neutral-Evil
  5. Avery- Chaotic Neutral-Evil
 
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The Structure of the Canine

This is the current structure of the Canine ship


Weapon's Wing
  • Armory- Where armor and personnel weapons are kept and issued
    • Duradel's Room- Since Duradel works here, he figured he may as well sleep here so he put a bed in the back room and sleeps there. Beats sleeping in the barracks
  • Firing Range- Test your guns here
  • Training Grounds- Featuring the Sanctified Holy Field, the training grounds allow you to fight with lethal intent, with the field keeping you from dying
  • Lostro's Room- Located at the very end of the Weapons Wing, Lostro's room gives off an ominous vibe. Feel free to knock though. Just remember the rules
  • Ship Weapons Hangar- Where the big ship weapons are kept. This is also where the lizardmen tend to sleep, near the weapons they work around every day
    • Nakaos's Office- The leader of the Ship Weapons Crew of lizardmen, Naka resides here. More often than not, one will find Naka sleeping at her desk instead of in her bed, or in the hangar sleeping amongst her lizardmen

Beast Wing
  • Stables
    • Cherylanth's Lair
  • Flying Hangar- Where all flying beasts are kept
  • Veterinarian's Office
    • Demi's Room- Demi is the resident animal doctor when she's not being the leader of the Rider Squad. As such, her room is both massive to fit her wyvern and well-earned
  • Avery's Room- Avery took one of the empty rooms in the Beast Wing and made it his own room. No one ever said a word about it

Command Wing
  • Captain's Quarters
    • Sebas's Room- As captain of The Canine, Sebas has damn near a suite that allows easy access to the command quarters
  • Navigation Room
  • Meeting/Conference Room
  • Chapel- A small church inside the ship for all your Godly needs. This place is sanctified grounds
    • Evangeline's Room- Located behind the altar, the door is emblazoned with the insignia of the Enforcer. There is NEVER a reason to go into Evangeline's Room, and she will kill you if you do so
  • Ash's Room- As a go-to for all things raids, Ash has her own room for her and Mama Bear. You'll find lots of bear plushes in here
  • Leader Rooms- A leader aboard the Canine may be given their own room to do with as they please. Perk of being a leader
  • Vault- Where the treasures and whatnot are kept. It is locked down

Crew Wing
  • Barracks- Where most of the crew stays.
  • Library- The traditional archive of knowledge
    • Elaina's Room- Located in a secret room in the library, hence why Elaina is typically found there
  • Medical Bay
    • Dr. Laylah's Quarters- Probably the most comfortable room on the ship...........and abode to the most benevolent person in the Basenjis
  • Mess Hall- Your cafeteria
 
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Damond's Bestiary: Creatures of Darkness (WIP)

This is a lesson on Creatures of Darkness. Some common ones. Feel free to hit the training grounds to practice. When your life is on the line is not really the time to be learning new things, so learn it now. In our lifestyle, it is safe to assume that there is no next time. This is why your mind must be sharp and your reflexes sharper



Skeleton

Skeleton? Give me a break. These creatures are weak reanimations of the dead. The only difference between skeletons and zombies is that zombies haven't been fully decomposed yet. Undead are reanimated when a soul is placed into a body. If there is no body and only skeleton, a core is created and inserted in its stead. What does this mean for Skeletons? A core may be suspended where the heart would be, or suspended in the skull where the brain would be. In other words, aim for the head or aim for the heart. Since it's a skeleton, you can easily tell. If it's not immediately visible, that means the core is in the head. If the eyes are glowing, that glow is coming from the core in the brain. I say immediately visible assuming that it's not wearing clothes.

There is another way to keep skeletons reanimated and moving: Soul Tethering. A necromancer or spirit mage can project the soul over the entire skeleton to keep it moving. Think of it like puppeteering. In that case, there is no way to actively kill the skeleton. Solution? Break the fucking bones. Smash the skull and the skeleton can't see. Smash the legs and it can't walk. This won't kill it but it will effectively take it out of battle. If you take down a necromancer/spirit mage (or disable their magic), the spell ceases and all skeletons under their control immediately fall back into uselessness

Things to note:
Untethered skeletons are generally weaker than Tethered Skeletons. Untethered skeletons rise in/with what they're buried with. Therefore, most are unarmed. That being said, they are far more aggressive because all they can do is scratch. If they were buried with blades or in armor, they will be equipped with them. On the other hand, tethered skeletons can be empowered by the spell-caster to move faster, hit harder, give them armor and weapons.

