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Favorite Character Poll Round 10!

Lucien Balthazar Mchale - Vicious hunter of humans and dragons. 0.27272727272727 27.3% [ 3 ]
Vasul Calim Shahrad - Crown Prince of Shahrazad and righteous eagle among a flock of vultures. 0.090909090909091 9.1% [ 1 ]
Lorelei 'Ellie' Katerini - Knight Errant and Defender of Justice who will kick your butt! 0.18181818181818 18.2% [ 2 ]
Inyri Ven - Sharp-minded beauty and budding lady of wares. 0.18181818181818 18.2% [ 2 ]
Eriol Epheis - Mysterious man with an eye for the prize. 0.27272727272727 27.3% [ 3 ]
Total Votes:[ 11 ]
This poll closed on November 27, 2014.
No longer accepting new votes.
1 2 3 4 5 6 ... 169 170 171 > >> >>> »|

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                                Credit given to the original creator of this roleplay f i r e f l y skies.
                                Credit given to Zevran Arainai for tons of hard work and a bajillion lols.
                                Credit given to Argentine.the.Tangerine for stepping up when all hope was lost.

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                                "Why do you wish to join us? ... No, don't answer. That you're here is answer enough. We only ask that you help guard the caravan, keep it safe from bandits and other perils of the road if you can. And don't ask too many questions. Everyone here has their own secrets, and if you don't ask about ours, we won't ask for yours. . ."

                                Just a simple caravan, though the stories inside are so incredulous you'd be hard pressed to find a more entertaining tale. The best and worst of human nature can be revealed during travel and travel we do. So come aboard and sit by the fire and weave a new story with us.



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                          There are a number of travelers in our story, some within the caravan - and some not. A small group of bandits, derelict in these hard times have their eyes on the riches that must be traveling with such a elegant caravan.

                          Traveling in the caravan itself are the normal workers. The leader, guards, a cook and other nomads. But for the right price you can join them for a time. A distant king is sending his daughter to see the world and she is currently traveling with them, along with her own guards and servants.

                          Also with them is another group, mysterious at best. They seem to have some secret business going on and rumors have it that it's slave trading - illegal, but not if you know the right officials to bribe.

                          And of course there are a few stray travelers. From simple folk just wishing to find work elsewhere, to jaded travelers and some with agendas of their own, the caravan offers security in many forms.

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                          x g l a s s PETALS for Dayum We Roll Hard✦ⅰ: RULES
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                          *red denotes updates to the rules

                          Follow the ToS, all that jazz. If it gets all hot and heavy do a dot dot dot. No taking it to PMs, that's against the rules too. No curb on swearing. Literacy is a must. And a good two paragraphs a post is too. More than that is awesome. At least size ten font is appreciated. And pretty posts please. Yeah, you heard right. Name, photo and all that jazz. And drawn pictures please.

                          On another note, I don't want to see ANY posts of just OOC in the IC thread. Pet peeve of mine, sorry. If you’re not the type to read everything in the OOC, then drop by there often since that’s where I make important announcements. I won’t force you to participate in the OOC, but do try to get a chance to talk to everyone and get to know them.

                          As a side note, Agent Of Dreams is the one you’re talking to whenever you PM Dayum We Roll Hard.


                          x g l a s s PETALS for Dayum We Roll Hard✦ⅱ: COMMITMENT
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                          The reason this RP has been going for so long is that we have a group of dedicated players. If you apply to join this RP, you are agreeing to be an active member of the story. Our story has a massive amount of character interaction and if you leave without warning, up to three people could be stuck at a stand-still. So, if you think you are too busy to join this story, do not join. If you cannot make posts for a duration of time, warn me beforehand. If weeks go by and you haven't yet posted and someone is waiting for you, I WILL PM you. If you do not reply, your character will be crossed off of the list and we will move on without you.

                          In the interest of keeping the story going, if the IC or even the group of people you are interacting with has not been posted for in two days or more, then you as a member of that group should step up and take action. This can be doing anything, asking in the OOC what is up and/or quote-summoning the people who you are waiting on, privately contacting via PM, etc., whoever you might be waiting on, or simply posting in the IC after giving ample warning in the OOC of your intentions to do so.

                          If you are having an issue posting when it comes to ideas, writer's block, or anything else of that nature, PM me (Watervoir) directly, or post in the OOC thread your concern. If you do not have anything to do, you are expected to find something to do. If you do not have anything to do, you are expected to find something to do. You are expected to come up with your own ideas for your characters. Not having an answer to a question necessary for a post is not an excuse for not posting for weeks -- you are expected to seek out the necessary individuals for answers or otherwise come up with a workaround. Present your situation and your questions in the OOC thread. I will no longer tolerate inactivity when I am given this excuse. There is always something to do. There are always ideas circulating and if you need help making your posts interesting, don't forget to ask for feedback. Pointless inactivity will NOT be tolerated.


                          x g l a s s PETALS for Dayum We Roll Hard✦ⅲ: APPLYING
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                          First, locate the short blurb of code in the first page. Fill it out correctly and send it straight to Agent Of Dreams with the title 'Travel is Dangerous'. Next, if your blurb is accepted, make up a full profile with the skeleton provided in the OOC and send it with the title 'Blue, blue caravan'. When THAT'S accepted, I'll post it in the profile thread. If you want to make any changes to your profile, just PM a note to the mule and I'll patch it up lickety split.

                          When designing a character, try to come up with a character that will fit into the world. Be mindful of the content in the world maps and the latest chapter updates. Read over existing characters and have them in mind when you create yours. You may want to contact some of the players and discuss possible character ideas to make the best fit. The OOC is here for this also.

                          Finally, remember to start small. The majority of the world’s population is weak, frail and vulnerable. While magic is available and it is tempting to start off with demigod level powers, such practice is greatly discouraged. That said, characters can (and should) grow in power as the RP progresses.


                          x g l a s s PETALS for Dayum We Roll Hard✦ ⅳ: SECOND CHARACTERS
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                          A player having a second character is allowed, but there are some requirements. One has to have been a member of this RP for a reasonable amount of time, have been active and reliable in their posting, and respectful toward all of their fellow roleplayers. Ultimately, it will be up to me to decide whether your second character is acceptable, so if you utilize this grand opportunity, make it count!


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                          x g l a s s PETALS for Dayum We Roll Hard✦ⅰ: CURRENTLY
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                          ████████ CHAPTER TEN: FIELDS OF LOVE

                          Everything is interconnected.

                          With the closing of the latest adventure, we are brought to a fresh, third group of travellers, ones unlike any we've ever seen: from blacksmiths to herbalists, from knights to bounty hunters, from bourgeoisie to royalty. No matter their interests, goals, or motivations for travelling, the result is that their strings of fate weave together today, in the glorious town of Cantarta.

                          Cantarta, a town whose population could pass off as a city during its busiest seasons, is located on a series of north facing Cliffrock steeps. In the winter this land is laden with frost and snow. Come Springtime, the middle levels of the vertical town was like the equivalent to a desert oasis. Overlooking the woods of Albrind West and the fields much further ahead in the far distance, the west facing cliffs above the main town afforded much cover against the brutalist winds from the mountains of the East.

                          It was so that Cantarta was the optimal breeding grounds in all of Cliffrock for the Ancalamalita, the Gala of Flowers, a week long local celebration created to admire the the spring blooms that arrived in this nook of land every year before they did in any others in Cliffrock. This once small annual tradition swiftly grew to a magnificent festival as more passersby discovered this scenic town on their way to the annual trade show hosted by Northenwood's Trade Capital. Over the past 30 years, the town flourished as more and more caravans made a point to pass by this corner of cliffs, with some of its voyagers purposely stopping by the town with the aim to partake in the festivities.

