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Guardian_Iris
Captain

PostPosted: Tue Feb 12, 2013 12:58 pm
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Welcome to The Fifth Age! I am very glad you decided to join our game. This thread is designed to get you started and answer any questions you may have regarding any aspect of The Fifth Age. I encourage everyone to read through the information contained in this thread, as there is some new information for oldbies, as well as helpful tips for newbies.

If your question is still not answered, feel free to PM Guardian_Iris, or ask in the main thread.

Our Mission Statement
    Our purpose and primary goal is to create a fun and engaging story and build a world in which everyone can stretch their imagination and create unique characters who can live and thrive, further enriching the story-telling experience. We are a casual Role-Play game, but we aim to challenge the minds of our players and encourage character development while contributing to our meta-plot. Above all else, our ultimate goal is to inspire the love of writing and storytelling.




. . . . . Thread Contents . . . . .
Post 1 - Welcome and Mission Statement
Post 2 - Introduction
Post 3 - Extended RP Rules
Post 4 - The Island of Telrunya
Post 5 - Getting Started
Post 6 - Island Leaders
Post 7 - Pae'il Types
Post 8 - The Plot (part 1)
Post 9 - The Plot (part 2)
Post 10 - Ongoing Side Plots
Post 11 - Upcoming Plots
Post 12 - Taint
Post 13 - Important NPCs
Post 14 - Important Links
Post 15 - Scrolls and Tokens



 
PostPosted: Tue Feb 12, 2013 12:59 pm
Introduction


Congratulations! You just received your first Pae'il! Welcome to the wonderful world of Telrunya! This guide will serve to help familiarize you with our game setting, policies and characters so that you may have a fun and enjoyable experience while playing here.

Tell me about Telrunya!
    Telrunya is a tropical island located in the middle of an unknown, unnamed, and uncharted sea. This is a relatively new position for the enchanted isle, as just 6 short years ago, it was an island that floated high above the clouds. The island is still adjusting to this change, so it's in a transition stage as the habitat slowly evolves to adapt to the new temperate climate.
    Telrunya is unique in that while it is a tropical island, there are still snow-covered mountain peaks in the West, and lush coniferous forests in the East. There's a volcano, central lake, swamp, jungle, waterfalls and caves all on this roughly 100,000 sq. mile island. (Consider the land mass equal to the state of Colorado.)
    Surrounding the main land are smaller rocks and islands. They are inhabitable, for those solitary-type. There are also many hidden islands and undiscovered islands surrounding Telrunya that will be revealed throughout the game and story.
    Floating above the island is the only piece of rock that did not settle in to the Sea with the rest of the land. Upon this rock, is a magnificent castle, which is called Telrunya City. This city serves as the capitol and a beacon looking out for the denizens below. The rock that the city is built upon magically circles the island. To get there, the Landing Pad has been redirected to teleport Pae'il directly to the center of the City. Of course, Pae'il may fly there as well.
  • For more information about Role-Playing on Telrunya, see this thread for full details: Setting and RP Guidelines


Who Lives on this Island?
    Telrunya is home to many magical and mythical creatures. The stewards of the land are a humanoid species called Pae'il. They are rapidly evolving creatures born of magic. Due to the volatile and unstable nature of magic, Pae'il come in many different varieties called "Types". Sharing this magical island with the Pae'il are a variety of species of fairies. Most are no more than 10 inches tall, but they mainly keep to themselves tending the land and inhabitants. Some fairies choose to bond with Pae'il, becoming Mellons, and they can bestow magical powers and abilities on their new Pae'il companion.
  • For more information about the different Types of Pae'il see their individual information threads:



Special Note:
    This is a fictional setting; however, the characters face and must deal with real problems. Conflict is the heart of good storytelling, and we do not allow players to magically make life easy for their Pae'il. Slice of life RP is fine, but we do have a plot full of tension and conflict. No one is a special snowflake who is exempt from the rules or allowed to put their Pae'il in a conflict-free bubble where plot won't touch them. If you don't want to deal with conflict and drama, this isn't the RP and story for you.
 

Guardian_Iris
Captain


Guardian_Iris
Captain

PostPosted: Tue Feb 12, 2013 1:07 pm
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Extended RP Rules & Guidelines

:[ Basic RP Rules ]:
  1. Telrunya is a tropical island, and a more primitive setting with magic and fairies. Pae'il must gather resources if they need them. There is no assuming that any Pae'il just happened to have all the creature comforts of a human world. Remember, Pae'il are not humans, there are no more humans in this world.
  2. No sexually deviant topics are allowed. This includes incest, rape, or *****>* There are no exceptions to this. Basically, if its illegal and will get you charged as a sex offender, its not allowed in this shop. Its not allowed anywhere on Gaia and is a reportable violation that can get you banned from Gaia.
    * Teen Pae'il are considered under aged and are not to engage in sexual relationships with Adult Pae'il.
  3. Do not discourage others from RPing. This includes insulting others about their RP style, grammar or methods for plotting. It also includes annoying other people so bad they won't even post. Be courteous, and keep all OoC play light-hearted.
  4. No god-modding. Get the other players permission before controlling their Pae's actions.
    * This includes power-playing, which is defined as always having your pae 'win' and never dealing with weaknesses or consequences. (physical or emotional)
  5. No death. Pae are not allowed to be involved in the RP of the death of another Pae. WITHOUT PRIOR ARRANGEMENTS!
    * The topic itself is fine. But no PAE'IL will be allowed to die without proper permission from an RP Moderator.
    * This does not mean your Pae'il is invincible or they can't die.
    * If you RP the death of a Pae'il, they can come back with the help of a Spirit Healer, otherwise they are gone for good.