In other words, the one controlling the minions


Weaknesses

In all honesty, these enemies are so damn weak that it pains me to even have to give you the weaknesses. Nevertheless, it does help against hordes of these things

  1. Core
    • A core is always easily visible unless they're wearing armor or something. Destroy it and you end the spell
  2. The Caster controlling it (Tethered Skeletons)
    • A tethered skeleton is controlled by a necromancer or spirit mage. Kill the one casting the spell and the spell ends
  3. Holy
    • Holy Magic smites skeletons. Since ALL undead are weak to Holy Magic, even a low ranking holy spell can smite most skeletons. If you don't use magic, Holy Water is literal acid to them and will melt through their bones. Splash them with holy water, splash your blade in holy water then cut them. Or use a holy-enchanted blade.
  4. Fire Magic
    • If you can burn their bones to ash, there is no more skeleton
  5. Ice Magic
    • Incase their boney asses in ice and they literally cannot move
  6. Crushing
    • Blunt weapons that break bones can easily dismantle them
  7. Salt
    • Well known fact that applies here: Spirits cannot pass through salt lines/circles. Salt also has a purifying effect. If you hit their core with salt, it can purify it. You can use salt lines for area-denial and use salt circles for protection or to trap them within
      • This does not affect Tethered Skeletons


Zombies

Zombies are literally just Skeletons but not decomposed. Everything I just said about Skeletons applies to Zombies except the salt thing and the ice magic weakness. Aim for the head. I've killed a thousand enemies. Their zombified remains just gives me the satisfaction of killing them twice. These things are usually very slow, though a necromancer can make them move faster

Risk

The thing about a zombie is that while it is weak, they also carry disease. Who would've thought that being scratched or bitten by a walking rotting corpse could inflict you with an undesirable? The good thing is that it's usually pretty easy to circumvent. Wear armor and you should be fine. You can also just outrun them. They're dirt slow. If you've been bitten, drinking Holy Water quick enough can cure you. If you're like me who can't drink that shit, there is Dark Water which has the same effect While you can catch many diseases from zombies, the one to worry about the most is the Blight


Weaknesses

In all honesty, these enemies are so damn weak that it pains me to even have to give you the weaknesses. Nevertheless, it does help against hordes of these things

  1. Core
    • A core is always easily visible unless they're wearing armor or something. Destroy it and you end the spell
  2. The Caster controlling it (Tethered Skeletons)
    • A tethered skeleton is controlled by a necromancer or spirit mage. Kill the one casting the spell and the spell ends
  3. Holy
    • Holy Magic smites skeletons. Since ALL undead are weak to Holy Magic, even a low ranking holy spell can smite most skeletons. If you don't use magic, Holy Water is literal acid to them and will melt through their bones. Splash them with holy water, splash your blade in holy water then cut them. Or use a holy-enchanted blade.
  4. Fire Magic
    • If you can burn their bones to ash, there is no more skeleton
  5. Ice Magic
    • Incase their boney asses in ice and they literally cannot move
  6. Crushing
    • Blunt weapons that break bones can easily dismantle them
  7. Salt
    • Well known fact that applies here: Spirits cannot pass through salt lines/circles. Salt also has a purifying effect. If you hit their core with salt, it can purify it. You can use salt lines for area-denial and use salt circles for protection or to trap them within
      • This does not affect Tethered Skeletons




Hellhound

These are annoying. As a werewolf, I never have problems with them as I am faster, but you as a human are slow as hell. That means one strategy: Camping. Don't try to outrun them. It's better to stand your ground than to run and get killed. They're dogs and they prefer to bite, and the last thing you want is a hellfire mouth chomping on your leg. You won't be getting that leg back

Weakness(es):
  • Holy: Like everything that is unholy, the holy will kill it relatively easily
  • Water: The moment you put out their flame, Hellhounds die. Douse them
  • Bones: Throw a bone, and the Hellhounds will run to catch it
  • Brain damage: Bullet to the brain

Hellhounds are more annoying than they are deadly. Don't get me wrong, they are absolutely deadly, but to ME they are more annoying than anything. You, as a human, aren't as deadly as me. Swallow your pride and do what you need to do in terms of dealing with these annoyances. They can very well melt your leg bone
It's a dog on fire. Treat it like it's a dog on fire trying to kill you



Wraiths

Wraiths are another annoying enemy. These things are specters that float around, and we all know how annoying flying enemies are. There are too many variants to talk about specifics, so I'll stick to how to deal with them in general. Since they are spectres/ghosts/spirits, they can't take physical damage.......unless that weapon is enchanted. Splash some holy water on your sword or arrow before attacking if you actually want to hit it. Otherwise, you are wasting energy. Magic can also hit them

Weakness(es):
  • Salt: Spirits can't pass through salt, so you can use it as a repellant or to trap them. Also, if you pour salt into a shotgun shell, you can dissipate the wraith. It won't kill them and they will be forced to rematerialize, but it'll buy you about 5 seconds a pop
  • Holy: As always
  • Anti-Magic: Everything about a wraith's attack is magic. Its weapon, its spells, its ability to materialize. Anti-Magic won't kill it unless you stab it, but it will effectively shut down anything a wraith can do.

Any other weaknesses depend on the wraith itself. If you don't know its individual weakness, you will never fail with Holy Water



Vampires

Rule #1 of Vampires: If you encounter one and I'm around, leave that fucker to me. If there's one thing I hate more on this planet, it's vampires. Beyond the natural urge to rip them to shreds, Vampires can pose all kinds of problems. Last thing we want is a case of Vampirism running amok among this crew. True Blood Vampires don't have this issue and they don't spread their disease, which is why they are the only vampires we as werewolves may let live.