                          Yearly, merchants arrived selling off unique wares. Some were trying to make a quick coin off the goods they hadn't been able to dispose of since last arriving at the town, while others brought excess of the newest styles from Westerwood, the most desired spices from Shahrazad, and the latest shady merchandise from Dreywood, hoping to wow and inspire. Other travellers arrived at Cantarta to listen to the enchanting love story and local legend of the Sir and Lady Innamor. Some were there to admire the unique varieties of flora like the Dragon Lilies. It was from these blooms that the love story had blossomed from, although there were some who claimed it was the other way around.

                          Voyagers would also find Cantarta to be the latest place of intrigue. A castle overlooks the town from the edge of the highest cliff, and this magnificent building was said to once be the home of the Innamors. It was also said to be haunted. What else would explain the mysterious fire that engulfed the abandoned building three days past? Any investigation attempts by the townsfolk were soon thwarted by the sporadic and freezing showers that recently been plaguing the land, although it was believed that was only thanks to this rogue weather that the flamed managed to be doused.

                          Those not charmed by ghost stories, knees deep in shopping for exotic fineries, or too discouraged by the terrible weather, would have been remarking the lack of Shahrazadian competitors and other Eastern guests. Some attributed the situation with a supposed mile high magical barrier that stretched endlessly north and south right down central Bethryl, but at this point it was all incredulous stories and rumours. No way was there anyone powerful enough to make a wall that large.

                          Our focus now returns to a choice few individuals. These adventurous men and woman were all from caravans en route to the Northern Trade Capital in Northenwood that were making stops in Cantarta, just in time for the Ancalamalita. Many of them were inside; the latest bout of freezing rain from the heavens had been brutal for any prospective sellers and buyers, but the few rays of sun peeking through the crowd cover hinted at a better day ahead. Already the taverns and bars in town were abuzz with excitement, pleasantries, singing, dancing, and uncrushable spirits. There wasn't long to wait for the the buyers and sellers to rush to the streets once more, and when that happens, there was no telling what else these new travellers of ours might find and discover in this town.

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                              x g l a s s PETALS for Dayum We Roll Hard✦ⅰ: CHARACTER FORMS
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                              When submitting your blurb, please give a summary of your character's magic ability (what they can do, extent, if/how much training, etc.) if the character has a power. Please submit this as a paragraph that is separate from the blurb outlined by the following skeleton.

                              [imgleft]100 x 100 icon here[/imgleft][size=11][color=POSTING COLOR]⊕[/color] NAME
                              [color=POSTING COLOR]⊕[/color] ROLE - you can choose from the list, or make your own
                              [color=POSTING COLOR]⊕[/color] AGE - Be reasonable.
                              [color=POSTING COLOR]⊕[/color] THREE WORDS DESCRIBING CHARACTER
                              [color=POSTING COLOR]⊕[/color] MAGIC - Only one, please.
                              [color=POSTING COLOR]⊕[/color] POSTING COLOR
                              [color=POSTING COLOR]⊕[/color] USERNAME[/size]


                              x g l a s s PETALS for Dayum We Roll Hard✦ⅱ: CHARACTER LIST
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                              I will add more slots if they are wanted. Note if we already have several of a role, I might be pickier with applicants.

                                CARAVAN LEADER |xx
                                CARAVAN GUARD 1 |xx
                                CARAVAN GUARD 2 |xxPhedre
                                CARAVAN GUARD 3 |xxOrien Kiel
                                CARAVAN GUARD 4 |xx Caden Alinari

                                PRINCE |xxVasul Calim Shahrad

                                PRINCESS |xxLira
                                HER GUARD |xxVictoria Eversworn

                                SLAVE TRADER 1 |xxAVAILABLE
                                SLAVE TRADER 2 |xxAVAILABLE
                                SLAVE TRADER 3 |xxAVAILABLE
                                SLAVE 1 |xxAVAILABLE
                                SLAVE 2 |xxAVAILABLE
                                SLAVE 3 |xxAVAILABLE

                                PRIEST 1 |xxYggdrasil "Draaz" Søren Freud
                                PRIEST 2 |xxAVAILABLE
                                PRIEST 3 |xxAVAILABLE

                                BOUNTY HUNTER 1 |xxLucien Balthazar Mchale
                                BOUNTY HUNTER 2 |xxEriol Epheis
                                BOUNTY HUNTER 3 |xxAVAILABLE

                                NOBLE 1 |xxVelius Kirta
                                NOBLE 2 |xxLord Luther Brendis
                                NOBLE 3 |xxAVAILABLE

                                MERCHANT 1 |xxKemun Eldstra
                                MERCHANT 2 |xxMedayo Alinari
                                MERCHANT 3 |xxInyri Ven
                                MERCHANT 4 |xxVaino Toivonen

                                BANDIT KING |xxNasrin Aidziam

                                BANDIT |xxMalasana “Samedi” Yikir
                                BANDIT |xxFrancois Delacroix
                                BANDIT |xxAVAILABLE

                                TRAVELER | DOCTOR |xxWhitnee Rasset
                                TRAVELER | KNIGHT ERRANT|xxLorelei 'Ellie' Katerini
                                TRAVELER |xxWilla Odette Wilafax
                                TRAVELER | BEAST|xxRachelle
                                TRAVELER | SEER|xxAria Jenkins
                                T R A V E L E R | S C H O L A R |Wilhelm Oxton
                                T R A V E L E R | R E F U G E E |Kai Sauveterre
                                T R A V E L E R | R U N A W A Y S L A V E|Sinann Aleroux


                                x g l a s s PETALS for Dayum We Roll Hard✦ⅲ: ACCEPTED CHARACTERS
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                                User Image Kemun Eldstra
                                a traveling merchant
                                twenty-two
                                amiable, unassuming, perceptive
                                ember touch
                                #363536
                                einmyrin


                                User Image Medayo Alinari
                                Merchant
                                25
                                Malignant, Observant, Patronizing
                                Necromancy
                                Ink and Blood
                                azora natashi


                                User Image Yggdrasil "Draaz" Søren Freud
                                Shady Artemist Priest.
                                30
                                Extrovert. Cryptic. Dangerous
                                Card tricks
                                Royal blue
                                NlETZSCHE


                                User Image Willa Odette Wilafax
                                Traveler
                                22
                                wild, passionate, spunky
                                Water
                                palevioletred
                                Leelee_mraz


                                User Image⊕ Whitnee Rasset
                                ⊕ Doctor
                                ⊕ 24
                                ⊕ Calm, Sarcastic, Thoughtful
                                ⊕ none yet
                                ⊕ crimson
                                ⊕ Leelee_mraz


                                User Image Nasrin Aidziam
                                a bandit king
                                twenty-six
                                impulsive, unyielding, vigilant
                                none that I know of.
                                #554444
                                einmyrin


                                User Image Tobias Kallith
                                Bandit
                                19
                                Clever, Stubborn, Violent
                                Water/Ice-manipulation
                                Gray
                                Samantha Whitfield


                                User Image Lucien Balthazar Mchale
                                Bounty Hunter
                                30
                                Reckless, Potty mouthed, Mal-tempered
                                Heat Vision
                                #7cb8ea
                                Nietzsche


                                User Image Vasul Calim Shahrad
                                Noble
                                Thirty-five
                                Charismatic, merciless, protective
                                None
                                Dark red
                                Aihari


                                User Image Inyri Ven
                                Merchant
                                19
                                Clever, Diplomatic, Independent
                                Gift of Tongues
                                Violet
                                Agent Of Dreams


