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Ashhaven Academy {RP}

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Ashhaven Academy~ A school of romance, mystery, and whatever you desire. 

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OMG its cia-yam
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PostPosted: Tue Dec 08, 2015 3:55 pm


HEY THERE
I am Cia, and as I am looking at other people's characters I am noticing a lot of super cool twists on mythical creature races, which if you are someone like me who does not have the time (or alertness) to read a long but very beautiful bio, stuffed with a cool twist on an old favorite mythical creature, or you just like reading cool lore, then this is the thread for you.

I will be taking the lore that fellow members of the rp have made and posting it up in here so people can have the chance to read, but if you have lore for you characters that you could not go into super depth with since you wanted to mainly focus on their past and not the past of their race, that is fine, just message me with the lore you have (and the race it is for)

JUST SO YOU KNOW: This thread is only for either twists on the currently existing Lore for the races, or additional facts, I'd prefer that if you are putting lore in here that it is at least 3 sentences since I feel any less is just a fun quirky race bonus. THIS DOES NOT MEAN YOU CAN'T SEND ME THAT, It'll will just go into the strange trivia area of this thread. Also if you are just repeating current existing Lore I will not put it up since it is not a twist of it. I am also putting who made what lore so that way people have the option of asking to use said lore for their characters.

Lore for this can be anything from fun history that could be important to the rp, or something the history teachers can use while teaching, how the race lives, or even weird superstitions, or potential clan break ups (THOUGH IF YOU WANNA MAKE A LIST OF THE CLANS IN YOUR RACE I SUGGEST YOU TALK IT OVER WITH SOME OF THE CREW, or I can do that for you) I am not putting a limit on how long your lore can be, but I don't want someone’s lore to take up one whole page on this thread.

Also I can put multiple Lore for a race up here, though if they are too similar I may ask the two members who made the lore if they are alright with combining it.

This is something for me to do in my spare time, and also because I like neat looking lore.

Also here is a link to the wikipedia page with a list of potential creature races so that you can look at the original lore before sending me your lore.

MY FEW RULES ABOUT THIS THREAD:
1 #please don't post In here unless asked to
2# If you wanna use lore in your characters, ask the person who wrote the lore not me, don't willy-nilly take others lore and claim it for your own, thats just rude.
3# ENJOY, BECAUSE PEOPLE ARE PUTTING A LOT OF WORK INTO THESE LORES, RESPECT THAT PLEASE.

PostPosted: Tue Dec 08, 2015 3:59 pm


QUIRKY TRIVIA
this is for small 1-2 sentance add-ons people have sent me

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PostPosted: Tue Dec 08, 2015 4:18 pm


THE SCHOOL
contributed by: Exhale Fail & AngelicWings24
Northern Europe--England

Everything was copacetic on vearth till, magical beings suddenly surfaced again. They Coexisted for a long time and there was peace until the thirty years war happened. In the end, a treaty took place making humans & magical beings live side by side. Though both sides still felt hate and racism towards each other, they agreed upon the treaty to stop further bloodshed. Walter Courtlandt then founded the school in 1648 in honor of his only child, who was killed in a war. Its location is where the boy always played as a child. Walter started up Ashhaven as a way to bring together humans and magic folk. For many years, he and his wife peacefully ran the school, and it was met with relative success. The couple, particularly Walt, saw all of the students as his own children, and made sure to care for each and every one of them.

But then another war rolled around, and the school was essentially abandoned as students and teachers alike were sent off to fight for their country. Many died, and the few that did return were permanently disabled, physically, mentally, or both, from their experience. The trauma of losing their "children" through war again proved too much for the elderly Mrs. Courtlandt, and she eventually passed away. Walt, hit hard by both losses, eventually began to experience slips in sanity. Eventually, he was "asked" to step down as headmaster, but how ever was allowed to stay on as a teacher if he wanted to stay.

