● All rules must be obeyed by all members of the RolePlay.
● There will be more rules in the future as they come to me.
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● No auto-hitting, god-moding, or cybering(use time skips).
● Respect everyone in the rp. This is plain and clear and also just for the record. I should also mention to not argue. Be civil with each other.
● Do not post your profile. Anybody who is accepted into this RolePlay should already know that there is a thread specifically just for these things. At this point I will also mention to pm me your profiles(Eternal Wars [Pro] ); however, since this is not a regular thread, I'd like to say something else. Everybody who is accepted here understands that god-moding is not a very fun thing for everyone, so I have complete and full faith in those who post here to manage their own characters by making them fair. This doesn't mean they have to be wimpy, they just have to be beatable in some way or another. The possibilities are endless in this RolePlay.
● Once your character profiles have been posted in the Profiles Thread, please try and confine your characters to one post. This will keep the Profiles Thread even more tidy then telling everyone where the characters are.
● As this will be a RolePlay with action, there will naturally be violence. To this, do not over do it. I understand that you have to describe what it is that is going on accurately, but don't do it to the point where it's blood and gore reverence. PG-13
● Since this is a RolePlay between us friends(and new friends), we can wait as long as needed to before posting. I say 'need', because nobody likes having to wait for the world to end before getting a reply to post too. In this RolePlay, the pressure of replying as quickly as possible is lifted, but not entirely. Please wait and reply to posts respectfully unless you are unable to post, in which case we will all gladly wait or work around you in a way that does not hinder anyone. That is all I really mean by this.
The Sentinel Eclipsis
Powerful Enchantress
Offline
The Sentinel Eclipsis
Powerful Enchantress
Offline
Posted: Thu May 28, 2015 4:19 pm
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The date is July 21st, 1861 A.D.. There are many countries that span the world of Tyberryl, and all of them are linked by train, road, or by sea. Only by those attributes, other than the name of our little world, are we alike, dear guest. Past that, our countries, people, and history are very much different than that of your world. Where as your world has a universe of fictional monsters, ours do not; where as technology rules your very world and travel, ours does not; where as your weapons are more advanced and scientific, our is not. Time and again you will be thwarted by our differences. You may see similarities, but for the most part, we are different. To explain this, I must first start with the beginning.
Before Tyberryl was created, the ancient gods, Sahari, the Goddess of Light, Remdale, the God of Neutrality, Mavair, the God of Darkness, and Fae'Valameinthal, the Goddess of Nature, lived together on their own worlds. They were accompanied by their familiars, the Dragons, who served the gods of light, neutrality and darkness for times untold. Each god and dragon had been born of the entity Chaos, that rules over the Scales of Balance. Every god that exists lives on one end of the Scales of Balance. It shows us that the gods of light and darkness will circle each other in a battle for power that will last for an eternity, with the neutral gods living to observe or record the fight. This infinite battle has already been going on for years and can be seen in the constellations above. Although those four are the oldest, they are not the only gods that exist. Krazak, the Neutral God of the Forge, is a god of smithy, and was one of the main contributors to the creation of Tyberryl. Illusha, Light Goddess of the Moon and Shaibas, Light God of the Sun, are twins who have governed the moon and sun of Tyberryl upon its creation. Then there is Datun, Light God of Protection, and Airinna, Goddess of the Dead, that are the lovers of Sahari and Mavair. Datun and Sahari, gave birth to Minaria, a lesser goddess of light, while Mavair and Airinna gave birth to Runkoa, God of Poison. Thiabestra, Neutral Goddess of the Ocean, is the child of Fae'Valameinthal and Remdale, before the neutral god came to love Eyamet, the Neutral Goddess of the Book. Each one of these gods possess a great power, but it was only the first four, with the help of Krazak, that they made Tyberryl into existence. The inspiration for Tyberryl came as a growing feeling among the four ancient gods, much the same way an artist begins to realize what image they will draw. It was an idea that appealed to not just one god, but to all of them. It's brilliance would give the gods everything each one desired. This proved true. Once the topic was brought up among themselves, they could not hold back their excitement. Each god agreed, and came before Krazak, the God of Forge, to ask him for his help and his forge. Krazak agreed. He liked the prospect of a world with life he could share his secrets with. That was when Tyberryl was made. Something did not seem right just then. Fae'Valameinthal, Goddess of Nature, was finally able to look past her joy to see a rather sinister force at work behind the creation of their new universe. She saw a lust in Mavair that was triumph. He was happy as if something he planned was being fulfilled. This worried her. She knew his treacherous mind. Suddenly, unclouded by joy and full of fear, she saw Mavair's tricks. Fae realized that the idea of Tyberryl had been his by design. Mavair, the God of Darkness, saw their growing sense of loneliness. He knew that a brand new world would be just what they wanted, and at the same time, granting him what he wanted; a while world full of souls to control and command. Thus it had taken him years to convince the rest of the gods that his idea was theirs originally, not just his own. They had not only fallen for his trick, but they had fulfilled it. Fae'Valameinthal tried to warn the other gods, but it was too late, Tyberryl was already made. All the gods could do was thwart Mavair time and again and hope he never gained enough power to descend.