                                User Image Eriol Epheis
                                Bounty Hunter
                                28
                                easygoing, soft-spoken, moody
                                Persuasion
                                Cinnamon
                                Aeroden Eternium


                                User Image Phedre (formerly Onegin, but now goes with her maiden name Varga)
                                Caravan Guard
                                28
                                Battle-scarred, authoritative, brave
                                Pferdsprach
                                flowers in the blooming rock
                                Manuscripts and Pince-Nez


                                User Image Lira
                                Princess of the Western Kingdom
                                27
                                Intelligent, Clumsy, Wary
                                Thread Magic
                                Slate Blue and Dark Violet
                                Cinnamon Poptarts


                                User Image Rachelle
                                Traveler of sorts
                                Eighteen
                                Untamed, Fierce, Defensive
                                Echolocation
                                Sienna
                                Aihari


                                User ImageAria "Ari" Jenkins
                                Traveller/Seer
                                21
                                Saucy, crabby, sarcastic
                                Can occasionally see the future.
                                Magenta
                                jadeshaw88


                                User Image Orien Kiel
                                Caravan Guard
                                20
                                Cocky, Humorous, Quick Witted
                                Signs
                                Dodger Blue
                                Agent Of Dreams


                                User Image Lord Luther Brendis Highwind, Third Son to the Duke Alaric Chlodwig Highwind II
                                Noble Commander
                                27
                                Neurotic, Pompus, Calculating
                                Strong Intuition
                                darkgreen and black
                                jadeshaw88


                                User Image Vaino Toivonen
                                Merchant
                                19
                                Idealistic, Affectionate, Talkative
                                Goblin's Box
                                Light Eggplant
                                Aeroden Eternium


                                User Image⊕ Wilhelm Oxton
                                ⊕ ROLE - Scholar of Magic
                                ⊕ AGE - 34
                                ⊕ Bookish, Vain, Civilized
                                ⊕ MAGIC - Earth Manipulation
                                This Green #0E8466
                                ⊕ Balldrogo


                                User ImageKai Sauveterre
                                Refugee
                                23
                                Mischievous, Secretive, Cynical
                                Matter Transmutation
                                #007474
                                Lucunda Somina


                                User Image Velius Kirta
                                Shahrazadian Noble
                                24
                                Devious, Ambitious, Patronizing
                                Shapeshifting
                                Black and Crimson
                                Watervoir


                                User Image Sinann Aleroux
                                ROLE - Runaway slave
                                AGE - Eighteen
                                Reserved, Trusting, Gentle
                                MAGIC - Healing
                                Midnight Blue
                                Aihari


                                User Image Caden Alinari
                                Guard
                                27
                                Brash, Determined, Loyal
                                Sixth-sense
                                Dark Magenta
                                Watervoir


                                User Image Ymir
                                Entertainer
                                27
                                Cunning,charming,distant
                                Sound Manipulation
                                Wintry mix
                                Manuscripts and Pince-Nez


                                User ImageThalia
                                Nature’s Child
                                Teenaged
                                Radiant, blithe, gullible
                                Lifetouch
                                Fern Green
                                Samantha Whitfield


                                User Image Malasana “Samedi” Yikir
                                ROLE - Bandit
                                30
                                Grimy, Rude, Improper
                                MAGIC - Fire manipulation Low leveled/untrained
                                Green dialogue, black everywhere else
                                USERNAME
                                OceaniaTyrant
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                          x g l a s s PETALS for Dayum We Roll Hard✦ⅰ: TERRITORIES
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                          Thahbufir - Little is known about this area sans that is a giant dessert and barren. Few are able to make it even a few miles no matter how well they plan. During the day the temperature soars to easily reach over 140 degrees F, while at night it drops to below freezing.

                          Mongogglerus - The dry plain that surrounds Thahbufir, Mongogglerus is home to a number of bandits and similar peoples.

                          Racluear - The huge mountain range Racluear divides the continent in half. There are a good number of narrow roads through this area, but a number of monsters wait to ambush travelers here. It's also worth noting that a vast amount of this area is unexplored. [x]

                          Westerwood - Hilly country that makes for popular traveling land between some of the more populated areas of Albrind. A few cities are found here.

                          Ogaeunlund - This scenic area is caught between the sea on the west and mountains to the east. Thus this area is not heavily frequented.

                          Dreywood - Not an easy place to find this underground city is on the border of Westerwood and the northern part of Racluear. The entrance is hidden, only accessible by those who already know where it is. The exact reason for all the secrecy is obviously unknown. [x]

                          Pilantos - Located northerly there is little on the map for this spot because there is nothing up there but ice and snow. The monsters that inhabit this place are not known, no one has gone far into this area and lived.

                          Northenwood - Accurately named this area is located to the north . . . and is woody. Oh, and frozen. Sounds like a good setting for a horror movie.

                          Bethryl - Surrounded by the mountains of Racluear and the frozen hills of Cliffrock to the north, Bethryl is rather difficult to access. The large lake is peaceful though, the perfect resting place after the Hell it takes to get here.

                          Oronian Atoll - An atoll located south of Westerwood, the Oronian Atoll rests next to the Oronia Sea with three islands set closely to each other towards the center of the atoll. This area used to be the home of the Oronians (thought to be descendants of merpeople by many in Westerwood) before a plague began to spread about the islands seven years prior. Presently, no one lives in the Oronian Atoll as the plague still lingers about in the air.


                          x g l a s s PETALS for Dayum We Roll Hard✦ⅱ: CITIES & TOWNS
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                          ███████████████████████ WESTERWOOD

                          Calibri - This is a city full of performers and is not extremely big. This is a place where performers go when they don't feel the need to travel, but they just can't stand to let go of the entertainment business. There are shops everywhere, except on the outer edge where there are homes and inns. It's nights are filled with festivals and high spirits. Located in the northern part of Westerwood.

                          Windnesse - Once a small village of farmers, Windnesse's population has grown exponentially in the past decade as refugees from the Oronian Atoll have settled in this town. Though not all Oronians have settled in this area, many now call Windnesse home due to the close proximity of their old home, which they cannot easily forget. Many of the inhabitants of the town are still farmers and the vast plains for several miles away from the town are different farms and feeding grounds for various livestock animals. It is not a particularly noteworthy town, though there have been several slavers known to frequent the town in hopes of capturing a wandering Oronian or two. It is located about twenty miles north of a small mountain range, which divides the Oronian Atoll from Westerwood.

                          ███████████████████████ ORONIAN ATOLL

                          Mistdell - The closest thing to the Oronians had to a capital, Mistdell was the liveliest village in the Oronian Atoll before the plague descended upon the area. The city was not made of anything particularly advanced and many of the areas were outlined with stone. The homes of those that lived in the city made up the west side and were made of flimsy looking plants (similar to that of bamboo) with large leaf-woven roofs. These homes have become quite dilapidated since having been abandoned. The trade part of the city is easy to miss as it is mainly comprised of an open area, space being divided by either wooden boards or stone outlines. However, the most important, and perhaps least touched by time, is the large stone alter area, which was used to worship the great water god, Anthiavel. It is located at the center of the central island within the atoll.

                          Cesilica - A village located off the northern coast of the western island in the Oronian Atoll, Cesilica was the most beautiful of the Oronian villages before the plague struck. Platforms kept the houses and shops from settling within the salty water within the atoll and many of the Oronians living in this village were not songsters and songstresses. Instead, this city was well known for its fishermen, whom were able to catch extraordinarily large fish. The women were beautiful dancers and their dances inspired the life in and around the village, giving rise to colorful flowers and exotic animals. However, since the plague, the village has been completely lost from view and everything has fallen into the atoll. Most everything from the village has washed away, though some of the animals still remain, seemingly unaffected by the plague that still sits in the air.