As humans, vampires pose a deadly threat. They are fast, strong, and can drain your blood to heal themselves. They may also have magic capabilities, making them more annoying. Vampires get stronger at New Moons, and at that point you shouldn't bother trying to take them on unless you are a specialized hunter.
 
Notable Basenji Armaments and Equipment


Revolver
The go-to pistol for the Basenjis is the ol classic 6-shooter. Pirates are charged with keeping their weapon clean and ready to fire. Avery has a notably different revolver, being a custom made one that takes shotgun shells instead of normal rounds. His lower range is compensated by being able to carry slug rounds for longer range shots. The big disadvantage of revolvers is that, after firing all shots, you have to manually reload each individual bullet unless you have a speed loader

Rifle
Rifleman are given a standard bolt action rifle. They are expected to be precise with their shots, as repeater rifles simply aren't mass produced (they are custom orders). Anyone can clear a room with a shotgun. It takes actual training to be able to dome someone from a distance with a rifle. For rifles, one has to manually reload each bullet

Shotgun
Shotguns are there for the close combatants. Not everyone gets a shotgun, and those that do are typically the breachers and spearheads who carve their way through enemies. Once the distance is closed, all hell breaks loose. While Pump Action Shotguns are the most commonly carried, Sebas prefers a lever action shotgun

Blades
Pirates aren't exactly EXPECTED to carry a specific type of blade. However, a cutlass is a common sight with Basenjis due to the handguard. The blade is shortened as well meaning that they are in general easier to control and light enough to keep it to one-handed swings in order to keep their other hand free to deliver either a punch or gunshot with their revolver. Blades make up most of the weapons found in the Armory

Blunt Melee
Like blades, pirates carry what they can get. This means things like bats, crowbars, pipes, and farming tools like shovels and hoes. There is a lot of improvision when it comes to weaponry. However, these days with the influx of successful raids, most of them are no longer carrying these scavenged weapons. They are now carrying actual put together weapons created for the purpose of killing, not tilling the field or hitting a ball. In the realm of blunt weapons, this takes the form of maces and morning stars

Heavy Melee
For our heavier hitters, an axe or a hammer makes a powerful weapon. Hammers are nigh impossible to actually block, being a blunt force weapon. Even with a shield, there will be knockback to deal with and in the hands of a heavy unit like a minotaur, giant/cyclops, or orc warrior, you're looking at a unit able to clear the way with very little ability on the enemy to resist.

Knife
Not everyone wants a cutlass though. Some just carry the trusty knife. Unlike a lot of the other weapons, pirates aren't assigned any of these. They get them on their own. With this in mind, you will see everything from switchblades to bowie knives. Sebas, for example, carries a bowie knife. Avery prefers to carry a butterfly knife. Ashlynn doesn't carry a knife at all, preferring to carry her iconic pair of twin sickles

Leather Armor
Most of the Basenjis tend to frequent light armor for its excellence in providing the balance between protection, motion, and sun protection. The best leather armor may be enchanted with ice magic to keep the body temperature regulated against the heat, preventing heat stroke. This provides slight protection against fire magic as well, but it's no substitute

Chainmail
This is a rarity like most of the metal armor in the Basenjis. They're pirates, not knights. However, among the rare metal armor users, this one is the most common. Chainmail allows for protection against slashing attacks while maintaining full range of motion as well as ventilation from all that time in the sun. This is typically only worn by the closest combatants who tend to take the most slashes in combat.

Cloud Boots
Pirates willing to shell out some coin in the skies will be granted with the Cloud Striders. These nifty expensive boots will allow you to walk on clouds. Heard it right. Walk. On. Clouds. Of course, that comes with the significant disadvantage that these boots are useless on a clear cloudless day, but should you go overboard on an airship, or you want to go air-surfing, these boots will be vital to all your thrill-seeker means

Stim Shot
A Stim Shot is what the Basenjis use as a health potion. It is a mixture of Painkillers, Holy Water, and Health Potion. It is very cheap to make, and it has the effect of immediately kickstarting the body healing and killing the immediate pain. However, it is not as effective as an actual health potion overall. The painkillers can also induce quite a bit of pain as it enters the system

Blaze Powder
Blaze Powder is fire essence. This essence is normally released when fire magic is used, and while magically conjured fire burns. As such, it is easy to acquire. Blaze Powder as a powder takes the form of a reddish orange salt-like form or a reddish orange flour-like powder. Vials of Blaze Powder are warm to the touch, but know that, for most, contact with the skin is not advised. Unless you are literally immune to the effects of fire, enough Blaze Powder on the skin can cause itching and, when more is piled on, can cause an effect similar to chemical burns.

If you're WEAK to fire, Blaze Powder can have a devastating effect. For starters, the threshold from Itch to Chemical to Burn are about 1/4th the threshold for normal people. Next, if it gets to the point of turning it to Burn, it'll be a full body spontaneous combustion. If Blaze Powder is in the air, leave immediately. It means the air is combustable, as if there is flammable gas in the air. Blaze Powder has the effect of making fire burn harsher.