  6. Guardian_Iris is allowed to interject into any RP going on, if any of the rules are being broken, or skirted.
  7. Do not pressure another owner for hookups for the sake of breeding.
  8. Pae'il must be adults for a period of one month before breeding. (this includes Pae that start as an Adult.)
  9. Most importantly, HAVE FUN! We're glad you want to be a part of the game!

 
PostPosted: Tue Feb 12, 2013 1:08 pm
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Locations Worthy to Note:
locations in bold are new
  • Aura Nin Mountain - despite being in the middle of the sea, these mountain peaks are covered in snow.
  • Loka Nei Forest - when the land broke away on the western part of the forest, creating the lagoon, the force caused the land to split all the way to Tuatha'ri Lake, turning Chai'en River into a canyon that splits the forest in half.
  • Tuatha'ri Lake - This lake is still a lake in the middle of the island, with the land mass underneath. (very very deep underneath)
  • Telrunya City - The powerful faerie magics used to rebuild the city instinctively protect the city and will not allow it to touch down into the water. However, it is drawn to the main island, so it hovers, floating above where the city used to be located.
  • Laisidhiel - the Tree of Life that was hidden behind the island for ages. In ancient times, it was revered by all Pae. Home to the ancient breed of Pae'il known as Faun.


1. HQ - where many new pae'il caretakers rest as well as the source of all things high-tech and modern. The building is magical, and expands as rooms are needed. There is a room in the basement that has the abilty to become any room you need it to be, at the time you open it. There is a fully functioning kitchen, which seems to get raided often by the more 'wild' Pae, but its regularly restocked.
The HQ has taken the shape of a lighthouse now that Telrunya floats safely in the Sea.
2. Landing Pad - Still the first place all visitors and new arrivals will see.
3. Faerie of Life's Cottage - Millie's cottage. Pae will still go here when they wish to exand their family.
4. Sein Lagoon - Protected by the rocks at the entrance, boats cannot enter this lagoon. This Lagoon is a very quiet, and peaceful place, drawing Naiads and water-loving pae from all over to enjoy the new area.
5. Fae Clearing - This is a place of untold magic. Faerie Pae'il feel oddly drawn here sometimes.
6. Chai'en River - now a canyon splitting the forest.
7. Waplei Marsh - still the same, except now the river that used to flow off the island formed a waterfall that drains into Waplei cove.
8. Waplei Cove - (see above)
9. Dragnid Forest - still evil. Stay out.
10. Dragnid Tower (volcano) - this volcano was always there, just was not visible. Its since surfaced due to the island's geography adjusting to its new location.
11. Naur's Citadel Ruins - At the base of the volcano. Not many Pae even know of its existance due to how deep in Dragnid it is.
12. Potion Master's Cottage - Kalandandra's home.
13. Falassion Healing House - a place of peace and tranquility and a place Pae'il can go to pamper themselves.
14. Pae'kippu Beach - still the popular beach hangout. There is now a slight incline in the northeast. Being landlocked still, it offers an addition sense of security away from the turbulent waves of the Sea.
15. Alu's Shrine - only visible is the top of the temple, as the real temple is very tall, going down to the bottom of the lake.
16. Cha'en Beach - the island's 'settling' has increased the size of this beach.
17. Silme Pond - a mystical pond. Strange things happen here on nights with a full moon.
18. Ithyl Forest - Once just a few trees, it grew into a lush forest around the magical pond when the island 'settled'.
19. Nethaear Beach - Once part of the land where Telruyna City was located, its since become a large beach after the City 'relocated' itself.
20. Tyla'es Cave - A big monster lurks in there. Don't go in there.
21. Lyg Rock - Snake shaped rock close to Tyla'es Cave.
22. Vilya's Keep - this has moved a bit. It used to be behind the island, but now is just high up in the mountains.
23. Mereth Falls - very large, beautiful waterfall created by what used to be Mereth Stream. The Stream is now a white-water river flowing from the hidden lake in the mountain.
24. To'ul Mountain - still the same, just no snow on the smaller mountain. Still full of small caves.
25. The Temple (Templa' Temple) - rebuilt a few years ago by a sole little angel, it is the only ancient site to be completely restored to date.
26. (ominous cave) - no one knows what lurks in this cave, but it emits such a terribly uneasy aura that no pae dare even enter it. PLEASE NOTE: Pae'il are not allowed to go in this cave. It will be revealed in future metaplot what's in there.
 