Eventually, the war did end, but not before the school suffered extensive damage. The new headmaster was determined, and sure enough, he was able to rebuild and restore Ashhaven to its former glory, of course not without the help of the Van Hise vampire clan to help fund the rebuild. The effect of humans and magic folk coming together to fight a common enemy, with both experiencing heavy losses, resulted in bringing the two parties closer together. Much of the discrimination between species was lost, and bettering human-magic folk relations became the priority of nations across the globe.

As a pioneer in this regard, Ashhaven became the face of this movement. The publicity and decisions made by the current headmaster resulted in Ashhaven becoming one of the most influential and prestigious schools in the world. For more than a century, the academy has been able to adapt to changing times, growing and updating as necessary. Students travel from all parts of the globe to attend the school, and the economy sprouting from the ever-changing school has caused local towns to grow and develop into large cities

For the next 200 years, Ashhaven grew to become one of the most influential and prestigious schools in the world. People from all over, from all races send their children to school there. The town of Ashhaven grew into a giant city only 15 minute ride to the school. During this time, becomes the safest multicultural/multispecies school. Of course as the student body grew the school had to go through a few renovations in order to fit its large body of students

A few years later a memorial was made, dedicated to all who helped bring Ashhaven into its current glory, as well as its founders and members who helped rebuild the school.
PostPosted: Tue Dec 08, 2015 6:26 pm


DWARF
contributed by OMG its cia-yam
Dwarves are broken into two Categories, Volcanic, and Mountain. The main differences in these two categories are one lives in volcanoes, a hotter climate while the other lives in mountains, usually in a colder climate. Now Volcanic dwarves have caused Mountain dwarves to gain a bad name due to the fact that they are more active with the "outside" world as arms dealers due to their role in past conflicts, while mountain dwarves are more isolated and tend not to deal with the outside world unless traveling to a near mountain clan, exile, or in current cases having to find a new mountain due to shifts in the earth causing their home to become volcanic, or a large cave in. Dwarfs usually stay in one place and have a system where the man with the longest beard is the chief of the mountain (since they deem long beards as a sign of wisdom and courage), after this the men usually mine or smith (though if a female is proven better they will allow her to do either task, it is usually smiting though) while women do most of the farming, merchant work, and appraising. Usually by the age of thirteen male dwarves start growing beards, and go through their rite of passage, though any males without beards have to wait till they grow one to be seen as a "man". Though it is seen as a bad omen when a male dwarf cannot grow facial hair, causing them to be seen as a harbinger of chaos in some case in forced to leave the mountain, in most cases now just unlucky (like a black cat). Female dwarves are not allowed to cut their hair, or even in some cases shave body hair since hair is seen as a thing of beauty among dwarves (though among volcanic dwarves they only demand that women don't cut their hair like males don't cut their beards). It is seen as losing one’s honor though if a male dwarf has his beard cut, or a female has their hair cut, when the Dwarf hunts happened a lot of the time hunters would cut the hair and beards of dwarves before killing since they did not want them to die honorably.
Dwarves are unable to use magic, but instead can use runes to enchant items such as swords, battle axes, ECT. Most commonly Dwarves would enchant the entrances to their mountains with puzzles to keep outsiders from entering; of course volcanic dwarves eventually stopped doing this when they began trading with outsiders, mountain dwarves on the other hand kept such things since they don't like the outside world very much. The tallest dwarf is 4'11ft and the average height is roughly 4'3ft - 4'6ft for females and 4'5 ft -4'8ft for males.


HARPY
contributed by -Rove-you-baby-
Most Harpies are Migratory even though the species originated in Greece, you can now find different kinds of harpies all around the world. Even with the branching out of the species, all Harpies are born female and from maturity (the age of 13) they hunt for mates to continue the race, during this hunt, Harpies can decide whether or not they wish to remain migratory with the flock, or to stick to one area and be cut off from the flock.

Non-migratory Harpies even from olden times were known to be jailers and to torture for their masters, gods and lords. This method of life has been translated into current day with many stationary harpies taking up positions in law enforcement or guarding.