Blaze Powder is best kept away from flammable sources.
 
Gods and Pantheons

There are many Gods whom the people of the world serve.
  • Holy Gods
  • Daedric Lords
  • Fae Counsel
  • Royal Dragons
  • Elder Gods






Holy Gods

The most well known connotation of Gods assume Holiness, and maybe it makes sense. The Holy Gods follow the light and seek, in general, to purify and preserve life. However, if there are those who would fundamentally go in defiance with Holy Teachings, maybe they need to be purged from this earth and reduced to nothingness, less than ashes

Rankings. A 6-star Angel is the top rank of Angel. After that, the Angel ascends to God-hood. Alternatively, if an Angel challenges a God, they can take over that God's position as a condition of the duel. From bottom to top, the ranking is as follows

  1. Supreme God
  2. Ancient God
  3. Elder God
  4. High God
  5. God
  6. Deity
  7. 6-Star Angel


The Spring Prince Qeien, God of Health
Served By: Dr. Laylah Halliet the Guardian
Earthen Location: Divine Grace Flower Fields
Element(s): Earth, Holy
Animal Appearance: Cockatrice​

The Spring Prince Qeien is a benevolent god who serves to keep being in their most prime. This means physical fitness, this means eating healthy. Only those he considers healthy are allowed within his ranks. This has earned him accusations of Ableism and Fatphobia, despite the fact that he does accept the disabled so long as they keep themselves healthy to the best of their ability. For the fat, the drinkers, the smokers and other addicts of any kind, Qeien shuns from his ranks.

His Earthen Location, the Divine Grace Flower Fields are a field that, to anyone that isn't a follower of his, finds these flowers toxic. Their spores are alluring, leading the victim back to these fields whose flowers feed on their life force until the victim is eventually a dead husk, and then nothing at all. They are incredibly toxic flowers that Qeien only allows in the hands of his followers or in the hands of those gifted these flowers BY his followers. These flowers are banned in most countries.

To followers and those gifted by followers, these flowers have a scent like ambrosia, a divine taste when brewed into tea, and an everlasting spring life so long as they're maintained to the most minimum degree. They serve as gifts to his faithful. Should these flowers lose their smell or taste, one might want to commune with him to find out his problem with you or any actions that you have taken recently, lest you smell the more toxic allure of those flowers.



The Moonblade Banera, Goddess of the Sword
Served By
: Evangeline the Enforcer
Earthen Location: Deep Stone Crypt
Elements: Holy
Animal Appearance: Crow; Murder of Crows​

The Moonblade Banera is a powerful no-nonsense malevolent god who knows her job and does it to the utmost of her power, which is a lot. Banera is a blade of the Gods, a woman charged with keeping the law and order of the pantheon, which also means ensuring that the angels are all doing their jobs and doing them adequately. As Goddess, Banera is a complete master of every single melee weapon there is, and every single formal fighting style ever developed on the earth. Banera is cocky and arrogant, yet has the skill necessary to back up the words she has for anything or anyone she has to speak about. That isn't to say she can't be humbled, but it'll take a fresh beating in order to get her to do so. Good luck with that one

Her location is a place known as Deep Stone Crypt, a place where Banera places the skulls of the souls of those lives are taken by her, her enforcers, or her followers. To those unauthorized, one doesn't need to worry about any kind of gimmick or poison or guardian or anything. There aren't guardians as much as there are detection measures. Simply put, if Banera detects someone unauthorized in her crypt, she will simply take your head and add it to the crypt. There is no room for negotiation or question. If you are not ABSOLUTELY SURE that you have Banera's favor, do not enter. She will appear, take your head with a flourish of her blade, and then melt the skin off it to add to her ever-growing walls.

For those granted safe passage into the Crypt, within is an archive of combat that encompasses everything between the Earth Realm, the Heavens, and the Underworld. A full-powered copy of every single unique weapon ever made in history, and of every generic melee weapon forged with every material. A pristine copy of every single book on weapons combat ever. A pristine copy of every single book on hand-to-hand combat ever made. The memories of every great warrior and their training sessions and greatest feats, able to be replayed like a movie. Formal lectures and lessons on close combat, lectures on how to overcome common weaknesses of those who walk the path of the blade. Books on A Sanctified Holy Field to train on, with the privilege of being able to wield copies The Deep Stone Crypt is a mausoleum paying respects to the greatest greats, built on the skulls of those

The highest honor one can take on is to be recognized by the Moonblade enough for her to want to train you herself. Those who have trained under the Moonblade herself only know defeat BY the Moonblade herself. Her training is the most grueling and deadly training one can ever go through, and Banera is known to be immeasurably strict, with BRUTAL punishments for daring break the rules

Followers of the Moonblade Banera are some of the greatest warriors to ever walk this earth.