Guardian_Iris
Captain


Guardian_Iris
Captain

PostPosted: Tue Feb 12, 2013 1:14 pm
Getting Started


There are three essential elements to surviving on Telrunya Island. A Pae'il needs shelter, food, and water.

Shelter:
    Pae'il can build their own home, squat in an old abandoned shelter, or live in the provided living quarters for their kind.
  • Angel & Demon Pae'il (aka Blood Pae) - Telrunya City: A beautiful floating city that orbits the island like a safety beacon. The city has many available amenities including living apartments in the castle, a marketplace, electricity, access to a vast library, training facility, chapel, feasting hall (feasts are at sun-up and supper), the catacombs (Hall of Lost Souls is there), and the bath house (subsidiary of the Fallassion House of Healing, it is the only building with running hot water on the island).
  • Naiad Pae'il (aka Water Elementals or Ancients) - Alu Spring: an underwater temple that goes from the lake bed to the top of the lake. The biggest parts of the temple are at the bottom and include the throne room, feasting hall, research center, and many available rooms and apartments for naiad. The temple is fully illuminated, providing visibility all the way to the bottom, and serving as a beacon for those lost in the depths of the lake. Everything a naiad would need for a safe, comfortable and satisfying life is available in Alu Temple. Feast times are mid-day and mid-morning and every naiad is welcome.
    Naiad do not require electricity, running water nor plumbing, however if they choose to live away from the temple, they must ensure they live near a water source, because they will die if they dry out.
  • Faun Pae'il (aka Earth Elementals or Ancients) - Laisidhiel, The Tree of Life (thread to be filled out): This is a massive (size of a mountain) tree that is hollow inside and provides living space for all faun Pae'il. There is a spiral ramp that goes up the length of the tree, with nooks (apartments) for the faun. Each one is custom made and shaped by the Tree Shaper. On the ground floor, where the only entrance to the Tree is, is the meeting hall with the Chief's dais. There is also a pub, The Leaky Acorn, that serves all faun and specializes in unique, exotic brews. All needs are taken care of, but there is no running water or electricity, because Faun do not need it.
  • Faerie Pae'il - They currently are accepted as Blood Pae'il, for now. They have access to everything a Blood Pae would, but not the Elementals. A special plot arc designed to return their home and identity is coming soon.

    Remember, a Pae'il can choose to live anywhere, as long as the rules of the setting are followed. A shelter must also be safe, and secured from severe weather and potential wild animals attacks.


Food
    There are many options for food available on Telrunya.
  • Foraging - there are many wild vegetables, fruits, nuts, and mushrooms available for Pae'il who prefer to forage for their food.
  • Farming - common seeds are available from the Trading Post and vendors in Telrunya City for the Pae'il who wish to grow their own food. Rarer seeds can be obtained in some events.
  • Fishing - Tuatha Ri Lake is home to many different types of fish. Both salt-water and fresh-water fish can survive in the magical waters and populate the many streams and rivers on the island. For adventurous Pae, they can take boats out and go deep-sea fishing for a more unique dining treat.
  • Hunting - there are many animals in Telrunya's forests that can be hunted for food, fur, skin or bones.
  • Feasts - The capitols (Telrunya City, Alu Spring, Laisidhiel) provide 2 meals daily for residents that do not require compensation.

    Food does not magically appear. Food that is grown, caught or hunted can be traded to other Pae'il for other goods. Pae'il society is a bartering society.


Water
  • The water in Tuatha Ri Lake and all her tributaries is drinkable surface water. It is not recommended to drink any water from Dragnid Forest or Waplei Marsh, as it's Tainted.
  • Pae'il need water to survive, so it's recommended to live near a water source.
  • Plumbing does not exist on Telrunya, so there is no running water for homes. Wells can be dug. Only the bath house in Telrunya has running water, and the island's fairies manage that and will not reveal their secret on how they do it.
  • There are no hot water heaters on the island, so all warm water needs heated up manually.
  • Naiad do not require water for drinking to survive, but they do require it in order to keep their scales hydrated. A naiad can dry out if out of the water for more than a couple hours and it can be fatal if they dry out too much.
  • Faun have their own water source inside of Laisidhiel and there is a community fountain on the ground floor to serve their water needs.
 
PostPosted: Tue Feb 12, 2013 1:15 pm
Island Leaders


Telrunya is considered contested land, because there are feuding factions each with a legitimate claim on the island, and neither wanting to give up to the other. There are many Pae'il who have risen to take the mantle of leadership, each equally entitled to their position.

Blood Pae'il
  • Leadership: Quorum of Seven, headed by the Grand Lord, Knight of the Order of the Light. Three members are Grand Heralds and three are Grand Crusaders.
  • Leadership Style: Medieval Crusade, Paladin & Church with heavy emphasis on Guardian worship and loyalty.
  • Authority Granted: Chosen by the Guardians
  • Jurisdiction: The entire island of Telrunya except Laisidhiel, Tuatha Ri Lake, Aura Nin Mountain, and Dragnid Forest.
  • Law Enforcement: Lesser ranked knights and priests, appointed by the Quorum of Seven
  • Detainment: Dungeon located in the catacombs of Telrunya City.