                          Zeelacea - The smallest of the three main villages, Zeelacea was established at the foot of the dormant volcano of the eastern island. Unlike the other villages, its buildings were created with stone and clay and the buildings have remained relatively unscathed by the time since it was abandoned. Because it's been abandoned, as with the other villages, there is not much worth noting due to its appearance; however, there is a secret within the village that is known only to the religious leaders of the Oronian people.

                          ███████████████████████ THAHBUFIR

                          Shahrazad - The Jewel of the Desert. A large city located in the middle of the Thahbufir desert whose spires can be seen from afar. It is the trade center of the East for all business, a prosperous city, and rest stop for travelers from all walks of life. In the center of this busy desert city is a grand castle that houses a royal family, a court, and the like. Like any large city, there are noble districts, middle-class districts, the slums, and districts where business is conducted. Like any large city, Shahrazad has its own dark secrets, which includes an extremely corrupt government.


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                          x g l a s s PETALS for Dayum We Roll Hard: CANTARTA, CLIFFROCK
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                          < MAP TO COME >


                          The town sits on a series of cliffs that face towards the eastern forests and fields of East Westerwood. There are three major regions of the cliffs for tourists to focus on, with their major commonality being the waterfall system that flows down each of them. Each cliff is linked by one or more roads and tunnel systems, with some more accessible than others.

                          More about Cantarta's history and the Ancalamalita, the Gala of Flowers, can be found [here].

                          I. Vierada The highest cliff that is still considered to be a part of the town.
                          1. Innamor Castle
                              The Innamors were nobles that ruled the town until their demise 40 years ago. Since their deaths, the blood has been cleaned up and the castle abandoned. Not long after the town's popularity had risen, the castle had been restored as a tourist attraction, although no one dared stay there long given its reputation as being haunted. Further reinforcing its notoriety is the mysterious fire that occurred in it only three days ago. Neither of the two teams sent in to investigate have yet returned. Beside the castle is a large waterfall that is never completely frozen over. This waterfall is at least three times the height of the castle, although its pool is also three times as deep. Behind the castle is a large forest that doubled as a garden when the castle was still inhabited.

                          II. Gierada (Upper): Two intermediately wide cliffs, both of which are members of the middling cliffs of Cantarta.
                          1. Cliff 1 - Graveyard: higher and more northward
                              It is the residence of the dead in the city. As well, sometimes travellers die on the road, and when no one knows who they are or where they came from, they get buried here. The prehistoric city planners wanted the dead to have some place close to the heavens or earth they may depart to, but also shielded against the harshest Cliffrock elements should their living loved ones wanted to pay a visit.

                          2. Cliff 2 - Dragon Lily Field: lower and more southward
                              While there are other varieties of plants here, this field is known to be the dominant residential area of the Dragon Lilies. It is said that the bodies of the late Innamor lovers are buried under the flowers, but no one has ever felt the need to unearth the greenery to confirm.

                          III. Gierada (Lower): One wide cliff, member of the middling cliffs of Cantarta.
                          a. Church
                              A Church building for the Children of the Light. The main part of the building is almost always accessible for the general public enter to pray or repent or otherwise gain enlightenment. This building was built a little 40 years ago.
                          b. Open market area:
                              During market seasons, such as the Ancalamalita, this large area is home to caravans and foreign merchants hoping to make a quick buck on their way to the trade show in the Northenwood trade capital. In off seasons, children are commonly seen playing kick ball.
                          c. Jailhouse
                              This building is designed for mischief makers and the like. It is very well kept and sturdy. Occasionally the Northenwood capital has used this place as a temporary holding place for criminals waiting to be shipped off to Westerwood and other areas, and vice versa.
                          d. Residential
                              The majority of the townsfolk live in middling Gierada; the rest occupy the lower regions. The residential areas are segregated by wealth.
                          e. Flower patches
                              Certain areas of each cliff is sanctioned off for the flowers for which the town is known. No buildings are allowed to be erected in these areas. Each patch has a group of townsfolk that serve as its caregivers.
                          f. Mill
                              The town's only mill is just enough to serve all of the town's needs and sits next to the town's main waterfall and is responsible for the grain portions of the townsfolk's diets.
                          g. Butcher shops, Apothecaries
                              Products of the farm culture of Talierda and the flora predominant all over the local landscape.
                          h. Mayor's Office, Courthouse
                              Accessory buildings that are fundamental to a town of this size.
                          i. Taverns
                              There are several in the town, but the most reputable one is known as the Silver Vine Inn. The main floor serves food and beverages and the upper two floors provide comfortable accommodations at a reasonable to moderately high price (particularly in market seasons). Its basement has been jokingly told to have an everlasting fountain of mead. It is a part of the same chain as the Golden Plow Inn of Belorner City, Belorner, and the Green Willow Tavern of Lenti, Bethryl. It has roofed stables and an open area reserved for wagons and carriages not far from it at a competitive price.

                          IV. Talierda (Upper): The terraced lower cliffs - homes.
                          1. Residential:
                              Mostly the homes of farmers. The roads here are wide to accommodate caravans and goat herds passing through to reach Gierada and other parts of the town.

                          V. Talierda (Lower): The terraced lower cliffs - farms.
                          1. Farming Terraces:
                              These series of plateaus were engineered a long, long time ago to provide for more efficient and effective farming. This system also makes it easier for travellers and townsfolk alike to travel to and from and within the city.

                          x g l a s s PETALS for Dayum We Roll Hard: LENTI, BETHRYL
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                          There are a number of paths one could take to get from Thabufir to Bethryl and beyond, but they are all considered extremely deadly because they all involve taxing travel through the Racluear mountains. One particular trail, however, is extremely rewarding as it is known to take travellers right past the territory's great lake. As well, nearby the lake is a small village that, given its location smack-dab on a crossroads of the land, has become a frequent pit-stop for voyageurs, offering them with a place to rest their weary legs and to stock up on supplies before braving the frostbitten plains of Cliffrock to the north or next set of mountains towards the east, west, or south.

                          1. The Forest
                          Forest spans the majority of the entire area. Wood generated from the timberland is ideal for the purposes of the village. The most iconic regions of the woods are the parts closest to the village, for it is here that one can find Bethryl's scenic lake and, according to villagers, the highest concentration of ethereal entities, namely, the woodland spirits. These spirits are not believed to be benevolent, and there is plenty of evidence to support this mindset, including violent claw markings slashed deep into tree trunks, ancient trees snapped in two halfway up, and open displays of disembowelled wagons and rotting bones. Travellers have reported the feeling of being watched, and not in a good way, whenever they head to and from the village through the surrounding forest area. It is forbidden -- local law, even -- to venture beyond the plains and into the woods after nightfall, no one would rescue those who do and no one who ever wandered in after dusk has come back alive. Travellers often take heed to the village wisdom and decide to stay overnight within its boundaries.

                          2. The Plains: At the foot of the mountains is a valley where the forest has been cut down. The edge of the lush field that remains is considered the border into the darker forest regions.

                          3. Lake Lentia, the great lake of Bethryl
                          This peaceful lake of Bethryl is no secret. Its waters flow in from sources rooted deep in the Racluear mountains and flow out in streams in many directions. It has loosely been coined the "heart" of Albrind, as it is said that the system of rivers that stems from this lake links all four corners of Albrind, to the furthest reaches of the land and very possibly beyond it too. There is also lore that speaks of a spirit of the same name as the lake and that resides in these waters, watching the lake as well as the surrounding forest and nearby village and overseeing the safety of travellers that come through the pass. Village storytellers identify the lake's ethereal inhabitant to be the leader of the many other spirits of the forest.