BASILISK
contributed by -Rove-you-baby-
These Snake lords can grow up to 200 feet long, and from birth hunt for a territory to make theirs. This territory can vary in size and is completely dependent on how strong the Basilisk was. The established territory becomes the domain and a court hierarchy is established between the Basilisk and all other life forms in the area. Usually higher positions are given to the reptiles in the area, but occasionally it is seen that other mythical beasts can hold positions in a basilisks court. Basilisks have been known to fight each other to expand or take over another territory, in these circumstances, only one Basilisk is left alive.

All Basilisks are all born male, as they are the "King of Snakes", and a female birth has never been recorded as of yet. During the early 200 years of a Basilisks life, they develop the ability to take on human form, it has been recorded that some basilisks have been able to revert back to snake form, but most seem content to rule with their new bodies. Basilisks can live for over thousands of years, and the longest recorded life was that of 15768 years, a title held by Lord Blackfang, a basilisk who ruled in tandem with humans over a large section of southern Egypt until recently.

DULLAHAN
contributed by OMG its cia-yam
Dullahan are a strange mixture between the reaper, fae, and ghost families, they are usually born female and are either born with their head attached or not. Usually if a Dullahan breeds with a reaper classed race the child if male takes the father's genes and has no Dullahan attributes, while female children can be either the father or the mother’s race. Though when breeding with Fae, fairies, or ghosts this is where the headless syndrome can hit the male children of a dullahan, male children with the headless syndrome are strange dullahan and ghost/fae or fairy mixes that are male and born without heads, but are still living, it is said that the headless syndrome was probably the cause of the rumored headless horsemen since children born like this usually use something to replace their missing head, such as a pumpkin, or other assorted items that can work as a head, though these are rare cases and usually the males ones again are that of the father's race. Usually Dullahan stick fairly close to Ireland, though some have been recorded around Europe, usually in either Scotland or England. Dullahan do not breed often, and will usually only have one child, unless the first born does not turn out to be a Dullahan, usually the most children a Dullahan can have is three since they genetically have a higher rate of giving birth to children, usually after she has her daughter they will leave their mate, and potential other children to train their child to take their role of reaping souls. Usually a young Dullahan gets her first mount around the age of six, in old times they were headless horses drawn chariots, but due to the need to update with the times the mounts tend to be from small sports cars all the way to mopeds, though most Dullahan like cars or motorcycles, this can also only happen to males that have the headless syndrome. Usuallly around the age twelve the mother will give the child her spinal whip that is usually either made by the mother for the daughter or passed down from mother to daughter. Dullahan are not born with the ability to reap souls, in fact it is a trait passed through a rite of age where the daughter has to go through a ceremony that the mother passes the ability to reap souls to the daughter, though if the daughter chooses to not succeed the mother she will not gain the ability to reap, and usually the mother will then search for either her previous mate, or a new mate and attempt to start over, though there are some cases that this does not happen and the mother will not age, unlike the daughter who will age very slowly after the age of twenty and will gain a physical age for every decade, this is assumed that after the daughter hits the age twenty she is unable to take the mother's ability and loses all rights to it. It is well know that Dullahan are repelled by gold, though the reason is unknown it has a burning like effect on their skin in which their will physically have burn marks on the skin from gold, also being around gold give them headaches.

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PostPosted: Wed Dec 23, 2015 10:21 pm