Elemental Pae'il
  • Naiad
    • Leader: Queen Tariel
    • Leadership Style: Court, led by a Queen. Four High Court members: Oracle, Grand Hydromancer, Captain of the Guard and Captain of the Hunters.
    • Authority Granted: The island itself restored the soul of the former leader, Alu to be reborn in modern times.
      Birthright once the society has been re-established. Eldest daughter, or Oracle in the case of no daughters are born to the queen.
    • Jurisdiction: All water-ways on Telrunya and Tuatha Ri Lake.
    • Law Enforcement: Hunters and Guards appointed by the High Court Captains
    • Detainment: Underwater hold cells located in caves along the edge of the lake bed. They are simply aerated pockets, because any non-Naiad cannot survive long enough to make it to the top of the lake, so anyone who dares escape will drown.

  • Faun
    • Leader:Chief Rais
    • Leadership Style: Tribal, headed by a Chief with an Inner Circle of four members: Advisor, Seer, Grand Geomancer and Captain of the Rangers.
    • Authority Granted: Laisidhiel restored the soul of the former leader, appointed by Earthmother.
      Birthright once society has been re-established. Firstborn son, or Advisor if no sons are born to the chief.
    • Jurisdiction: Laisidhiel and the surrounding land mass not connected to the main island.
    • Law Enforcement: Rangers, guards and infantry
    • Detainment: Root Cellar, an detention facility located below the tree among the roots.



Faerie Pae'il
  • Leadership Style:
  • Authority Granted:
  • Jurisdiction:
  • Law Enforcement:
  • Detainment:

    Currently the same as Blood Pae'il. (Yes it will change)
 

Guardian_Iris
Captain


Guardian_Iris
Captain

PostPosted: Tue Feb 12, 2013 1:16 pm
Pae'il Types
In order of appearance


    Angels & Demons
    • When: Dawn of the Fifth Age
      Where: Telrunya Isle, while it was still a small, floating island in the sky
      Who: The Guardians felt it was finally time for the second coming of Pae'il.
      How: Dormant eggs.
      Info: Angel and Demon Pae'il were first called "angels" and "demons" because of their similar features to human concepts of angels and demons. They are not true angels or demons. They are referred to as "Blood Pae" because they are "born of blood". Due to this genetic factor, they evolve and are prone to becoming more human-like. The main evolutionary change is becoming more like mammals. Angels are associated with the element of light, and demons are associated with the element shadow.

    Faerie Pae'il
    • When: 4 seasons after the first angel and demon eggs hatch
      Where: Telrunya Isle, while it's still floating in the sky
      Who: Guardians created them
      How: Guardians created more
      Info: First generation Faerie Pae'il are created by the Guardians. They require a special "thought" from the astral plain in order to breath life into a Faerie body. These thoughts come in the form of concepts, ideas, stories, myths, or anything that has ever been thought up by humans and exists on the astral plain. Their power comes from this concept. More on their history and purpose will be revealed soon.

    Shetani, Wilwarin and Nymphs
    • When: 6 seasons following the first angels and demons
      Where: Telrunya, while it was a floating island
      Who: Angel, Demon and Faerie Pae'il
      How: evolution
      Info: These three types of Pae'il are hybrids. Mixing the different types of Pae'il resulted in new types being created. Shetani is angel+demon, Wilwarin is angel+faerie, Nymph is demon+faerie.

    Naiad
    • When: 8 seasons after the first angels and demons, two seasons after the new hybrids
      Where: Tuatha Ri Lake on Telrunya while it was still floating in the sky
      Who: Elder Darius and Elder Ivy causing earth shakes
      How: Two massive earth shakes dislodged something in the lake and Naiad Pearls surfaced. They had not been seen in thousands of years, and were considered extinct.
      Info: The first of the elemental Pae'il to return to Telrunya. They are born of Water, so will adjust to the changes in the waters on the island. They went extinct before the Guardians ascended. First generation Naiad hatch from pearls located in the Cave of Life. Next-generation Naiad are live birth.

    Faun
    • When: 16 seasons after the first angels and demons
      Where: Laisidhiel, which was hidden for thousands of years, was revealed when Telrunya settled into the Sea
      Who: Earthmother
      How: Laisidhiel followed the island down into the water, revealing herself and allowing Faun to walk on Telrunya once more
      Info: Earthmother was the sole surviving faun in ancient times. She and Laisidhiel took the remaining acorns and went into hiding to preserve the Earth magic and Pae'il. They awakened the same time as the Naiads, however were hidden on a small floating land mass behind the tall mountains of Telrunya. They had 4 seasons to build their society and re-establish their culture inside Laisidhiel, becomeing 100% self-sufficient.