From there dear guest, the story becomes simpler. Since the creation of Tyberryl, there have been many wars to this day. The most iconic of these wars is the Eternal War. This was is so named because one-thousand-eight-hundred-and-sixty-one years ago, Mavair, God of Darkness, and Sahari, Goddess of Light, took their battle to Tyberryl. When they descended, they chose their champions among the mortals and did battle for five long years until Sahari became the victor. Those long years are called the Years of Darkness. It ended on August 11th, which is now the first out of seven days that are now called the Light Gift Festival. Back then the world was barely formed. Mere towns and cities accumulated over raw earth with much still to explore. Now look at it. Each land has conquered and thereby grown. Over hundreds of years, Haldrad, Okaina, Tabbel, and the like have all grown into large cities. Yet each has suffered. There have been wars. The most noticeable ones is the war between Haldred and Okaina in 1106 A.D., when they fought over territory. This left each land in a state of mistrust in each other that lasted well into the 12th century. The next war after that occurred after the discovery of Tabbel across the ocean in 1270 A.D. that was a result of the civil war in 1273 A.D. between the King of Tabbel and it's citizens. This battle went on for many years. It did nothing but spread the blood and guts of hundreds over the span of ten years;both soldier and rebel alike. The civil war was finally ended officially in 1283 A.D.. Yet that was not the end of the story. Haldred and Okaina had been involved in this slavery revolt. They had no taste in Tabbel's slavery laws, so each country therefore had smuggled slaves across the ocean into their borders. Because of that, Tabbel had dictated that Haldred and Okaina were traitors and demanded the citizens they smuggled to be returned. They did not comply. In 1286 A.D., after all their peace talks, Tabbel went to war with Haldred and Okaina. The war caused many casualties to both sides of the field. However, as food began to get scarce due to the war, they realized a choice was to be made. They had to fight and starve, or stop. The battle ended in a peace treaty in 1291 A.D. This treated has stood ever since. Unfortunately, Haldred and Okaina have not been the only person Tabbel has fought with. Wars and skirmishes have popped up all over in the years with the Dwarves, and vampires even to today's date. The greatest of these is the war with the Dwarves in 1456 A.D., and the war with the vampires in 1520 A.D.. An unsteady pause in violence is the only peace Tabbel, the Dwarves, and the Vampires can claim. Yet, skirmishes and battles still go on. Haldred and Okaina are not much better. Ever since their battle in 1106, Okaina and Haldred has had many fights with themselves until the slave war with Tabbel(1273 A.D.). From there the fights become far and few between. The next battle after 1273 is the Purging Crusade in 1432. It was started when the King of Haldred tried to address the growing werewolf problem off Haldreds borders, known as the Allunarrem Ruins. Prior to the war, many hunters and soldiers had vanished when they attempted to find the ruins and report it's exact location. With each disappearance, the citizens further grew worried, forcing the king to act on an already growing fear. This fight last four longs years between Haldred and the werewolves. It finally ended in 1436, but the war only deepened the populous' fear of werewolves in Haldred. Many citizens in this battle were either turned, or tragically murdered by the werewolves. It was bloody, and pointless. The last mention-able war was an almost war in 1558. This was the year that the Dramegons of Durmok tried establishing their right as a kingdom worthy of notice. It was a political play that did not make it. Both Haldred, Okaina, and the Elves refused to accept the Dramegon's due to their criminal acts. This was an insult to the Dramegon's. They had persisted with this recognition to the point of open war. The reason it did not escalate was because the Dramegon's lacked money and food to afford war. It did not come to fruition, although people feared another war.
From there, things have been shaky. But whose to say what will happen?
Posted: Sat May 30, 2015 4:20 pm
The RosterX X X X X X X X X
● This is the population of the RolePlay. It will be listed as such below ⇓. If you wish to make an NPC, all you have to do is fill in the same thing below, and give it to me for posting below.
[b]Username[/b] -- Character Name -- Race -- Allegiance -- Put "yes" if it is an NPC (Erase this if it is not) -- Job
════════════════════════════ Kanshisha Enzeru -- Rein Nolan Thatcher -- Werewolf -- Bad -- Slaver(smoke-screen job: Mercenary for hire) Kanshisha Enzeru -- Viuthelium Nuda Sator -- Dragon -- Good -- None yet Kanshisha Enzeru -- Arianna Vivyan Nikeisha -- Vampire -- Neutral until further notice -- Fortune Teller
X X X X X X X X XCharacter Skeleton
● Post outside the Bold( [ b ] [ / b ] ) text.X X X X ● Delete any instructions posted below.X X X X ● Do not post in any of the parenthesis X X X X
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[size=11][b]Username:[/b] [b]Name:[/b] [b]Race:[/b] [b]Age:[/b] (Appearance age and actual age if needed) [b]Weapons:[/b] (Anything that constitutes as a weapon) [b]Miscellaneous Objects:[/b] [b]Magical Prowess:[/b] (Any magical powers here. REMEBER: all magic takes time to use properly and to its fullest extent.) [b]Skills:[/b] (This can be anything from deadly, to innocent.) [b]Personality:[/b] [b]Bio:[/b] [b]Other:[/b] [b]Appearance:[/b] (URL, unless it can fit alongside the text.) * * * * * [b]Country:[/b] [b]Class:[/b] [b]Occupation:[/b] [b]Allegiance:[/b] [b]Rumors:[/b] (Any rumors connected to your character go here. Only the titles will be necessary.) [b]Bounties:[/b][/size]
The Sentinel Eclipsis
Powerful Enchantress
Offline
The Sentinel Eclipsis
Powerful Enchantress
Offline
Posted: Mon Jun 01, 2015 9:54 pm
● This is an information booth for all races, or all that are listed. This list is subject to change. All races must follow the information below. This way, there will be no two people of the same race that have different behavioral characteristics.