The Ocean Trench Mariana, Goddess of the Deepest Deep
Served By: Sebas Deadeye, Orabelle Deadeye, Nancy Noi
Earthen Location: The Mariana Trench
Element: Water, Holy, Daedric
Animal Appearance: Angler Fish, woman face where the angler's lure would be​

The Ocean Trench Mariana was a former Holy Goddess of the Sea who decided to recede into the depths, allowing a lateral god, God Kaimana, to take over as the God of the Sea. The duo were friends and even lovers but after a falling out, Mariana retreated into the Deepest Deeps in a depression. Soon, in its solitary depths, she found a new embrace within its Oppressive Darkness. Full of secrets of the Gods now above her, including secrets of her formerly beloved Kaimana, the Deepest Deeps allowed her to find people at their lowest and show them the light within their darkness. Being in such Oppressive Darkness forged her the rare ability to become a Holy Goddess who also embraced the Daedric Darkness that was the Deepest Deeps. She is one of very few Gods who resided On High who can also use Daedric Magic

The Deepest Deeps refer to an area of the ocean known as the beginning of the Aphotic Zone (midnight zone), which is where light becomes a fleeting resource. The Surface is just that, the literal surface of the water. The Depths are between 1-199 meters (Sunlight Zone), the Deeps between 200-999m (Twilight Zone), the Deepest Deeps between 1000m-3999m (Midnight Zone), the Abyss at 4000m-5999m, then the Trench below that, a place requiring a pilgrimage. If not authorized by the Goddess, Good luck even finding it in the ocean, let alone getting access to it

Mariana Trench.jpg

Her location is a trench named after herself, the Mariana Trench. It is a highly specific trench under the "bottom" of the ocean that she laid claim to and turned into a pilgrimage location to visit her. Despite her namesake being the Deepest Deeps, Mariana's jurisdiction consist of the Deeps above it, the Deepest Deep itself, the Abyss, and then the Trench. While the Deepest Deep and the Abyss are Daedric locations with their Oppressive Darkness, the Trench is a neutral location overall since she IS a holy Goddess. The only thing is.............good luck not only finding it, but actually making it down. Regardless of her guardian being there guarding the location from unauthorized interlopers, it is simply too deep and too remote (and such remote location everchanging) to even be found. It is a natural barrier, since only those blessed by the Goddess will be given the ability to withstand the Oppressive Darkness as well as granted safe passage by her guardian enough to infiltrate her Trench. It is far and away the hardest place to attempt unauthorized entry, if for no other reason than its natural barrier of its oceanic depths, pressure, changing location, and guardian that the Oppressive Darkness prevents you from seeing. You will absolutely drown or be eaten long before you find the Trench if you are unauthorized. Those blessed by her will find the Trench very easily

The Paragon Obris, High God of Virtue
Served by: Steven the Deacon
Earthen Location: Tomb of the Unknown Soldier
Element: Holy​

Obris is the Paragon of Virtue. He is a god has a high sense of justice and recruits those whom most would consider low in morals to enforce His will. Afterall, what use is there in preaching to the choir? Since Virtue is a broad concept concerning the 7 heavenlys (7 Heavenly Virtues) and Obris presides over ALL of them, He is a God of very high status. His Favor is not easy to come by as most people will instead get contacted by one of his 7 delegates, each running one of the 7 virtues

The path to becoming a Paragon is not an easy one.



Daedric Lords

Daedric Lords

Ranking

  1. Daedric Supreme
  2. Daedric Champion
  3. Daedric Emperor
  4. Daedric King/Queen
  5. Daedric Lord/Lady
  6. Daedric Noble
  7. 6-Star Daedra




Royal Dragons

Dragons work in hierarchy. There are 13 Dragons on Earth and 13 Dragons on Avalon who claim the spot of Dragon Lord for the Earth Realm and Avalon respectively. The Dragons of Earth roam the Earth doing as they please. However, they are known to be found in extreme locations. If a mortal manages to make it to them and offer enough tribute, the Dragon would take them on as a disciple. However, for most Dragons, the problem tend to lie in either GETTING there period or getting up enough of a tribute when they arrive, which would cause them to be eaten on the spot if said tribute wasn't enough. No warning, no specified amount. Just go with the knowledge that it is likely a suicide march

Ranking. There is no rank below Dragon. You are either a full-fledged Dragon or you are not.

  1. Draco Ultimata
  2. Dragon God
  3. Dragon Lord
  4. Dragon Supreme
  5. High Dragon
  6. Dragon



The Circle of Royals (Earthen Name: The Dragons of Avalon)

The Dragons reside in Avalon and live in harmony and good relation with the Fae that ultimately rule the realm. The DoA are a group of 13 Dragons known as "Royals" who are the strongest in the realm and the #1 is the strongest of the 13 Royals and the ruler of the Draconic Territory as a whole. In God terms, they are Gods among the Draconic with #1 being the Elder God. In this case though the #1 Dragon is deemed the Dragon Supreme. However, in most cases they are simply referred to in King terms regardless of gender since they do indeed rule the territory