    Aernyn (Naiad)
    • When: 16 seasons after the first angels and demons, one month after the Faun arrival
      Where: The open sea
      Who: Mysterious lost Naiad
      How: Lost pearls that were on the bottom of the ocean hatched the same time as the first pearls hatched on Telrunya. It took them 8 seasons to create their own society and culture in the wild.
      Info: It is currently a mystery how those lost pearls got to the bottom of the ocean. The island itself seemed drawn to that location, and when it settled into the water, no longer an enchanted floating island, it destroyed the coral palace the Aernyn lived in. They were forced to move into the Lake of the island that destroyed their home in order to survive.

    Deity
    • When: 21 seasons after the dawn of the Fifth Age, only one season after the Aernyn
      Where: Telrunya Island
      Who: Venus
      How: Venus and her retinue found the island full of natives a satisfying place to build a new temple.
      Info: Deity Pae'il origins are still shrouded in mystery. They are extremely powerful and have created a mist-covered island to live on, free from "mortal" Pae'il interference. They are Pae'il, but somehow different. They are immortal. The first to arrive was Venus, Goddess of Love and she brought her entire retinue with her. Since then, various deity have found their way to the island, guiding lost Pae'il home.

    Faunies (Faun)
    • When: 33 seasons from the dawn of the Fifth Age, 10 seasons after the first Faun.
      Where: Trade Post Port
      Who: Princess Celestia, Princess Luna, Laisidhiel
      How: Lost acorns that grew around a separate magic source hatched, creating the Faunies with slightly different features than a typical faun. Their homeland was in peril, and to save them all, their Princesses sent out a call, and Laisidhiel answered, leading them home.
      Info: All Faun, no matter how lost, are from Laisidhiel acorns. Remember Laisidhiel was on a floating island that wafted with the air currents for a long time, so acorns fell off all over. This particular acorns just happened to fall off around a unique magic source that allowed them to connect to it immediately. That magic source was destroyed, so they have since reconnected to Laisidhiel and the Earth element.

    Harpies (Mythical Feral)
    • When: 34 seasons from the dawn of the Fifth Age
      Where: Dolandor and Venus Temple
      Who: Venus, Goddess of Love
      How: Venus brought her most prized possession, a Songbird harpy when she settled on Telrunya.
      Info: Harpies are the first Mythical Pae'il, which is a rare version of Feral Pae'il, which will be coming soon. Venus did not know her decorative eggs were in fact her Songbird's eggs. She is as surprised as all other Pae that they hatched.


 
PostPosted: Tue Feb 12, 2013 1:17 pm
The Plot
Season 1, Part 1


_____ The Fifth Age marks the beginning of the rebirth of the Pae'il. The past, and all it's secrets were buried hundreds of years ago. With a clean slate, Pae'il could thrive and live how they were always meant to live: peacefully.

Dawn of the Fifth Age
    The Guardians -- celestial & divine caretakers of the Pae'il -- had been preparing this land for centuries. Ensuring the ecology was just right and putting every ecosystem in place to give their beloved Pae'il every opportunity possible to survive and grow. Through careful preparation and planning, they found the perfect candidate to care for and guide the first new generation of Pae'il: the human Tiaphanu. This special caretaker was tasked with helping the preserved Pae'il eggs hatch.

    She was also chosen because of her exceptional human traits. By having a human caring for the Pae'il, it would speed up their development, allowing them to grow into their true form quicker. When the first generation of Pae'il hatched, they resembled gelatinous humanoid forms. Over the seasons, they grew hair, and their features started to develop. They grew taller, stronger and more autonomous. It only took 4 seasons before Pae'il were no longer laying eggs and started having live-born babies.

    During the first several seasons, The Guardians rewarded the most faithful and dedicated Pae'il with a special ascension that would alter their physical appearance to that of a higher form of life (human) and grant them additional powers. They were bestowed with the title of "Elder" and given a specific duty for the island. They were leaders, and closest to the Guardians. They carried out the Guardians work for them.


Crisis of Faith
    Tiaphanu left the island when her work was done, entrusting care of the Pae'il to the Elders. As more Pae'il were born, they started turning away from The Guardians, so few and few were worthy of the special rewards the Guardians had to offer. A time came when the Elders were called on a special assignment and they had to leave the island. This left Telrunya without leadership or guidance, and the consequence is a new generation of Pae'il that grew up not knowing of the Guardians love and care for them, and they fell away. Parent's grew lazy in their faith and did not pass on the teachings of the Guardians. It was not long before The Guardians were merely a story. A concept that many Pae'il had no love, faith or hope for. There were no new Elders and the island fell into disarray. There was nothing to take care of it.