● This is a scale of all the creature on the strength scale. There will be three categories, Weak, Average, and Strong. Since a handful of creatures will go in the Average category, I have made a simple list from weakest to strongest. The numbers will take place of a real pictured graph. The color blue will represent Weak, green will represent Average, and red will represent Strong. Remember: Five will stand for Normal, it is the base which you turn to in order to see how abnormally strong you are. Humans will take this spot respectfully. Anybody over five will be stronger than a human. Point-nine is the highest a number can get before changing to the next number. This is the strength list: (Fae.)1.0_____(Elf(s).)4.9_____(H.)5.0_____(Dw.)5.3_____(Ar.)5.3_____(Lu.W.)5.9_____(Dram.)7.0_____(V)7.1._____(W.)7.6_____(Drag.)7.1 - 10.0 | Fairy 1.0 | Wood Elf 4.9 | Elf 4.9 | Humans 5.0 | Dwarf 5.3 | Argonian 5.3 | Lu'tta Wolf 5.9 | Dramegon 7.0 | Vampire 7.1 | Werewolf 7.9 | Dragon 7.1{human} 10.0{dragon} |
● Please note: some of the races posted below will slightly deviate from their originals.
● If you wish to create a race to be listed below, please fill out the application in the SPOILER.
[list][list][list][u][size=18][color=#d4af1f]Race Title Here[/color][color=white]X X X X X X X X |[/color][/size][/u] [list][list][list][size=11][color=#57cdd2][b]Resides:[/b][/color] [color=#d4af1f]Where they live[/color] [color=#57cdd2][b]Physical Abilities:[/b][/color] [color=#d4af1f]All physical capabilities here[/color] [color=#57cdd2][b]Magical Abilities:[/b][/color] [color=#d4af1f]Any magical talents here[/color] [color=#57cdd2][b]Behavior:[/b][/color] [color=#d4af1f]All behavioral patterns here[/color] [color=#57cdd2][b]Sleep Schedule:[/b][/color] [color=#d4af1f]Sleep schedule here[/color] [color=#57cdd2][b]Transformations:[/b][/color] [color=#d4af1f]Any type of transformations or transformations that are possible go here[/color] [color=#57cdd2][b]Life Span:[/b][/color] [color=#d4af1f]Race's life span goes here with a general estimate of life.[/color] [color=#57cdd2][b]General Appearance:[/b][/color] [color=#d4af1f]Appearance here, please use a general description instead of images[/color] [color=#57cdd2][b]Origin:[/b][/color] [color=#d4af1f]x[/color][/size][/list][/list][/list]
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HumansX X X X X X X X |
Physical Abilities:Humans possess a wide range of strength, as they were made by the ancient Neutral God, Remdale, who made humans the embodiment of neutrality. Compared to Elves and Dwarves, who are also of average strength, they have the potential to be very strong or very weak. In comparison to dragons, dramegons, and vampires, they are very weak. Humans possess an average on the grand scale. Being creatures of neutrality, they are the very basic of beings on Tyberryl. Agility, speed, and general maneuverability possess the same wide range as Strength. Humans possess the greatest range of physical abilities than any creature. Magical Abilities:While humans are not as gifted in magic as the elves and dragons are, they are definitely among the few who can tap into the most ancient of magics, if time and that magic doesn't destroy them first. Behavior:Based off their personality, humans can range from happy, to sad, to angry, to cunning, or to the various other moods and behavior. Any quick change to their designated behavior and mood is impossible without the aid of outer forces. These forces are influences of individuals or magical influences. Sleep Schedule:Humans general sleep after the sunset and wake in the morning. Necessities such as jobs or other important things can influence their hours. Transformations:Humans cannot change their appearance without magic, or unless they are part humans. Life Span:Humans live between eighty and ninety. Living to one hundred is a rare occurrence. General Appearance:As beings of neutrality, their bodies have a wide range of looks with exceptions. Their skin does not become anything outside the color range of dark brown and white. Paleness seen in the vampires is unseen on a human that is healthy. Eyes have the same exceptions without the restriction of the colors blue(any range), grey(any shade), and green(any hue). Body type has virtually no restriction. The only exception is body appearance in contrast to strength. Origin:When the ancient gods created Tyberryl, Remdale, the God of Neutrality, created the first humans from the essence of neutrality his soul governed. He wanted to make a creature with the most freedom to do as he chose, and he did.
ElvesX X X X X X X X X X
Physical Abilities:Elves rank an Average on the scale. They are a little farther on the lower side however, as humans and dwarves tend to be stronger than they are. They are strong enough to accomplish their goals. That does not mean that they are not quick and agile. Elves possess more speed and agility than humans; an Average more lenient to Strong, as they are quicker than humans. To add to this, Elves possess the capability to blend in with the nature around them, a talent they have in relation with their sensitivity to nature. This is outranked by the Wood Elves, who can practically vanish in a forested area. Magical Abilities:What they lack in physical strength, they make up for in magical capabilities. Elves are among the most gifted in magic, outranked by dragons and fairies. Unlike humans, elves gifts and laws are lenient to light magics and elemental magics. It is forbidden to stray from those branches. Rarely do you come upon a Dark Elf, who strayed from the light and forged his/her own darker path. These Dark Elves are banished under pain of death and mistrusted throughout the general world. This is because Dark Elves have an infamous reputation. Behavior:Despite their pride and self established pedestal above every other creature, Elves feel a strong attachment to life and other beings. It is in their nature to feel great love for nature and all life. This love tends to be spoiled by their pride in their own goodness. This leads to selfishness and racism to other people, mostly to humans and dwarves, whom they look upon as savages who are unenlightened. This feeling of self-important has a wide range among the elves, from mild, to zealous. Sleep Schedule:Elves have the same sleep schedule as humans do. Transformations:Elves do not change shape without the help of magic or they are part elf. Life Span:Elves life span is around a millennium . General Appearance:Elves appearances vary, like humans, except they are never dark skinned. Elves have very slender body types, with long pointy ears. Their eyes are almost slender, complete with a great beauty. Only the vampires, with their cold marble-like looks match the elves pristine beautiful appearance. Origin:The Elves were created from the lesser Goddess of Light, Minaraia, who was jealous of the Fairies and their creator, the Ancient Nature Goddess of Neutrality, Fae'Valameinthal. Minaraia loved how the fairies fate were ultimately tied to the world of Tyberryl. It's destiny tied to theirs. Loving most of all their size and beauty, as well as connection to the nature around them. Jealous of such beings and their maker, Minaraia attempted to capture that beauty and nature in her own beings. In her first attempt, she created the Elves. Despite their beauty and sensitivity to nature, she failed to capture the true essence that she loved about Fairies. She therefore saw it as a failure. In her second attempt, Minaraia created the Wood Elves. She saw that her creation was most sensitive to nature over her first attempt and possessed a ruggedly beautiful appearance similar to nature than her last try. Realizing she would never be able to recreate what she loved, Minaraia was forced to accept her two creations.