Royal #1: Dragon Supreme, Dragon of the Fae, Elewynn the Fairy Dragon
Served By: Demestral Asella
Element: Fae, Draconic​

Elewynn is the Dragon Supreme with a humble beginning who only became a big Dragon with the power of Fae Magic. Elewynn is known to be incredibly friendly and benevolent to those under her rule, to the point where, if she came to earth, she would be one of precious few dragons who would stand being approached by the denizens without tribute. She genuinely loves her followers/worshippers and is known to bestow upon them many a blessings
 
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Extreme Conditions

In the world, there are extreme environmental conditions that come with it higher survival requirements to withstand. The terminology of this is important because the type of conditions and how to survive it differs even when it seems like the same thing. They are amplifiers/modifiers. The terms are as follows:

  • Extreme- This denotes magic-based infliction of conditions. "Extreme" is just the official catch-all term.
    • Torrential Hurricane
    • Extreme Heat
    • Sub-Zero Cold
  • Oppressive- This denotes a Daedric touch to extreme weather conditions. The nature of Oppression is to Oppress enemies and make it impossible to stay under the hood of Oppression for too long, lest they die. If you are ever Oppressed to death, you are robbed of Holy Divine Favor in your death, keeping you from ever ascending. Creatures who live in these conditions are extremely malevolent and unable to be tamed
    • Oppressive Darkness- A darkness so severe that even with a light source close, the illumination is suppressed and magic-induced night vision is disabled. Under these conditions, the Oppression feeds on light so that light-generating magic costs a ton more mana and light sources die quicker. This is when you need to be careful. If you are not under illumination nor visibly viewing light, the Oppressive Darkness will start to feed on the light in your eyes. If you stay under Oppressive Darkness in that condition, it could leave you permanently blind. THEN it'll start feeding on the light in your soul. It'll get to a point where it snuffs out the light in your soul, killing you. Those killed in this way ends up a pitch black unrecognizable corpse, a silhouette of their former self
    • Oppressive Cold- A cold that feeds on the heat in the body more than normal. Hypothermia under Oppressive Cold happens much faster than normal cold. The cold cuts deeper, It's harder to warm up, and even those believed to be immune to cold will feel the effects of Oppressive Cold. Fire burns brighter, using up its source faster. This makes fire spells expend more mana to cast and require more to maintain. It can be hard to distinguish Oppressive Cold from normal cold, as all it requires is freezing temperatures, but even in frozen areas, it can be hard to tell normal freezing areas to Oppressively Cold areas. One must keep constant heating sources nearby. Strong ones because one might just find it impossible to warm up even near a heating source if it's not strong enough. Those who die to Oppressive Cold end up in a cryogenically frozen state, skin turned a dark blue hue
 
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Commune with a God

To Commune with a God is to have one's soul pulled into that God's respective realm, the area saturated with their influence. For the most part, communes tend to be initiated in one's typical sleeping place while sleeping, at an unaffiliated chapel with the compatible element (for example, a holy chapel that isn't necessarily dedicated to a specific holy God), or a shrine specifically dedicated to that God. They can also happen with a body that's comatose or whose soul is in limbo. Communing with a God allows one to communicate directly with a God, a God's delegate/Angel, or a God's Guardian. It is through communes that most followers receive visions, messages/omens/prophecies, Divine Favor or Divine Decrees whether positive or negative.

While communing, one is always in their "true" form. For those able to alter their shape, traits, qualities, the ability to alter them is disabled. Angels answering to a higher power appear in their Angelic form as opposed to whatever their preferred form is. Beastfolk appear either in complete animal form or complete humanoid form, as preferred by the ruling authority. Those that have natural wings will have those wings visible. How they most naturally appear will be how they will be presented. Remember, it is a considered lying to the ruling authority to appear in a form that is not their true form. Just knights are to remove their helmets when appearing to the monarch, one must always present themselves in their most forthcoming and transparent state.

Any clothing/items/equipment worn by the one communing will be taken with them unless the God specifies otherwise, as is their ability to use magic. The point is to make the one communing as comfortable as possible within the God's specific rules. Magic/equipment contrary to the God's primary magic is typically disabled. You're in their almighty presence. You are expected to follow their rules while under their influence. Some examples of reference:
  • When the Demon Baroness is summoned, she strips naked all of whom are to be in her presence when she is to appear.
  • An Ice God who disables any and all Fire Magic while in their presence
  • A Fire God that pulls in their follower notably without that follower's Amulet of Fire Resist
  • A God who doesn't allow weapons in their presence at all
  • A God who likes animals more than humans, so any Beastfolk are forced into Animal form
The preferences of the God always override general rules

Followers can initiate a commune with their God through a prayer, though it is on the God to accept/reject it. Higher level followers have higher priority to having their request answered, as are followers in better standing as well as followers who don't initiate communes as often. Followers of low faith or low standing are almost guaranteed to not have their commune request accepted, and those under an Ordination of Punishment are unable to request a Commune. Nonbelievers are unable to initiate a Commune with a God, and it is considered Shirk to attempt a Commune with another God, as it is considered Shirk to pray to another God. On the Divine side, it is taboo for a God to initiate a Commune with a follower that is not theirs, though they are able to initiate a Commune with a nonbeliever so long as they are not marked Undesirable