                          4. The Village of Lenti
                          What used to be a secluded but adequately self-sufficient settlement built off of the cliff lside has become a fundamental element of an extensive travel route when the road was discovered ages long ago by a pair of prospective gold panners, or so the stories go. The opportunistic village has several lodges designed for visitors to stay the night in, with each residence accommodating to the tastes of different weights of wallets. Additionally, one can find other points of interest within the village, including bakeries, forges, wells and stables, as well as, of course, the sturdy wood homes of the locals. To the far end of the village is a graveyard, and many of its headstones are marked with the names of travellers who have passed away in the mountains and were lucky enough to not have their bodies left behind for bandits and wild beasts to scavenge.

                          5. The Brick House
                          Seated in the forest not too far from the village is a brick house. The man who lives there is a mage who is almost hailed as a priest in the eyes of the secular locals. When a teenager of the village was lost to the forest spirits about three years ago, the mage had attempted to rescue him, but it was all in vain. Nowadays, his magic on the edges of the forest is relied upon to keep the village safe at night. There is the occasional missing chicken, but for the most part, his spells have worked, and as such the man is still held in the highest esteem. Visitors to the village who intend to stay for even a night are advised to visit the mage to receive his "blessings".

                          x g l a s s PETALS for Dayum We Roll Hard: OASIS TUNNELS
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                          In Albrind, there exist subterranean caverns that were excavated by the ancients to service as convenient passageways to various parts of the world, facilitating travel around geographical barriers. The knowledge and scriptures on these tunnels have long faded from time. No one but the most educated historians are aware of them, and even to them, it's just an age old legend. These "gates to the underworld" are not easily found, and even when they are they are difficult to activate. Usually, these trapdoors come in sets, and triggering them involves stepping on all of them at the same time. Ladders were the typical means to return to the surface, but the majority of them have now disintegrated in much of the same way as the legends that told about them.

                          This particular map applies to the cavern entrance that is situated in an oasis that sits at the border of the vast Thahbufir desert and the great Racluear mountains. Luminescent fish populate the tunnel system, but they tend to avoid the absolute dark of the endless chasm and the room with the mushrooms (labelled R1). The undergrowth is fluorescent as well, lighting the path so well that they make torches extraneous. A river flows through it, and its source is the great lake of Bethryl.


                          x g l a s s PETALS for Dayum We Roll Hard: BELORNER
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                          The main city of the territory of the same name is neatly divided into seven main sections. Being a religious city, each one of these sections is dedicated to one of their gods or goddesses. Their are many lesser gods and demigods, but there are only eight main gods.

                          A. The Artisans: Housed in the northwest part of Belorner, the artisans dwell. These are the craftsmen. They make everything here from pottery to carriages to weapons. If you need something finely made by another man, you go here. The temple of the god Harspur is located in the back of the town. He is generally described as a peaceful god with dark hair tied back at the nape of his neck. He is often depicted wielding a tool of some trade, be it a blacksmith's hammer or a potter's clay.

                          B. The Farmlands: The farmers and peasants are located in the north of Belorner, and here a majority of the city's crops are grown and farm animals raised. Often people will trade services and other goods for food, and thus Belorner has a healthy bartering system and are not solely reliant on coins. The temple of the goddess Faunlau is located behind the homes of all the farmers. She is often depicted as wearing clothes interwoven from many grains. Her hair is long and tumbles over her shoulders in thick waves.

                          C. The Training Grounds: Belorner, albeit a generally peaceful town, maintains a healthy military in case of attack. At the age of sixteen, the most able bodied of the male youth are recruited to join the army. They are trained in hand to hand combat and, if they are intellectually strong as well, some magics. The temple of the god Menedias is located behind the soldier's barracks. He is a violent god, and most images of him display him in the heat of battle. He is dressed in the furs of animals, with a belt of skulls around his waist. He was originally a lesser god who fought the others gods to gain more power. He stole one sacred object from each, and these he wears wound in his elaborate headdress.

                          D. The Halls of Justice: Reigned over by Usaia, the goddess of fairness, the heads of the government (two men who rule together as consulates with advice from three of their peers known as regals) meet to make decisions about the future of Belorner. These include discussions about the economy, the army, and other social matters. They also run a court for the people who need someone to mediate their affairs. Usaia is often shown with a brain in one hand and a heart in the other. She appears to always be weighing the two while deep in thought.

                          E. The Halls of Learning: When first entering Belorner through the main gate, one comes across the halls of learning. Here are all the collections of books that have been produced in or brought to Belorner. The boys who do not take to battle and the girls are brought here to study. Boys may become priests, scribes, justices, or scholars. The girls may become priestesses or scribes. No woman has yet become a justice or a scholar. The goddess Ninevah watches over all who learn or pursue knowledge, and she is often shown taking part in academics.

                          F. The Competitor's Grounds Athletics and the theater are two main forms of entertainment for those who live in Belorner. Both take place here . Ninevah and Harspur both watch over the theater, but competitions are left to the god Yasha of the fleet feet. He is often known as the trickster god in many myths, and only by the speed of his feet has he even managed to escape unharmed.

                          G. The Hall of the Gods: On either end are the two gods who protect the dead. On one end is Zahn, the god who offers eternal life or an opportunity for rebirth for those who do good deeds and show promise. On the other end is Salim, who takes those who do not show promise and only badness inside of them. They go to the underworld where he tortures them for all of eternity. The other gods and goddesses are lined up on either side, all of them constantly watching over The Sacred Spring of Costhus.

                          x g l a s s PETALS for Dayum We Roll Hard: SHAHRAZAD
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                          (I know the link is broken.)

                          There are three major trade capitals in Albrind; One in the West, one in the North, and Shahrazad, in the East. It was said to have been founded a thousand years ago by a mysterious woman of the same name, who had led her people into the desert after the Great War in the North rendered the Republic of Sathvalla (now known as Nordicherus) a barren wasteland. Along with the natural defense of the desert and the warrior spirit of its leader, the Kingdom thrived. A statue of the city’s founder stands in the center of the main square with a plaque that reads, “Here stands the Lady Shahrazad, the Savior of Our People. May She Watch Over Us Until the End of Days.”

                          Shahrazad’s people are diverse. Natives are usually deeply tanned, but the influx of travelers from all reaches of the country has turned it into a haven for people of all colors. The economy is rich, due to closely regulated trading by the government. Still, there are people who live there that struggle to survive.

                          1. The Royal Palace: Standing tall at the farthest end of the city is a beautiful, sandy collection of spires that are carved with intricate designs that depict tales of the city’s history. Here, resides the Royal Family of Shahrazad, a position that can only be inherited by blood. The current rulers, including their son, are twisted creatures that thrive on the wealth of others. They’ve outlawed the use of magic within their city and imprison those who are known to possess it.

                          2. The Fanahad District: A district reserved for only the high-class members of society. Nobility and their servants are the only ones allowed to enter this part of the city.

                          3. The Zarafir District: A haven for the middle-class. It began as the largest section of the city, but has dwindled since the initiation of their current King, whose laws have prevented the growth of this district. Most of the people who live here are working people. Lately, it has been rife with crime.

                          4. Parshin di Sathaza, ‘Jewel of the Desert’: On the other side of the Zarafir and the Market districts, is a series of taverns and houses dedicated to sinners. The largest of which is the Parshin di Sathaza, a theatre house that offers prostitutes and drunken, music-filled nights. This section of the city is what we would normally call the ‘Red Light District.’ It is filled with people young and old who have no choice but to sell themselves for money. It is the most recent home to illegal traders.

                          5. The Market District: The busiest area of the city, where travelers from all walks of life come to buy and sell their wares. It is an extremely prosperous area and a sight to behold for anyone who arrives there. It is the site for many yearly festivals and a variety of native-owned shops that sell everything from weapons, to armor, to books, medicines, and even animals.