Wood ElvesX X X X X X X
Physical Abilities:Wood Elves rank an Average on the scale that is on the low side. This is because Humans and Dwarves tend to be stronger than they are. They have the same capabilities as their kin. What they lack in physical strength, they make up for in agility and speed. Wood Elves have the agility to move through wooded areas with surprising speed. This is equal to their ability to blend in with the woods. It is unclear if the Wood Elves outrank the Elves in speed and camouflage. Magical Abilities:Unlike the Elves, Wood Elves magical abilities are centered only in Herbs, nature, and elemental magics(centered mostly around natural elements), similar to the Druids. Because of this, Wood Elves are great healers of a variety of things, such as illness and wounds. This also means that can devise dangerous poisons, hallucinogen's, and sedatives, among other things. This is a talent they possess without magic, but when magic is included, it causes dangerous buffs or alterations. Most of their magic(when not applied to to their herbs or potions), however, is their mild gift to the alteration of the elements(like water, earth, plantlife). This control is the reason they are the best in herblore and everything related. Behavior:Wood Elves are a very private people. They don't feel any familiarity with other people like humans or dwarves. This is because of their astute connection to the earth makes them feel so different, even from their own kin. Fairies are the only ones they feel related too. To them, all other creatures are blind to all that is around them. Wood Elves understand that only Fairies see at this depth and deeper. They hold great respect for Fairies. This does not diminish their love for all life, similar to their kin, the Elves. Because of their insight to nature and their connection to it, they will care for all manner of creatures with a purpose on Tyberryl. This love can only stretch so far. Killers, enslavers, and the like, are more inclined to be abandoned to die unless they are not destined to. Sleep Schedule:Wood Elves usually sleep during the night and are awake during the day. Their link to nature and Tyberryl, however, can lead them to remain awake at all hours of the day. Transformations:Wood Elves cannot change their given form without being part Wood Elf, or altered by outside magic. Life Span:Wood Elves life span is around a millennium General Appearance:Wood Elves have dark skin and long pointy ears. Their eyes are nature colors, like green and brown and blue; the same with their hair(minus the color blue. Their hair can be green, but a dark shade.). Like the Elves, Wood Elves have astounding beauty. This beauty is more rugged and more akin to why people love beautiful landscapes. It is believe this beauty is connected to their relationship to nature. Origin:Like their Elven kin, the Wood Elves were created by the lesser Goddess Minaraia. In her jealousy and love for the Fairies radiance, Minaraia attempted to create her own beings of nature. She attempted twice before stopping to settle with what she had made. The Woods Elves are the second and final attempt.
DwarvesX X X X X X X X |
Physical Abilities:Dwarves rank an Average on the scale. Generally, Dwarves tend to be stronger than humans because of their craft. It is a fifty-fifty shot for a dwarf to be stronger, as there are some humans that are equally strong or, in rare occasions, stronger. In agility and speed, Dwarves lack greatly. They possess the same running capability, but no dwarf is any better than that. Magical Abilities:Because Dwarves mistrust magic in all of it's forms, they have no want or desire for magic. This may be cause of a variety of reasons, but what people know for certain is that Dwarves cannot use magic. Behavior:Dwarves are often times gruff and Austere in all manners of their behavior. This is their base. That does not mean that they cannot be kind or happy. It merely states that all dwarves tend to be tough and gruff individuals. Their personality and behavior varies similar to humans, but they always keep a cast-iron demeanor about them; as people, fighters, and drinkers. Sleep Schedule:Dwarves sleep during the night. Their job as a metalsmith or various crafting can drive them on through the night if need be. Transformations:Dwarves never change unless they are part-dwarven, or altered through magic. Life Span:Dwarves live between two-hundred to two-hundred-and-fifty. General Appearance:4'5 is the average height any given dwarf can grow. They have thick builds, long beards, hair, and thick eyebrows. Their hair and eye color has the same range as humans. Depending on the clan, depends on the style dwarves wear their beards and hair. Origin:The dwarves were created by the dwarvish God Krazak when Tyberryl was made. He made the dwarves from the earth that made Tyberryl. It is theorized that this is the reason for their gruff mannerisms.