The priority list for followers are ultimately a ranking system that is only ever overturned in cases of emergencies or extenuating circumstances. Followers more devout, who pray regularly, give thanks for blessings regularly, convert seculars, accomplish tasks from that God, study the text, and really any other worship/outreach/ministry task raise their standing to that God. It is a reward for diligence, discipline, resilience, and gratitude

Gods are omnipotent within their Commune. Attempting to attack a God while Communing is grounds for instant death


Notes on Communes:

  • Communes are where most followers receive Divine Favor and Divine Decrees
  • Communes are typically initiated in a peaceful sleep, or in a Church or Shrine while praying
  • Only Believers are able to request a Commune with a God
  • It is taboo for a God to initiate a Commune with a Follower that is not theirs. They are to reject Commune requests from followers of other Gods
  • All rules within a Commune area are up to the God
  • Anything a God forbids within a Commune doesn't exist within the Commune. There is no exception to this rule
  • The God is omnipotent in their domain during a Commune
 
Souls, Revival, and the Afterlife (WIP)

What is a soul? A soul is the spiritual or generally immaterial essence of being within a person or animal. It contains their sentience. Rule: If it has sentience, it has a soul. Every single man and animal of every species has a soul. Each individual ant in a colony has a soul, so needless to say, even humans who are the most prominent race on Earth are an extreme minority once it comes time to assess their afterlife.

Revival

To revive a soul, the only real accepted way is to ask a God for revival, either asking your own God to revive them, or THEIR God to revive them. In a lot of cases, it will call in whatever Favor that soul has generated and spend it in order to redeem for a revive. Thus, the soul is revived in full in most cases. A Holy God may not revive a Daedric individual or vice versa. Unfaithful followers will likely be rejected for their own revival or someone else's revival. Not just anyone can be revived. A person revived is made as if the person never died. A person may only be revived by a God who presides over their soul (a person whose soul would go into that pantheon as explained later)

Death

When someone dies, their soul leaves their body. This soul has about 5 minutes before it is funneled into the Leyline. Leylines exist all over earth, but they can only be seen by a being of equivalent or higher power. One of the Layline managers (Gaia Supreme of Mana) pumps mana into the earth, one of them (Ancient Goddess of Life) brings souls into the earth and one of them (Daedric Supreme of Death) retrieves souls of the dead. Run by the Daedric Supreme of Death, simply known as Grim or "The Reaper," the Leylines removing the souls from the earth is not that conceptually different than the river Styx which carries the souls of the dead to Hades for judgement. In this case, the Leyline splits into 6, corresponding with the following:
  • Earthen (Natural)
  • Holy
  • Daedric
  • Fae
  • Draconic
  • Null
To those faithful to a God, the pantheon that God falls under will determine which Line the soul will traverse to end up at that God's Court of Judgement. Here, the soul is judged and is sent to either their respective God's paradise domain or their torment domain if they are to be punished. If a God has marked someone down to be punished in the afterlife, they are considered "faithful" to that God. If there is a discrepancy (someone Faithful to a God, but set to be punished by another) the PUNISHING God takes priority. At the end of the sentence, the soul is then sent to the Rewarding God for Paradise. Discrepancies with multiple punishing gods are decided on a first come first served basis, then passed to the next for their punishment

Animals and those disabled/unable to dedicate themselves to a God, someone dedicating them to a specific God makes them "Faithful" to that God. This is important to pet owners and those who have domains over beasts, like Alpha Wolves, Beast Kings, Bug Queens, Broodmothers, etc.

To those NOT faithful to a God, including those marked Universally Undesirable, Atheists, Undedicated Babies/Children/Unborn, those under the Nullification Effect, those sentenced to the Null Realm specifically, and those robbed of Ascension via things like Daedric Oppression, they are sent to the Null Realm which plunges them into the Spirit Sea



The Null Realm (Aka the Spirit Sea)

The terms are interchangeable as the Null Realm consists ONLY of the Spirit Sea. Henceforth, it will be referred to as its official name the Null Realm. The Null Realm is a chaotic spiritual slurry of every single life or potential life that has ended. It is essentially an ever-growing vault containing the backlog of judgements to be made. Every God prioritizes the souls of their own followers over the souls of anyone else, let alone a sea that has the souls of more termites and ants than actual people. The spirits are chosen on a lottery, complete random, ever-growing, and no influence by any other factor, then sent to a God at complete random, who then reviews and decides one of the following:
  • Accept- Bring them into the God's Paradise Domain
  • Pass- Pass them to another God
  • Reject- Recycles them back to the Spirit Sea
  • Punish- Sentence them to that God's Torment Domain
  • Destroy- Destroy the soul entirely. Requires justification for most
  • R-Reincarnation- Implant the soul into an unborn at complete random WITHOUT wiping that soul's memories. R is for Random
  • S-Reincarnation- Implant the soul into an unborn, chosen by that God, WITHOUT wiping that soul's memories. S is for Specific
  • R-Rebirth- Implant the soul into an unborn wiped of memories but not necessarily capability. This one is decided by lottery as to what the soul is implanted in
  • S-Rebirth- Implant the soul in an unborn wipred of memories, but not necessarily capability. This one is chosen by the God