    In an attempt to unite the faithless Pae'il, the Guardians attempted a risky move. Using a powerful and emotionally charged fairytale from Telrunya's history, they created five teenage Faeries. Each one based on a figure from the fairytale about the Elemental Pae'il (this fairytale was popular, however no Pae'il believed it true): The Lady of the Lake -- Alu -- representing the element of Water; The Man in the Mountain -- Arda -- representing the element of Earth; The Forest Guardian -- Templa -- representing the element of Void; The Northern Wind Spirit -- Vilya -- representing the element of Air; and The Sleeping Dragon -- Naur -- representing the element of Fire. Each of these characters were well-known figures tasked with protecting the island in the story. The teenagers whom they are based on were tasked with following the Guardians orders to unite the Pae'il and bring them back to the faith. To return hope to the denizens of Telrunya.


Best Laid Plans...
    After a series of earth shakes, mysterious pearls washed ashore of Tuatha Ri Lake. The Lady of the Lake Faerie, Nomia, was tasked with investigating the pearls. The pearls turned out to be the eggs of an ancient race of Pae'il thought to only exist in fiction. The pearls hatching set off a series of events that would change the island forever.

    The elemental Faeries did not perform their duties as instructed. Instead, they got wrapped up and involved with the local Pae'il, shirking their duties. It all culminated in a conspiracy and murder investigation. The elemental Faeries disappeared not long after.

 

Guardian_Iris
Captain


Guardian_Iris
Captain

PostPosted: Tue Feb 12, 2013 1:18 pm
The Plot
Season 1, Part 2


The Elemental Pae'il
    The Naiad -- pure water element-based Pae'il -- were the first unique type of Pae'il to come from the island. Their origins were mysterious, but there were no Pae'il to investigate so they went mostly ignored. A few Pae'il took the young Naiad in, raising them as their own, not knowing the true nature of the aquatic Pae'il.

    A few seasons after the Naiad discovery the island started to slowly descend. It moved slowly through the air for a season before any of Telrunya's residents noticed. It was when the island picked up speed and the winds became stronger than normal. As a safety measure, the Guardians caused all of the living creatures on the island to fall asleep so that they'd better survive the impact. The destination was unknown, so they had to prepare for impact with the ground below, and in order to encapsule each Pae'il in a safety barrier, they could not be conscious.

    The island settled into an uncharted sea with no significant landmarks within miles. Just open water all around for hundreds of miles in every direction. When the island landed, the small chunk of rock that the rebuilt city of Telrunya City did not follow. It fell into orbit, serving as a beacon for the island. In the process of settling, another smaller chunk of rock (relative to the island, it was still a sizable island) settled beside the island in the East. Upon this island is a massive tree, Laisidhiel. This Tree was thought lost forever, so it was a shock to see it come from the sky following Telrunya.

    The bigger shock came when strange, furry and hooved Pae'il-like creatures came out of the Tree. The second Pae'il type associated with the elements -- Earth -- emerged on Telrunya. The Faun, as they called themselves, awoke at the same time as the Naiad did in the lake. They were hidden inside Laisidhiel, forced to become reliant on the few resources they were provided and creating their society and unique culture in the process. As a structured society, they had leadership in the form of a chief.


Leadership
    The faun society emerged with established leadership -- Chieftain Rais. An elderly faun matron taught the newly hatched Faun prior to their discovery on Telrunya, about the past and their noble history. During an important fireside ritual, Faun history -- history that existed before the Guardians -- was taught to the first generation of Telrunya's Faun. Faun are one of five elemental types of Pae'il that went extinct centuries ago. They were killed during the Great War, in which the Blood Pae'il were triumphant. Among the five elemental tribes, there were five heroes: Alu, Arda, Templa, Vilya, and Naur. Many ancient Pae'il texts referred to a prophecy that said the ancient heroes would return when Telrunya needed them most. The first of these heroes is Arda, reborn as Rais.

    When Telrunya landed in the sea, a small group of wild Naiads calling themselves Aernyn were nearly wiped out. The island landed on their coral palace, killing many of them. The survivors made their way to the surface to explore this giant rock that devastated their society. Among them was their leader, Tariel. The moment she set fin Tuatha Ri Lake, the temple woke up, and magic returned to the waters. It was discovered that the second hero, Alu, had been reborn and she became the Naiad Queen Tariel.


Heroes of the Light
    By the time the second elemental hero was reborn, existence of the Guardians was questioned. Many living Pae'il knew nothing of their divine protectors. And those that did merely mocked them.The Guardians were mysteriously silent. Rumors among the few remaining faithful spread that one of the Guardians had gone rogue seasons prior, so they were weakened.

    The Guardians were biding their time, waiting for the perfect moment to unleash their final plan of hope for these Pae'il. They were going to resurrect the Order of the Light. A band of pure, faithful and goodly heroes that saved Telrunya in the past. The last of the truly worth warriors. Orders were given by Iris, their messenger, to have all local fairies looking for the birthmark that would indicate a Pae'il was worthy. Twelve young children were found and brought to Telrunya City to begin training to turn them into Telrunya's greatest warrior heroes. These heroes would restore faith, would not falter in their duties (because they would be angels and demons, not flawed faeries) and would once again bring glory to the Guardians. Tapping into their own power sources, these children were blessed with The Light, however in order to be awakened as one of the legendary heroes, they would have prove themselves worthy. The Guardians only have the power to awake seven of them.