Argonian's/DramegonX X
Physical Abilities:Argonian's have the same physical strength as humans. Dramegon's however, have strength to match vampires. It is a gift from their dragon DNA. Compared to agility and speed, Argonian's rank greater than their strength. To add to this agility, Argonians can change their skin to match the environment, an ability Dramega'sn do not have. Magical Abilities:Argonian's are dabblers in magic rather than born with it. To this day, there is no reported case of an Argonian being born gifted, although the possibility is still there. Dramegon's can be born gifted. Because of their dragon DNA, they have greater magical capabilities than humans. Behavior:Argonian's are self-reliant because of the environment they live in. This strict lifestyle causes Argonian's to be mistrustful and disregarding of rules, laws or personal boundaries. Dramegon's are very similar for different reasons. To provide for themselves and their queen, they were forced to become criminals. Despite this, Dramegon's sustain honor in who and what they are no matter how far they sink. To them it is merely a muddy road they will rise from into greatness. Sleep Schedule:Argonians usually sleep in the day and hunt during the night. Yet, the jobs they do will change their hours. Dramegon's can be up at any hours of the day. Like Dragons, they sleep many hours at a time, day or night, allowing them to stay awake. If they are working during the day and can't get enough sleep at any given time, they will likely sleep at night. It entirely depends on what they are doing. Transformations:Argonian do not change form. Dramegon's can change form from their typical Dramegon appearance, to their humanoid form. Life Span:Argonian's live between sixty and eighty. Dramegon's can live between two hundred to three hundred. General Appearance:Argonian's smooth skin(like salamanders or lizards) are very dark colored in range due to the swamp. Their color range is similar to that of salamanders and lizards. Argonian's, spotted throughout the world, have different skin types and colors based off their environment. Both Argonians and Dramegon's have tails. But the only known community for Argonians is the Kakshfey. Dramegon's on the other hand, have scales whose colors range like dragons. Their Dramegon form is very like Arconian's, except they have large wings, claws, teeth, and have rough skin. Their wings can only give them temporary flight, and a long glide. Their humanoid form have the same large wings, claws and teeth, but their appearance changes slightly. They become more like humans. Their humanoid forms have human body types, long hair, more human-like features and body parts. That's where humanness ends. Their dramegon characteristics remain. Rough scales and human skin mix to give them a beastly inhuman appearance. Their hands and feet have large claws. They are smaller dragon teeth but a strong jaw, and a tail. Their strength and speed lower in this form, they remain extremely deadly as before. Dramegon's human form varies very differently for each Dramegon's(male or female). Dramegon's original form: roughly twenty in length(nose to tail). Dramegon's are long small dragons. Humanoid form: Males and females range a few inches taller than their human counter-parts due to dragon DNA. Argonian's are roughly fifteen-twenty feet in length(nose to tail). It entirely depends on the individual. THESE LENGTHS INCLUDE TAIL LENGTH. Origin:The origin's of Argonian's are unknown. They were created during the chaos that made Tyberryl, or were made sometime after. The truth is up to speculation. The truth is known for Dramegon's. Dramegon's were created when Fae'Valameinthal's daughter, Thiabestra, Goddess of the Ocean, fell in love with an ancient dragon who left the same about her. There was a problem with this. Thiabestra is a Goddess and he was dragon. Regardless of Dragons power and strength, he could not ascend or be with her. They were stuck separated. In order to be with him, she had to descend into the human world in her vulnerable mortal form. This was risky. So he convinced her never to come or risk dying. However, they planned to be together every lunar eclipse. When they laid together they gave birth to a being part god, part dragon. The god in the dramegon's veins thinned extremely as the Goddess was in mortal form. Yet that did not stop them. Since their parentage was of two bloods that could not be together, the Goddess blessed the Dramegon's with the ability to change between it's humanoid an dragon forms. This was to help them because she was not so blessed with changing worlds freely.
DragonsX X X X X X X X |
Physical Abilities:In their original form, dragons can preform many great feats of strength due to their size and body type. This strength goes throughout their entire body, from the tip of their nose to the end of their tail(which can be the most dangerous part of the body). In their original form dragons rank a Strong on the scale. This great size and strength means they have equal speed and agility appropriate for their size. Due to this size increase they can outrun any regular human. In human form this strength and speed is greatly reduced. Imagine six pounds of beef being squeezed into a one pound container. Their human form is a concentration of their physical ability in exchange for fitting in to the general populous. Although they are still abnormally strong, this strength is a quarter of the dragons immense strength. It is the balance. Magical Abilities:Dragons are the greatest of magic-users in all of Tyberryl. Many mortal magic-users have always dreamed of doing at least a little of the miracles dragons could do in ancient times. It is no surprise therefore to know that dragons can use magic to change their form. This form takes in the dragons personality and physical characteristics. The only problem with their humans forms is the un-comfortableness of it. A human appearance is not how a dragon is suppose to look. Many dragons cannot do so for more than a few hours due to the cramp feeling. In addition, their magical capabilities--along with physical strength--are reduced. Similar to a shape-shifters preform within the limits of their newest form, dragons cannot preform feats of magic that are beyond the limits of a human body. For example: if you have a particular job or activity that requires a lot out of something, you use a strong tool that is designed to preform said task. But if you try and do the same task with a weaker tool, that tool will break. The dragons great magical abilities can only be preformed in their dragon form. It is a body designed to handle that magic. A human body would shatter, physically, mentally, and magically, if a dragon put that type of strain on their body. When a dragon changes their body into a human, their body is literally the body of a human. It follows the same principle as shape-shifters. Each form is real and will get hurt just the same. Dragons and their human forms follow that rule. Behavior:Dragons are generally very benign and placid creatures. In most things you can describe them as limpid, although each dragon is unique among each, just like all creatures. This personality trait comes with age, as dragons can age beyond count. This does not mean they are completely emotionless or calm throughout their life. Dragons can be very angry, jealous, happy, or sad. Limpid is merely a characteristic that comes with age and experience. Along with this, dragons tend to sleep often, whether just at night, day, or a little throughout it doesn't matter. Sleep is a part of a dragon. When dragons become too old, they fall into a sleep and never awaken. In