                          6. The Red Moon Tavern and Inn: The Red Moon is the largest and busiest tavern in the city. It is managed by a single family that claims to have headed it for generations. The Tavern is a prime source for information for travelers and a site where various meetings are held for important social figures. The Red Moon boasts a bulletin board where various jobs are posted, asking for a certain criminal to be caught for a reward, a monster to be killed, or even for a child’s pet to be found.

                          7. The Yadhathi District: Separated from the other districts for reason of stench alone by a massive wall, the Yadhathi District is the home for the poorest residents of Shahrazad. It is the slums, the center for crime and violence, and a breeding ground for disease and famine. As the Fanahad District is, this one is closed off from the public because it used to be a target for slavers and other malicious figures. During the threat of disease or crime, it is closed off entirely. It has grown to be the most largely populated District in Shahrazad, filled with many who used to be middle-class citizens.


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                          x g l a s s PETALS for Dayum We Roll Hard✦ⅰ: THE CARAVAN
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                          Besides its people, the caravan is a mix of all sorts, from sole rugged warhorses for the daring, carriages for those who brought their own and elaborate gypsy wagons for the more fanciful folk. There are the more inconspicuous modes of transport, such as the traditional box-topped wagons or covered wagons, but even these bear their own eccentricities for each of these wagons are painted from ceiling to wheel in blue. They have a spacious interior and, if yet unclaimed, are free for any newcomers to take.

                          The Blue Caravan has a long legacy. It's almost as if there is something in the blue paint that gives the caravan a life mind of its own, keeping those who side with it safe from the trying toils of travel. The caravan can be given a 'leader', and as expected has had many, but this individual could only be the rudder that guides it, never the one to own it. There is a sole wagon that historically has been frequently overlooked and is locked by a mage's rune. A bold claim has it that this vehicle is the host chests and cabinets of prized jewels and rare treasures. Another has it that it is the home of spirits trapped in brandy bottles. The truth has yet to be discovered.


                          x g l a s s PETALS for Dayum We Roll Hard✦ⅱ: THE SLAVE TRADERS
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                          Slave Trading is said to be one of the oldest professions in the history of Albrind. It started when women began to sell themselves for sex in the slums of large cities for money and valuables. Some entrepreneurial men decided to take the opportunity to kidnap these women and force them to sell on their behalf, keeping them hostage in order to take a percentage of her earnings in exchange for the lives of herself and her family (if she had any.) Although it was a taboo and often secretive act, men who were successful in their dealings became rich and famous among nobility, who would often request a certain type of woman for the night. Many of these high-profile nobles would spend tens, hundreds, and thousands in gold and valuables for the right kind of service.

                          As the business matured, it began to travel across the continent, finding gifted businessmen to do its bidding. Many, if not most of these men and women would be captured and executed, while a select few would earn the respect and the business of powerful people, sparing them from the law. One of the most famous and well-known Slave Traders of antiquity was called, 'Salim, the Father of the Modern Slave Trade' and 'The Prodigy. Salim was known for his ability to manipulate the law and create a business that ran as smoothly as clockwork. He was credited to bringing professionalism into the Slave Trade and was known to act more like a Boss, rather than a barbarian, as past Traders had been. Unfortunately, at the young age of only thirty, The Prodigy was caught off guard during a planned escape of his slaves. They tore him to shreds.

                          Now, the land of Albrind is inhabited by only a few major Slave caravans, and several local houses that are located within large cities. Those who continue the Trade are considered very dangerous and formidable. Rarely do any of them maintain a choke-hold on the nobility and law-makers and it is customary for the most well-known to possess a fake identity to avoid pursuit. They are said to target anyone, especially young and beautiful men and women, and lure them from their homes, towns, and cities with the promise of love, riches and fame.


                          x g l a s s PETALS for Dayum We Roll Hard✦ⅲ: THE BANDITS
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                          As with all great societies, there are always many groups of unsavory people and the most dreaded within Albrind are bandits. These rogues travel about the globe, attacking travelers in order to plunder valuables. Though merchants and caravan drivers think these roving groups of rogues to be the bane of man and a pure evil, most of the bandits have chosen their life due to circumstance and not choice. Some may have been farmers whom had failed to yeild crops for several years and, in order to remain alive, they joined the bandit ranks. There are also escaped slaves and prisoners that are unable to join normal society without being taken to their previous lives. Still others have joined the bandits for their own reasons, whether it be to rebel against someone or any other number of reasons. Regardless of their intentions when joining the bandits, these people have existed for many years and do not appear keen on disappearing any time soon.

                          Despite their divided appearance, many bandits (as well as some other unsavory types) have established Mongogglerus as a main base of operations. This area has been chosen as it is isolated from the rest of Albrind. The Racluear Mountain Range also provides a large natural barrier to prevent raids from the law ruling Albrind from easily ambushing the bandits. Thus giving the bandits a place to rest easily in addition to a place for the five bandit kings a place to meet in times of emergency. The five bandit kings, as one may have guessed, are the five main leaders of the bandits throughout Albrind. Not all bandits realize that they are under the rule of the bandit kings, but the bandit kings head the five largest bandit groups as well as fight with each other for looting territory.


                          x g l a s s PETALS for Dayum We Roll Hard✦ⅳ: THE BANDIT KINGS
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                          There are many reasons why one may choose to become a Bandit King. It could because of the riches. Bandit Kings are known to raid towns, villages, marketplaces, or even traveling caravans in order to loot and steal. It could be for women. Women are like fine jewels, and a Bandit King requires many different jewels for his crown. It could be for the blood. The power of draining a life, of watching the tides ebb as a body loses warmth. To know that you have left someone twenty one grams lighter.

                          It could be for the sport of riding through the desert and leading a life for adventure, taking the battles of man and turning them into child's play. The infamy, making a name for one's self that stands the test of time. Your crimes become your achievements and the sands soak you in like wine. Your life, a story written in time, bound by cacti and scorpions, rattlesnake hisses and the howl of a coyote into the night.

                          Whatever it is, the Bandit Kings run the desert through trickery and mystery. They make the legends, they write the stories, and their swords are the ones to fear.


                          x g l a s s PETALS for Dayum We Roll Hard✦ⅴ: CURRENCY
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                          In Albrind, the currency was like so: Copper coins, used for meager things. Peasants scrambled for them at the bottom of the barrel. Silver coins, more valuable at about one hundred copper pieces each. Gold coins are considered the most favorable form of currency among middle class working citizens, valued at approximately one hundred silver coins. For anyone pretentious, who worked in even higher denominations that didn't feel like carrying around a heavy sack of coins, there was paper currency. Paper currency in Albrind ranged from worth twenty gold pieces and higher: Twenty, Fifty, and Hundred.

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                          █████████████ ARTEMISMReligion — Origin: Ogaeunlund

                          When time began, four great beings were born. Out of the fires of the Earth, they rose. Three brothers of the scale, serpents of the sky, and one sister of the feather, the rebirthed bird of flame. They all existed for the purpose of creation and protection, crafting the human race from the very clay of the ground. This first race was perfect. Unflawed, made in the image of their creators. But the brothers were unlike their children, hating and loathing each other. They began to quarrel and used the world as their battleground. Trees smouldered. Mountains evaporated. Their own creations fell into despair. The Earth became diseased; the perfect race dying, caught between the battles, until they were no more. Everything turned into ash.