    One of the key teachings for these young squires is the revelation that the elemental Pae'il are not real Pae'il. They are abominations that grew from the Tainted island and seek to destroy everything the Guardians created.


Coming Home
    When Laisidhiel was hiding behind the floating island of Telrunya, acorns would occasionally fall to the ground below. This resulted in many faun hatching all over the world (as the island drifted in the jetstream) and not knowing who or what they were. While the exact moment in time is debatable, Laisidhiel lost a good number of acorns one season over a land called Equestria. This land contained its own magic and the acorns quickly attached to it. This magic caused a new type of Faun to hatch. They called themselves Faunies. They were not connected to the special Earth magic, so instead of their branch antlers, some were born with a single horn containing levitating magic, or wings which allowed them to fly. A third type, which is closest to a true Faun was born with the abilities to grow anything from the soil. A dark and sinister entity threatened this land, causing the leader, Princess Celestia to seek outside help. She prayed for answers, and was led to board a ship big enough for all of the Faunies. They sailed far away from their home, landing on Telrunya. Laisidhiel answered Celestia's prayers, and brought the lost Faunies home.
 
PostPosted: Tue Feb 12, 2013 1:20 pm
Ongoing Side Plots


In addition to the meta-plot, we have a few side plots that we move along once or twice a year.

Valentine's Day
    Every year around Valentine's Day, we have a deity plot that centers around Venus and her retinue taking over the island for special love-themed festivities. These always go awry.
  • Year 1 - Venus arrives and throws a party to have the Pae'il build her a temple so she could collect their love, admiration and gifts. Her 7 sons, the Erotes accompany her, along with the eldest's (Eros) wife (Psyche). The Erotes have magical arrows that can cause Pae'il to fall in (many different forms of) love. The Erotes had their faun, pairing up strangers for hook-ups which resulted in the first Valentine's Day baby boom.
  • Year 2 - The Paery Movich Show! In an elaborate scheme to break up Eros and Psyche, she set up a staged "show" in the HQ set up to look like a talkshow. All Pae'il were invited to witness, and about a dozen or so were invited to "participate". Dressed as the smarmy Paery Movich, Venus proceeded to accuse Psyche of being unfaithful to her husband, saying that their child was fathered by another. Psyche was continually humiliated each Pae'il was brought out, accused of being the father, then proven not to be. By the end, both deity were so devastated and embarrassed, they went their separate ways (didn't help that the "test" was rigged to show Eros was not the father). Paery Movich took the baby.
  • Year 3 - Valentine's Day Bash! This was a celebration to welcome Venus' daughters, The Graces, to Telrunya. The party got out of control and crazy. Pothos went completely mad, and had to be subdued by his brothers towards the end. The party resulted in another baby boom, including three demigoddesses. Eros and Psyche were still separated and there was no word on where their daughter was.
  • Year 4 - Dancing with the Erotes and the Valentine's Day Ball. Venus had the brilliant idea to host a dance contest with her children pairing up the natives. She disguised this contest as fun entertainment and her way of having the Erotes make up for the trouble they caused last year. The truth was, she was trying to find a new mate for her precious son, Eros. She even invited Psyche to be a judge to watch. Her plan backfired and the couple ended up reuniting.
    The Valentine's Day Ball was a bigger disaster than the party the year prior. The Goddess of Discord, Eris herself showed up and transported Venus' party guest into a dark enchanted version of Venus' garden, calling it her Labyrinth. All the Erotes and Graces were kidnapped and enthralled, forced to fight the couples in the maze. Eris took out her frustrations on Venus' favorite daughter, Aglaia, ripping her wings off as a show of power. During this nightmare, it was discovered that Pothos, God of Longing had a secret laboratory in his wine shed and had held the Fairy of Life and Potions Master Fairy captive. The pair had been missing for over a year (sadly no one noticed). Pothos was brewing breeding potions and dipping his brothers' arrows in them which was the cause of the last baby boom.
    All the Pae'il made it out alive, although a couple were injured. The Erotes were cured, but another baby boom did happen. Anteros has been busy annulling marriages since.
    Venus capture Eris and put her inside a golden apple, however the apple was stolen by Chrysalis.


Lost Faun
    The Goddess of the Hunt, Artemis, has a deep and meaningful connection to the element Earth and the faun. She collects the faun hatched from lost acorns and brings them home.
 

Guardian_Iris
Captain


Guardian_Iris
Captain

PostPosted: Tue Feb 12, 2013 1:21 pm
Upcoming Plots


  • Prelude to War (part 2) - This will be the actual beginning of the war of the Light vs. Elementals
  • Birth of the Dark Faction - Everything will be revealed! What it is, why it exists, and what is their purpose?
  • Naiad Court Awakening - Just like the Faun did at their important fireside, the Naiad need to have their awakening event.
  • The Void Pae'il - introduction of the third elemental type Pae
  • Luminaries - The new Elders (their powers coming from somewhere else)
  • Faeries - their past, present and future will be explored as they learn their purpose and origins.
  • New types of Pae'il - including Feral, more Mythical types and even a new type of Naiad.
 