Now, for the chance at being chosen for judgement, think of this: Both you as a person and an ant both have an equal soul, a 1:1. An ant has the same voting rights as you basically. Now think of that, across all of history. Every single thing that's died. Every stillborn squirrel, every worm, every abortion. ALL of those will always have an equal chance at being chosen for judgement as you. Ever-expanding and ever random. It's the cost of not being faithful to a God. Those faithful to a God get their own type of pass.
 
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Mana, Magic, and the Magic System (WIP)

What is Mana
Mana is the essence of the Earth. Pumped into the earth via Leylines. The Gaia Supreme of Mana, who is believed to sleep in the center of the earth, manages and regulates the mana pumped into the earth. This mana is absorbed by anyone with the latency for it, and it can be expended in order to induce phenomena on the earth. That phenomena is what we call magic. Simple. We absorb mana naturally over time, but also in the food we eat. Genetics dictate our potential for mana absorption speed, max mana expenditure, and the element(s) of mana conversion.

Burning mana burns calories, so it is very common to see those who expend a lot of mana eating a lot of food. However, this means that one should limit their use of magic if one is starving or out of mana. Mana is a catalyst to cast magic. However, it is also a buffer zone to keep the magic from ravaging the body. If you fire off spells without mana, it starts burning far more calories and eating at the body. Imagine lifting weights and running while never eating. It is VERY unsafe to do so, not to mention that it can cause spells to backfire, a more immediately deadly manifestation of neglect for safety




RP Elemental Chart.png
There are 10 basic elements of magic, sorted into 3 categories
  • Natural
  • Divine
  • Taboo
Natural Magic

The Natural category of magic consists of Fire, Earth, Water, and Wind. In the center of the chart is a "Neutral" category, which is a catch-all for magic that don't have an element. This includes things like Body Strengthening, Sound Magic, and other magics that don't generate one of those four. Advanced magic, like Lightning, Ice, Magma, and Plant/Swamp magic are made by mixing together 2 or more elements of magic. Therefore, those are not considered Neutral because the formation of these magics involve generating basic elements.

The essence of these natural magics is conjuring, controlling, and applying the given element to affect the earth in the most literal sense as possible. It is relatively easy to understand, immediately tangible, very dependent on the physical capabilities of the body moreso than the Divine or Taboo magics, and is the least restrictive of the magic, subject to no rules. They are the most fundamental magics, very commonly used in every day life for things like lighting, digging, conjuring drinking water, watering plants.

Fire Magic
Fire is passion, a fiery challenge to anything that dare try to compromise your morals. Fire Magic is there to give life-affirming warmth to all of those around. However, when taken too far, the user will instead burn everything around

Water Magic
Water is life-giving substance, flowing through the cycle from beginning to end and then beginning again, a versatility unmatched

Earth Magic
Earth Magic is a steadfast, unchanging adherence to morals unable to be swayed or destroyed

Wind Magic
Wind Magic is wild wispy freedom of action, a spreading of wings to go wherever the user wants


Divine Magics

Divine Magic utilizes the system of Divine Favor, which is followership of a God in order to tap into a new type of magic, as well as enhancing the type of magic they already own. There are 4 types, corresponding to the pantheon that the user must serve to access this magic
  • Natural (Gods over the Natural Elements)
  • Holy
  • Daedric
  • Fae
  • Draconic
All of these Gods, regardless of Pantheon, follow an agreed upon system called Divinity Law. Like real life soldiers and their system of rules (UCMJ) on top of the Local, State and Federal laws, Divinity Law is the UCMJ of the Divine. It is the set of rules that they all must follow. They must follow this because Divine Magic has theoretically limitless potential. Divinity Law is a checks and balances to some of the most powerful beings on Earth

Holy and Daedric Magic
Unlike the concept of Yin Yang, which is 2 opposing forces mixing together and ultimately working in harmony, Holy and Daedric simply do not mix. They are equal opposite forces that burn when in contact. They are super-effective against each other for this reason. While Holy Magic

Holy is the prayers for protection of loved ones, and the divine blade when a shield won't due. Holy Magic is the most traditionally thought of divine magic when it comes to the thought of "serving God." Serving the Holy Gods, while there is no one-size fits all to Holy Magic, the most popular application of Holy Magic is to heal, protect, and smite the Daedric. Otherwise, Holy Magic is most popularly used for support. It follows a philosophy of humility, love, and protection, as well as preservation of life. They do, however, specialize in Holy Crusades.

When it comes to upholding Divinity Law

Daedric is the free range of motion to follow your dreams..............to the death if you need to. Daedric Magic is the opposite of Holy. It is darkness
 

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