                          That was when the sister, the phoenix, intervened, sealing her brothers away into the fire mountains of the world where they would forever sleep. Quiet. Still. Hibernating for all eternity. All but for her lay silent, the sister, who now as the last great being decided to create once more. Out of the ash she reborned nature, the landscape of everything. Resurrecting the oceans and the animals. Then, like before, she took up the clay from the ground and crafted for herself a pot.

                                The Scaphium- the pot of life. All who drank from its glory would live forever, and from this pot she broke off two pieces. The first piece she mixed with the elements, creating The Protectors, the keepers of the world. Fire, water, ice, wood, rock, wind, lightning, light and dark. She gave them a drink from the Scaphium and they became permanent. Immortal. The second piece she mixed with her own flesh, creating humans, the second race of their kind. These creatures were flawed. The sister, with her single power alone, could not create the race that once was. After she was done, her title was discarded. The sister became The Mother. The source of all life. In death everything of hers would return to her, to live in harmony and happiness, acting as energy for the world she oversees. An eternal energy, working in peace with the eternal being.

                                The Mother: She is depicted as a long, towering woman, with brown hair that floats around her. She is naked and holds the Scaphium, her symbol, with two evens cracks at its top. The Mother is a phoenix, a bird of flame, and those who claim to have seen her often describe this form. Her three brothers were dragons and are sealed within volcanoes so nobody but her can reach them. She wishes for them to sleep forever.

                                The Protectors: Elements that have taken physical form.
                                Fire: Ignis (M) He is a tiger covered in flames. Very wise.
                                Water: Maris (F) She is a giant sea turtle said to hold an island on her back. The island is rumored to be the resting place of the Scaphium. Many a sailor has died trying to search for her.
                                Ice: Gelu (M) He is a snow rabbit said to be the size of a foot. He is very small, but wherever he goes snowstorms follow.
                                Wood: Nemus (M) He is a deer with a human face. A very pure and silent being. Green life grows where he treads.
                                Rock: Silex (F) She is a wolf, massive in size. Her gaze can turn people to stone. A very scornful spirit.
                                Wind:Ventus (F) She is a hummingbird, a messenger for The Mother.
                                Lightning: Perc (M) He is a ram with a golden fleece. The fleece itself it said to be impenetrable armour. Perc is short-tempered and easily offended.
                                Light: Aduro (M) He is a winged horse, the bringer of rainbows and the northern lights. People pray to him for luck.
                                Dark: Atruim (M) He is a winged serpent. His venom is supposed to the most poisonous thing in existence.

                                The Books: People who believe and follow the Mother read from a book called the Artem, said to be written and passed down by the Mother herself. Its holds within it all the teachings and stories of the religion.

                                The Places of Worship: They are called Helios and often at the front of the building there is a statue of The Mother or a specific Protector. Protectors can be prayed to as individuals and as such there is often a Helios specifically for one.

                                Afterlife: That everything returns to the Mother and lives forever in peace, acting as energy for the world.


                          █████████████ CHILDREN OF THE LIGHTReligion — Origin: TBD

                          A monotheistic religion based on Christianity.

                          God said, Let there be light: and there was light. The Children of the light are a monotheistic religion believing in a Holy Trinity, three in one. The Father, the one true god named Yahweh who created the heaven and the earth. The Son, a man named Yeshu bar Yeshua (Also known as “Christos”) who is the only son of Yahweh. He was born of the Holy Virgin, The mother of Light, and was crucified so that the darkness of man could not smother his soul. The final part of the trinity is the Light within all living things, the Holy Light.

                          The faith of the Children of the Light began in the eastern deserts, started by the seven apostles of Yeshu. Years of persecution had moved the faith northward where it has cemented itself as the primary faith of the frozen kingdoms. The Holy City itself is nestled far in Northenwood.

                          Many of the morals and ethics of the church are directly reflected by modern day Catholicism. Magic is forbidden, abortion is murder, same sex relationships are an abomination, so on and so forth. Slavery is permitted by the church, but it holds to the idea that the master’s salvation is directly tied to that of the slaves. If the slave does not get into heaven, neither does the master. Within the church, there have been whispers of a reformation. The proposed new doctrine of the church highlights the more abstract lessons of the Holy Scriptures and denounces most of the already established social policies as unimportant. To date, one hundred and sixty three conspirators have been crucified for conspiracy against the church. The Papal Council and the Senate of Cardinals keep a tight grip on their congregation, forcing the more radical minds of the church to simply stay silent or disappear underground.

                          The church has had a reputation of using brutal tactics and torture to forcibly expand the faith and convert new members to the faith. All of this stopped in the last one hundred years by order of Yehuda, the seventh member of the Papal Council.

                          The Holy City and the church are governed by two entities: The Papal Council (also known as the Council of Seven) and the Senate of Cardinals. The Senate of Cardinals acts as a political body that votes, oversees and works with countries and local governments. There are three hundred and sixty seven members, mostly men. The Papal Council acts as an executive branch of the church and is widely regarded as the highest authority in the church. Its members are elected from the Senate of Cardinals and they serve life terms. Their identities are stripped and instead they embody the original apostles by taking their names as their titles. They each wear a mask at all times and have a silver emblem placed about their necks as symbols of their office. They are as follows:

                          Kephas, The Balance, is the figure head of the church and direct representative of the Papal Council. He acts as the “leader” of the seven and deals with political figures and public affairs.

                          Mattay, The Key, is the treasurer of the church who is responsible for the material welfare of the church, oversees all fund raising efforts, investments and donations.

                          Loukas, The Sword, is the commander in chief of papal army. He also oversees church guards and heads security for the Holy City.

                          Yohanan, The Quill, is the historian and secretary to the council. He oversees the translation of ancient texts and heads investigations and acts as a judge for trials of the highest offense. Every Law that is written he knows by heart.

                          Markos, The Compass, is the head of scientific research. The church allows practice of certain magic which has been explored, analyzed and deemed not an abomination but a gift from God. Magic isn’t magic if it’s “science” after all. He is a "sage" and is looked to as the chief authority on the church's philosophy. He assists Yohanan in trails concerning papal law.

                          Maria, The Dove, is the only female member of the council. She heads humanitarian efforts and oversees covenants, monasteries and public shelters.

                          Yehuda, The Cross, is the Chief Exorcist. Little else is known about his office. He rarely votes, abstains on many issues and hardly ever issues orders.

                          █████████████ ÜBELISMReligion — Origin: Unknown

                          Seen as a “Left-Handed Path”, it is generally seen as a religion of evil. Übelism is more so a code to life, and does not have any deities, nor a creation story. Übel, who is often mistaken by outsiders as the main deity, is actually the embodiment of the darkness of humanity, or true human nature. According to Übelism, man is basically sinful. Instead of trying to repress man’s selfish ways, it encourages individualism. It also states that man is no better than animals, and in some respects, worse. Therefore, like an animal follows its instincts in order to survive, man should follow its desires in order to live a fulfilled life. Despite common belief, Übelism does not encourage chaotic violence. However, it does support severe punishment on those who commit wrong doings. The main part of Übelism is that one should view themselves as their own gods, and therefore fulfill all of their own wants and needs at any expense.

                          █████████████ CREATION STORY ( Oronian Version )
                          Before the beginning was Nöt, goddess of time and creator of the first gods. The Great Mother awoke from the darkness, time truly began and the light of her eye blanketed the empty world. However, the light that pierced through the empty darkness of the early world created in the goddess a sense of loneliness. This loneliness built up within her heart until three great tears began to roll down her face. These tears, with nowhere left to go, dropped from the goddess’ face and burst into the first gods: Anthiavel, the great winged serpent god of water; Enlir, the avian god of the sky; and Tieria, the beast goddess of the earth. In Nöt’s immense grief though, the newly created gods were left unnoticed, and the sight of their mother in such pain, the three gods attempted to soothe their mother with pretty words. Much to their dismay, each god was unfruitful in their attempt to quell their mother’s sorrow.