BOOGEYMAN
contributed by OMG its cia-yam
The Boogeyman is a being that feeds off the fear of children, though the nature of this is unknown some people assume the boogyman exists to teach children to obey their parents and scare them into doing so. Each country has their own thought on what the boogeyman should look like, but they actually have a sort of illusion barrier around them that causes people to see their fears, usually in some sort of physical form if it is a fear such as fire the boogeyman will take a form made out of fire, this can effect multiple targets and each target will see something different. The boogeyman cannot get nutrition from regular food and can only eat fear and anxiety for nutritional value, this of course does not mean that they cannot eat food, this just means they are filled, and will still be hungry after eating. The Boogeyman is the master of mind games and at times can be quite hostile when they either have not eaten fear, or are in the middle of eating fear. The Boogeyman is a very dangerous foe in the mental way, in some cases of a boogeyman feeding off of the same being for too long cases of paranoia and panic attacks have been seen. Of course the worse mental cases are usually from being dragged under the bed or into the closet by the boogyman as victims are usually distant and in some cases "so scared their hair either fell out or became completely white" it is not recommended to travel into the "boogeyzone". The rumored natural enemy of the boogeyman is the sandman though it is unknown as to why this is. The boogeyman does not follow a family pattern among monsters thus is cannot be classified as in the ghost or beast families all that is know is that it is an entity of fear, it is rumored that at a time the Boogeyman could create nightmares to feed off of, but at some point lost this skill which is also not known why.


PostPosted: Sat Dec 26, 2015 1:58 pm


Ɗяαgση (general)
      contributed by PaperLined

There is a general consensus on what a dragon is and what it (likely) does; however, mystery still shrouds many aspects of these saurian beasts, including but not limited to their societal (dis)inclinations, philosophies, and lifestyles.

Lιƒє Ƈуcℓє
"Dragon birth lairs are littered with treasure to entice the young from their eggs."

Although we're not yet privy to the courtship and mating habits of dragons, we do know that they prefer to have exclusive pairs, as opposed to engaging in the communal behaviors that many other reptilian species exhibit. They are fiercely protective of their young, but not to the point of hinderance. Many a dragon will knowingly lure prey into the den to give their hatchlings practical experience under the close eye of a parent who can step in as needed.

"Baby dragons can't figure out humans—if they didn't want to be killed, why were they made of meat and treasure?"

Hatchlings grow into wyrmlings fairly quickly, but that's about the only phase in which their development outpaces most of the mammalian kingdom's. Having rather long lifespans, dragons are afforded the luxury of maturing at their leisure, which may explain the impulsive and destructive nature of the sprightlier ones. Those who reach maturity often find better uses for their time and attention besides aimless destruction, some of which may include methodical destruction.

Ƥєяѕσηαℓιту αη∂ Oυтℓσσк
"He has no patience for minds that do not inspire him or explode by trying."

Dragons are known for their arrogance almost as well as for their hoards. These beasts often view those weaker or smaller than themselves as being beneath them and unworthy of interaction other than for insulting, perverse entertainment, or ordering around. This presumptuous mentality has earned dragonkin the perception of being insufferably arrogant and conceited. To be granted a serious audience with a dragon, one must be viewed as being at least on the same level as it, may it be in intellect or strength. Many attempt the former, tempting dragons with riddles and other clever tidbits, thinking it the easier of the two tasks; many have perished due to such wishful thinking.

"If dragons excel at anything more than vanity, it is greed."

Many adventurers pursue dragons, not to explicitly slay them, but to acquire their treasures. Dragons have a tendency to collect valuables and hide it away in their dens or wherever else they can keep an eye on it--both to admire its glimmer and to deter any thieves. These hoards are usually the dragon's lifetime accumulation of trophies, artifacts, and coveted trinkets that have caught their fancy, and often serve as an attestation to their ability and reach.

Ƥσωєя
"The fear of dragons is as old and as powerful as the fear of death itself."

Dragons will often draw upon an elemental source of power, like fire, water, lightning, acid and so forth, but just their sheer size and strength render them a formidable foe for the even the most seasoned of adventurers. A dragon's element is best told by what spews from its maw; however, the color of their scales is often telling. In general, a red coat corresponds to fire, white or light blue to ice, blue to water or lightning, black to acid, and green to poison. An iridescent sheen may further indicate class, rank, or specialty. Some schools of thought will classify dragons wielding these different elements as separate subspecies.

Famed breath aside, a dragon is almost as deadly with just its teeth, claws, and tail. Its scales provide exceptionally tough armor and, as previously mentioned, its size is certainly something to contend with.