PostPosted: Tue Feb 12, 2013 1:22 pm
Taint
And Why You Avoid Dragnid Forest


Taint is what the purple smoke coming from Dragnid Tower is referred to. (Dragnid Tower is a volcano in the middle of Dragnid Forest) The smoke covers Dragnid Forest, affecting the ecosystem in bizarre ways. It is believed the Taint is an evil magic leaking from the volcano, and causing the wild life to turn violent.

Even the trees have become malevolent and aggressive. All lifeforms are to be avoided, as their bite is very dangerous.

It was recently discovered that Taint acts as a magic blocker, effectively cutting off a Pae'il from their magic source if exposed. (Water for Naiad, Earth for Faun, [Guardians] Light for Blood Pae) It is advised to not enter this forest because the Taint can overwhelm even the strongest Pae'il, and start corrupting their body, mind and soul.

Effects if exposed:
  • Aggressive behavior
  • Tempermental
  • Unable to use magic
  • Psychosis (this is not 100% curable, as there will always be lingering mental dysfunction -- the amount is based on how long the Pae was exposed)
  • Mutation (prolonged exposure-cannot be reversed, even after cleanse or cure)


If you want your Pae'il to become corrupted and Tainted, please contact Antidia or Teigra for RP options regarding this. Otherwise, when we see a Pae'il go into the forest, an NPC will show up to direct the Pae'il back on track. This usually happens in the form of one of the twisted beasties attacking the Pae'il. Pae'il are not invincible, and if they are bit by a Tainted animal, the wound can fester and only be healed by a Pae'il with a Taint-curing spell.  

Guardian_Iris
Captain


Guardian_Iris
Captain

PostPosted: Tue Feb 12, 2013 1:23 pm
Important NPCs


Guardian Iris
    Messenger to the Guardians

Anteros
    Avenger of Scorned Love, he'll annul marriages and grant divorces. He also can reverse the effects of any of his brothers' arrows.

Hymnaios
    God of Weddings, he can bind two Pae'il souls in matrimony.

Iordanes
    God of Androgyny, he can change gender on same-sex Pae'il couples so they can conceive babies for natural birth.

Goddess Eris
    Goddess of Discord, she causes mayhem and violence wherever she goes.

Millie the Fairy of Life
    The Avalon fairy responsible for brewing breeding potions.

Kalandandra the Potion Master
    The Avalon fairy responsible for brewing potions such as mutation potions, healing potions, and creating breeding additives.

Earthmother
    Matriarch of the Faun. She never died when the rest of the Faun disappeared, so she's thousands of years old. She cared for the dormant acorns for centuries, preparing Laisidhiel for their arrival. She is very powerful.

Tia
    Mysterious figure sometimes spotted in Loka Nei Forest.

Guardian Strafe
    Rogue Guardian who chose to come back to Telrunya. His intentions are still unknown, but there are signs he has nefarious deeds in mind.
 
PostPosted: Tue Feb 12, 2013 1:24 pm
Important Links


We recommend reading through each of these threads for more comprehensive information on the story, the Pae'il, the plot and our general setting.

  • Setting and RP Guidelines -- Read this one first, as it has some very important information about what is and isn't allowed on Telrunya.
  • The Guardians -- Information on who they are and what they do.
  • Angel and Demon Pae -- all information regarding their sociology, biology, spirituality, breeding, and leadership
  • Faerie Pae -- Not complete yet, but there is still some good information available.
  • Naiad Pae -- all information regarding their sociology, biology, spirituality, element, breeding, and leadership
  • Faun Pae -- all information regarding their sociology, biology, spirituality, element, breeding, and leadership
  • Factions -- preliminary faction information available
  • Leadership Hierarchy -- a simple organization chart showing the leadership levels and who answers to whom
  • Jobs -- types of jobs Pae'il can have on Telrunya
  • POWERS - Light Pae -- Information about powers for Angels, Demons and other Light aligned Pae'il
  • POWERS - Elemental Pae -- Information about powers for Naiad, Faun and other Elemental aligned Pae'il
  • POWERS - Faerie -- Information on powers and concepts require for Faerie Pae'il


As you get more involved with the shop and the plot, I recommend reading through all threads marked as :[INFO]: in the Role-Play Information subforum in the guild. It will help explain some of the special quirks and details of different aspects of the Pae'il and their home.  

Guardian_Iris
Captain


Guardian_Iris
Captain

PostPosted: Tue Feb 12, 2013 1:25 pm
Scrolls and Tokens


Undergoing renovation
Scrolls
    Scrolls are accumulated per pae. They are earned one per event or Completed [PLOT] or [SOLO] RP. They will be used towards Luminary quests. More information will come when we reveal Luminaries.


Tokens
    Tokens are earned per Player for the events they participate in. Coming soon, they will be redeemable for prizes, such as item edits, hair salon coupons, and semi-customs.
 
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