                          After such horrid failure, the quick-tempered Tieria let out a frustrated howl, flames spewing forth from her mouth and searing the wings of Anthiavel. With wings ablaze, the water god struggled to wash the flames from his wings; however, his magnificent wings were but ash before the water arrived. At the loss of his wings, Anthiavel grew angry with Tieria and attacked the beast god. The two fighting gods threw their fire and water at each other with reprieve. Their fight, however, drew their attention away from their mother as well as their brother and they took no notice when the sound of sobbing grew silent.

                          It was only once they grew exhausted and laid upon the warm, steaming land created from their fighting, that they saw Nöt coddling Enlir. The sky god had allowed the brother and sister to fight while he created many lights throughout the world. These lights drew the attention of their mother, who believed that other gods made in her image had come to console her, found delight in her son and took no notice of her two other children until they called out to her.

                          Nöt, having finally heard her other children, looked down to see the fighting that had consumed them. Filled with both anger and disappointment she turned away from them, passing over the sky every day to fill it with light and sleep among the lights created by Enlir at night. In their grief, Tieria and Anthiavel began creating many colors of life upon the land in order to regain her approval and love as their brother had. The Oronians, the children of the water god who worship him, are one of the creations he made in order to try and regain her gaze. A few of them have broken off into their own sect in order to try and gain Nöt’s attention on their own through worship, even at the cost of being considered odd for doing so by the rest of their people

                          █████████████ SATHVALLA

                          █████████████ LADY SHAHRAZAD


                          █████████████ THE SACRED SPRING OF COSTHUS

                          This spring is a great temptation for many a mortal. With one swallow of these waters any ailment can be healed. It comes at a price though, for it strips anyone who takes it of their magical powers. In larger doses, it has been rumored to grant eternal life - but even this comes at a price.

                          █████████████ THE SIR AND LADY INNAMOR

                          A local legend of the Cantarta, a town in Cliffrock.

                          The story goes that the earliest blooms of the town, in particular the Dragon Lilies, symbolizes the love between a very powerful man and his beloved sweetheart. This individual was known to all as the honourable Sir Innamor and was said to have a gentle way with nature. Clover patches were told to sprout where his footfalls touched the ground, leaves of trees claimed to wave as he passed, and roses rumoured to open at the beckon of his whispers.

                          The real name of his true love is lost to history, but many commonly referred to her as Lady Innamor. While the Sir resided in a castle overlooking the town's cliffs which was home to the highest rung of nobility of the town, the Lady belonged to a family in the higher end of the middling noble classes that vied for control over the town. No one from either of the two families would have guessed or approved of their being together, and yet the legend goes that the two of them would sneak off every night to the flower fields located in the outskirts of town.

                          Their favourite and signature plant was the Dragon Lily. It was said that its tongue breathed the fire that fuelled their love. Some claim in fact that the plant had not always been there at all, and it was with his nature's touch that the Sir worked tirelessly to give birth to a new breed of flowers to give to his beloved. All would agree, however, that the lowers believed that so long as they were together, they could ignore all of the conflicts and bad blood between their rivalling families.

                          That was until one fateful day. It was Sir Innamor's birthday, and the pair of lovers had previously made arrangements to elope afterward and finally be free from their familial bonds once and for all. Prideful as the Innamor family was, they welcomed all of the noble families to their household, including their rivals, and this was their last mistake. The Lady's family took this opportunity and marched down an army that no one knew it had and slaughtered every last Innamor.

                          The Lady Innamor, heartbroken and tear-eyed, disappeared the next day. The only thing that remained from this love story were the Dragon Lilies and recounts of third parties who later pieced together the story we hear today.

                          █████████████ THE RAIIKI

                          █████████████ WITCHCRAFT

                          Witchcraft is a type of magic where a person's body forms the basis of the powers. It puts components of a witch's body (typically hair, skin or saliva, with the most potent being blood) into recipes of regularly harmless ingredients to create something extraordinary. The liquids and dust that result can be stored in containers for future use. There is no variation in the potency of witch blood – all witch blood is the same. While use of all other forms of magic is typically unregulated, witchcraft is illegal in all of Albrind.

                          [more on witchcraft]

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                          █████████████ CHIMERAS


                          █████████████ DEMONS


                          █████████████ DRAGONS


                          █████████████ ELVES


                          █████████████ HUMANS


                          █████████████ SHADOW FOLK


                          █████████████ TREE NYMPHS


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                          █████████████ CLEAVED AGARIC

                          A fungus found native to Oronia. It can be identified by its characteristic blue and purple hues among earthen brown. Its extract is clear in colour and is used to produce an incredible powerful magic negating drug and hallucinogen, Anthaumica. Certain brews of Anthaumica have been relied upon by some religions and tribes to facilitate visionary states of consciousness, spiritual healing, or other such religious practices. Here, they have historically been crushed so as to extract the juices from the flesh of the fungus and then mixed with water and consumed as tea. Other methods of ingestion are by chewing on Agaric flesh directly or smoking dried Agaric. Magic negation potions tend to involve the mixing of Anthaumica in with other substances so as to prolong the duration of its effects. Recreational use of Anthaumica is illegal in much of Albrind.

                          [more on Anthaumica]

                          █████████████ SALLOW PLANT

                          The Sallow plant grows naturally in certain patches all across Albrind, particularly in the Phronwood and Southern Westerwoods, and is widely believed to have originated in Oronia. When the plant is cut, the drug named Banshee Bliss (also known as Sallow milk) oozes out of it and shortly after begins vaporizing into the air.

                          Banshee Bliss is a natural defence mechanism of the sallow plant and it is fatal to many insects if eaten or inhaled. In humans, it is one of the most popular of all recreational drugs because it is one of the easiest to acquire. The Bliss is said to be best taken 'fresh', though it is unclear whether this is because it actually has weaker effects if later after harvesting or if it is because it has a very short half-life before it is completely evaporated. There are methods to prolong Bliss or to otherwise keep it in a liquid state, the most common being to pour it into a sealed bottle or to mix it in with other ingredients. Banshee Bliss is typically inhaled or eaten.

                          [more on Banshee Bliss]

                          █████████████ HEMEROCALLIS PALLAS (LAZY LILY)

                          Lazy Lily is the common name of the plant Hemerocallis pallas. It grows naturally in cold climates all over Albrind where plant life can be supported, such as Northenwood and the northern Westerwood. Lazy Lily can be identified by its characteristic leaves and long petals dropping down like a willow tree's. The extract from the root of Lazy Lily is a precursor which can then purified into two substances, Lily ice and Celeni. The first is a potent poison that kills by freezing the muscles of the body, starting with the extremities. The second is an analgesic, a drug that relieves pain, and a recreational drug known to be a member of the Big Three. The effects of the precursor itself is a blend of those these two. Celeni is an antidote for Lily ice.

                          [more on Celeni]

                          █████████████ DRAGON LILY

                          A breed of flowers native to Cantarta, a town in Cliffrock. They come in blues, violets, and reds, and are recognized by their leaf blades shaped like dragon wings, carpels resembling a dragon's tongue, and stamen and petals likened to a breath of fire. They are hardy and more resistant to the cold than most other flora in Albrind and are among the first flowers to bloom even in the chilly mountain climate of early Cliffrock springtime. They continue to bloom and die until fall, when they start producing seeds for next year's blooms. Dragon Lilies are edible but tough to chew when raw. Not everyone can perceive its scent. However, for those who can, its scent is strongest at dawn and is described by early rising aromatherapists to be warming and comforting like the lick of a fireplace's heat.


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