this fashion do they become apart of the Tyberryl. Sleep Schedule:A little at all hours. These hours shift based off what they are doing. Dragons are usually associated with sleep as they can sleep for years at any given time if they want so long as they are not disturbed. This gets worse with age(SUPER SLOWLY.) Transformations:Dragons have two forms they change into; their true dragon form, and their human form. Their human form is done through magic, and is done the same way shape-shifters change. Because of this fact, it doesn't take up constant energy. Life Span:Nobody knows exactly how long a dragons life is. At some point hundreds of years in the future, when a dragon becomes too old, they fall into a deep sleep they cannot wake up from. People call this, the Sleep of Ages. Before a dragon falls into the Sleep of Ages, he will find a secluded piece of land for peace before sleeping. Once at that stage, he will remain asleep even after he is consumed by the weather. For years the earth will cover him up and he will turn into dust and become dirt over hundreds of years. In this way Dragons die. General Appearance:In their true form, dragons have colossal bodies equipped with large wings, a tail, claws and teeth. Their size is dictated by their age. As they get older, the larger they become. Think human sizes only for giants. Their size is also an annoyance since they cannot fit in to anything or any town. The dragons home town is the only place they can truly stretch out and not break anything. Their scales on the other hand, have no end of color or restriction which reflect into their human forms, most especially their hair, body types, and eyes. Their eyes in their human form never change. It is a contributing factor to spotting dragons(this is made difficult since dragons are not the only creatures with different eyes and humanoid appearances). Origin:Dragons were never created from any one god or goddess. They were the gods Familiars originally. They obeyed any needs or task the gods wanted done. This means the dragons served not just the gods of good, but also the gods of neutral and evil. That is why there are good, bad, and neutral dragons in the world. All dragons had an allegiance to one side(good, neutral, evil) or another. This is why dragons are both mortal and powerful. You can find many old tapestries or art of the Gods illustrated with dragons in them. That role changed when Tyberryl was made. The moment they set eyes upon Tyberryl, they were fascinated by its beauty and nature that was so similar to themselves. Unable to help themselves, the dragons descended upon Tyberryl. They have been there ever since. Despite this act, the Gods did not feel harshly towards the dragons for leaving them. They knew that the dragons would have to come back when they were desperately needed. It was this relationship between familiar(who are mortal) and god(who can't die) that kept Thiabestra from her dragon lover.
VampiresX X X X X X X X
Physical Abilities:The vampires rank a Strong on the scale in both strength, speed and agility. Their strength is only matched by the Dramegon's, and outmatched by the dragons in their dragon form. Although a dramegon and vampire are roughly equal in strength, a vampire will outrun a dramegon. To a vampire, their strength and speed are equal. In addition, vampires have a heightened sense of smell specialized just for blood. In this way is it different than all other animals, even dragons, dramegons, and other animal based creatures. Magical Abilities:Despite what you might think, vampires have the same magical capabilities as humans. After all, vampires were humans at one time. However, even though vampires are as gifted as humans, they do have an eternity to perfect their magic. In that way they are better. Behavior:A vampires behavior is a very chaotic place. The center of this chaos is a vampires in-satiable thirst for blood. This thirst is ever present in every vampire. It drives even the greatest of men and women into madness unless they find and drink the blood of their victim(this usually ends in death). All victims that survive this gruesome attack become a part of the vampire community. This leaves many vampires in a state of bitterness and depression. All vampires are feared and hated because of their thirst. Even the best of people cannot help themselves, and so are cast out. This abandonment from their own people lead many vampires to turn to their hateful and sadistic sides. Finally giving in to everyone crude stereo type of what a vampire is. People often forget that vampires feel emotion like humans do. Vampire families(as well as royal families) operate differently. They are formed by using a special bond vampires have between their victims that links attacker, and attacked. This is because vampires cannot give birth. All children and spouses are chosen and then bitten. Before they are bitten, the child/spouse is taken to the vampires dwelling(or house) first. Once there, they are bitten. After they change, the child/spouse undergoes an indoctrination that could take days or months depending on their resistance. Once the child/spouse is properly indoctrinated, they are accepted as a part of the family. They are then inseparable, both mentally and physically. Sleep Schedule:Vampires do not sleep. They can if they desire it, but is it entirely unnecessary. Transformations:Vampires cannot change their form without using magic. There has yet to be documented case of a vampire being someone other than a human before they were bitten. All other bitten creatures have never survived. Life Span:Vampires do not have a life span. The reason for this is because all vampires are in a state of limbo between life and death. That is why vampires regenerate. They are dead, and they are alive. The only way to kill a vampire is a stake to the heart or to expose them to sunlight(clothes can protect vampires from the sun). They are also weak against holy magics and blessed objects. General Appearance:Most vampires look like regular humans. They have the same hair, and skin variations. The slight differences is in their skin, their eyes, and their teeth. Unlike humans, vampires have very pale skin, even if their skin is dark. When vampires are in a state of heightened emotion, their eyes change colors. Red and yellow are the only two colors they can change to. If a vampire has sank deep in his vampire side, the eye color will be red, if not, then it will be yellow. Another thing will change as well. When a vampire has heightened emotions or in the grip of their Thirst, a vampire's canine teeth will elongate into long fangs that pierce even the deepest artery. Another different between regular humans and vampires is their unnatural beauty(in both men and women). This beauty behaves very much like bait. It brings in humans of the opposite sex so the vampire can drink their blood to survive, and by default killing them. Origin:The vampires true origins are unclear. One popular theory goes like this: Many ages ago, when an evil man died, his soul refused to accept it. This rejection was so strong, that he made a deal with the God of Darkness, Mavair. When he returned to the world of life, he had an incurable thirst and the strength to corrupt a thousand innocents with his evil. And so he did. The truth of the vampires origins is different. The evil man in the last theory had truly existed times unaccounted for. He had grown up in a life of wealth and plenty that had corrupted his mind when he was young. Unlike himself, however, his older brother turned out very kind. Even at a young age his older brother had to shoulder the responsibilities as an elder sibling. This