Hυηтєя, σя Hυηтє∂?
"The knights see a mighty quarry. The dragon sees breakfast, lunch, and dinner."

Throughout the annals of time, dragons have often been the antagonists of many damsel in distress stories and, in each, the knight pursuing his quarry makes it back alive to tell the tale. In reality, however, few actually emerge victorious after an encounter with these saurian beasts. Those who train specifically for this task have had the highest success rate, but their ratios are still nothing to boast of. For these reasons, other methods of placation are usually preferred to aggression, if only to avoid the vengeful onslaught that will undoubtedly come should the assault go poorly. There have been instances of a strong opposition diverting dragons looking for easy treasure, however.

Sσcιєтαℓ ǀηтєяαcтισηѕ
"We speak the dragons' language of flame and rage. They speak our language of fury and honor. Together we shall weave a tale of destruction without equal."

The traditional dragon keeps to himself; however, a trend of forming clans have developed amongst the more developed dragons within the past millennium or so. These clans mostly consist of dragons banded by bloodline and brotherhood, united by an alignment of beliefs or goals, and organized by relative might. It is less uncommon these days to find non-draconic members in such a congregation, but such an occurrence is still considered rare.

Another societal construct that has seen increased draconic participation as of late involves the governance of a population, whether it be by force or by the population's willing submission. These dragons are typically looked upon by its people as a ruler, tyrant, and/or protector, often to be revered, feared, or worshiped.

As the world gradually turns away from its savage past and grows increasingly more social and political, diplomacy and non-violent negotiation tactics have gained the attention of a non-trivial number of dragons. For better integration with the humanoid society, and to keep the general public from fleeing in terror, these dragons will occasionally take on a less menacing form, either via magical means or innate abilities, to engage with the civil world.

Ƒυятнєя Rєα∂ιηg

> Dragon Subspecies
      .: Red (Fire)
      .: Blue (Water, Lightning)
      .: White/Light Blue (Ice)
      .: Black (Acid)
      .: Green (Poison)
      .: Hybrids

> Evolutionary History
      .: Physical
      .: Philosophical
      .: Societal

> Famous Dragons
      .: ...

> Known Clans
      .: Dragonbane Clan
      .: Nivix Clan
      .: ...

> Tyranny Of
      .: ...

> Wars Involving
      .: Thirty Years' Dragon War
      .: The Great War
      .: ...


~~~

Ɗяαgση (subspecies)

Rє∂ (Ƒιяє)

...

Ɓℓυє (Ɯαтєя, Lιgнтηιηg)

...

Ɯнιтє/Lιgнт Ɓℓυє (ǀcє)

...

Ɓℓαcк (Acι∂)

...

Green (Poison)

...

Hybrids

...


Ƒαмσυѕ Ɗяαgσηѕ
𝒯𝒾𝒶𝓂𝒶𝓉
This draconic goddess is believed to be the fearsome queen and mother of all dragons. She sports five heads--one for each of the elements--each colored according to the element it represents. Many believe her to be the embodiment of evil, while others worship her as a deity. One thing is for certain--she is not someone to take lightly.

𝔙𝑦𝔲𝔵𝔦𝔯𝔬𝔰
...

Ƙησωη Ƈℓαηѕ
Ɗяαgσηвαηє Ƈℓαη
contributed by Kerissa Darkmoon

The Dragonbane Clan is a monarchy clan that believes in honor, loyalty and justice. They thrive on peace with other clans and branches of dragons such as celestial dragons and other elemental dragons. They are known to have both warriors and diplomats within their blood line. During wars, they provide aide to those in need. Especially The Great War that was fought against the humans who had wanted to destroy the dragon race. They are a fierce clan that speaks the ancient dragon language. Each clan ruler is known to rule with kind hearts but also with claws like iron steel, meaning they care for their people and allies but will punish those who oppose them or break their laws. When seen, they are of red dragons, the fire elemental dragons.


Ɲινιχ Ƈℓαη

...

PaperLined
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