meant he could not be prejudice or hateful against individuals. In this way he learned respect and patience. The younger brother did not. The reason for this is speculated, but the main reason may have been from their parents lack of discipline. Because of the older brothers moral guidance, the younger brother hated him. He had no such restriction. This hate stuck with him into his adult life. Around that time, an epidemic hit the area. Both the boys lost their parents to the illness. In their parents will they named the eldest brother as head of the family. This was an unexpected blow the younger brother. He had sorely wanted the position as head of the family for the money it would give him. He had been plotted to steal that title from his brother when his parents died. He despised his brother for it, was willing to kill for it. But something changed. The younger brother lost his life to the disease. Even in death he refused to accept Deaths cruel orders. So he begged Mavair, the God of Darkness, for a deal. If Mavair spared him, he would become his loyal servant. Mavair knew the brothers heart well, and accepted. Once the deal was struck, Mavair transformed the brother body to match his evilness. His face became pale, his canine teeth became fangs, and was given beauty he had not dreamed of. Unfortunately, this change had a flip-side. The brother unable to sate his sudden thirst for blood. At the same time, he could not bare the sunlight. Everywhere the sun touched was a acid to the skin. Feeding only slightly eased the sting of the sun, but it still burned if exposed to the sun for long periods of time. Once he returned to the world, the younger brother turned his sibling into the first of his many victims. As a result, the older brother lost his status, and was forced to flee or be killed by the towns folk who suddenly hated him. All records loose him in times vastness. The youngest brother however, after a sufficient time on Tyberryl, came back to his new master, Mavair.
Werewolves/Lu'tta(Little Lunar) WolvesX X X X X X |
Physical Abilities:Werewolves exist in two body states, human, and werewolf. In the human state, Werewolves have the same physical attributes as other humans. In the Werewolf state, they are the force to be reckoned with. In this state, they are a danger and trouble to all forms of life(except animals maybe), even vampires and Dramegon's. They kill everything and anything that gets in their way with a strength and viciousness that can tear chunks from trees. It is because of this that Werewolves are cast out from society. The balance to this force of nature is that werewolves only change during the full moon. The full moon occurs every month. Lu'tta Wolves are different. The Werewolf and Lu'tta Wolf may share the same blood, but they are very different. This difference is blood. Lu'tta Wolves have a small trace of Werewolf blood that has awakened inside them. This can cause problems, as Werewolf blood is unstable. When tamed, a Lu'tta Wolf is able to change between human and wolf forms at will. This is easiest at night, and harder to control as the full moon approaches and the werewolf blood thickens. Lu'tta Wolves in wolf form are over-sized wolves. They are slightly bigger, stronger, and faster, but no more. Magical Abilities:Both Werewolves and Lu'tta Wolves have the same magical capability as humans. Yet they are most invested in magics that focus around the moon. Behavior:Lu'tta Wolves behave like regular humans. This is because Lu'tta Wolves are not shunned as heavily like Werewolves are. They fear contamination, but already understand that Lu'tta Wolves can control it if they work hard enough. Werewolves on the other hand, are typically unhappy, depressed, even bitter and hateful. They are shunned world-wide as dangerous, making it impossible for them to find jobs and exist in communities; plus, they are bought at high prices on the slave market for their ferociousness during the full moon. These outside attacks instigates many negative behaviors and emotions from Werewolves. In turn, their acts and feelings only promote more hateful reactions from the populous. There is a noticeable change in their behavior as the full moon comes around. This in itself is what makes them spotted in a human city. As the full moon gets closer, werewolves gradually become more vicious and hypnotized by the moon. In Lu'tta wolves this reaction is mild. That does not mean it is not harmless. The full moon can even tear down Lu'tta Wolves self-restraint if need be. Sleep Schedule:Werewolves and Lu'tta Wolves have the same sleep schedule as humans. As the full moon comes around, however, Werewolves will stay awake into the night for hours at a time(the gets longer as the moon gets stronger). This is a mild reaction from Lu'tta Wolves, but it too gets stronger for them. Transformations:Werewolves and Lu'tta Wolves change forms into large wolves. For Werewolves, they are towering beasts of fur and strength that overpower the conscious mind of its owner every full moon. Lu'tta Wolves are tamer in this regard. The wolves they change into, are merely abnormally large. Life Span:It is hard to tell how old a Werewolf can get. All werewolves are killed before they can die of old age, so no documents exist. What is know about their life span, is that they live for a long time. How long nobody knows. Visible aging occurs very slowly(like dogs years in reverse), so it is rumored they can age for hundreds of years. Lu'tta Wolves on the other hand, have roughly a life span of about hundred-and-ten years(it is not uncommon for a Lu'tta Wolf to reach a hundred), if their werewolf blood has become active. General Appearance:In their human state, both Werewolves and Lu'tta Wolves have all the variety of looks that regular humans do. For Lu'tta Wolves, their human characteristic can blend into their wolf form. This effect is very mild. For Werewolves, their human form has no influence on their wolf form, even though they look like everyone else. However, every full moon, they transform into a giant beast of a wolf with dark fur, bright eyes, and large claws and teeth. Origin:The birth of the Werewolf came around two hundred years after the creation of Tyberryl. It happened when a sorceress and cleric of the Twin Lunar Goddess Illusha(Her twin brother is Shaibas, God of the Sun), used her clerical and magical prowess to curse a mortal man for bloodily murdering her sister. The curse was used as a punishment for the mans crimes(crimes she believed him guilty of. To this day nobody knows if he was guilty or not, but the facts were damning). The Sorceress' lunar clerical powers granted power to this curse and doomed the man to a long life of bloodshed and fear. Every full moon, the mans body was transformed into a terrible wolf that the sorceress believed to be his inner evil. This transformation caused everybody he ever knew to leave him, cursing his name. This is where the origin of the Lu'tta Wolf comes in. The man lived three months in his town before being attacked and run off. In this time, the man laid with his wife. This child got the after effects of the curse. This is because the curse could only be passed on through the deadly bite of the Werewolf. The Sorceress had never thought any farther ahead than she did look past her hate for him. This curse caused mild contamination to the child. Ever since then, every child after felt equal contamination. This contamination behaved like a biological characteristic you could pass on. Only this contamination you could control, and not the other way around. Even the name "Lu'tta" came from the Werewolf, as "Lu'tta" means "Little Lunar" in Haldred.
Fairies/ImpsX X X X X X X X X
Physical Abilities:Physically, fairies have the strength of a twig. This is because of Fairies short twelve inch stature. Yet they do have the ability to fly(a benefit of their big wings), which grants them greater speed than strength. The flip-side is their MPH, which isn't any faster than a bird. Magical Abilities:Fairies are very powerful magical beings. This magic is both in a general sense, and centered only in healing, elemental, and natural magics(like the Wood Elf). It is against their very nature to use any magics darker than that. Those that do, are not Fairies, they are Imps. This magic grants Fairies a distinct advantage considering their height. What they normally cannot lift physically, can be lifted through magical means. This is the same for Imps. Thus, that is how they can meddle in everything. Behavior:Fairies are very gentle and shy creatures. One of the many reasons for choosing to live so deep in the forest was the benefit of being away from the large world and its giants. The only true place they were comfortable was with nature(the areas they settled are places of heightened magical consciousness and awareness) and with themselves and nobody else. Imps are the opposite, they love company so long as a good prank is involved. These pranks range from innocent to crude. Imps are very mischievous beings. Sleep Schedule:Fairies and Imps sleep schedule is unclear to the outside world. Imps delight in causing mayhem everywhere they go, so sleeping is off and on. With fairies it is a little more clear. There are Sunlight Fairies and Lunar Fairies. Lunar Fairies stay awake during the night and generally sleep during the day. Sunlight Fairies stay awake during the day and sleep during the night. Transformations:Fairies and Imps do not change form. Yet, Imps have been known to use magic to alter the sound of their voices to mess to people. Life Span:An exact time frame is uncertain. For fairies, their life is sometime around one-thousand-and-fifty years. Their link to the natural world grants them an extremely long life over all other creatures. This is outranked only by the dragons. Imps on the other hand, live closer to a one-hundred or two-hundred time frame. General Appearance:Fairies have next to no restriction in appearance(like humans with less road blocks). Their wings, eyes, and hair color can reach every shade you can imagine(only their wings can be non-nature colored shades, like purple). The exception is their skin. Their skin can only reach between the colors brown and white. Imps have the same spectrum of color(with no natural colors) and appearance, but they possess a potent air of mischief that stretches into their appearance very clearly. Origin:The Fairies were created by the Ancient Nature Goddess of Neutrality, Fae'Valameinthal. She formed the Fairies when Tyberryl was made by herself and the other ancient Gods. Fearing Mavair's evil intent upon Tyberryl, she created the fairies as a warning in physical form, as well as a manner to help fix what Mavair would do. This way, if the world was threatened, the Fairies would be effected and therefore give Tyberryl a way of being notified and stopping the evil God. Seeing what Fae had done, Mavair fought back. He took one her precious fairies while her mind was distracted by one of his pawns, and twisted it's nature. He turned the fairy into a ball of chaos that loved messing with people, and set it out onto the world. The Imps are the fairies polar-opposite. Mavair twisted it's nature as a meddler to help throw off any assistance the fairies would be doing. It was a counter measure.
Posted: Tue Jun 02, 2015 6:31 pm
Kanshisha Enzeru
● All listed countries and known towns will be listed below with names, images and descriptions of each place.
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Human CountriesX X X X X X X X |
● Okaina
Capital City:Frovel Satrix "Frozen City" | Frovel Castle Located:Up North in the continent of Tyberryl Terrain:Arctic, can be very Inhospitable, yet accessible by train, almost suicidal on foot. Frovel Castle is unacceptable by train as it sits deeper into the mountains. You have to travel by foot a from Frovel Satrix for a mile to reach the castle. General Information:Only the King, Queen, and their children live in Frovel Castle. The castle has hundred of servants who do a variety of jobs around the castle. Only the guards and their commanders who protect the rules of Okaina are allowed to be there. All other high ranking individuals have to live in the city. To the South East side of Okaina are the Iytsell(Translation: Ice) Docks. Like Haldred, roads and trains lead to the docks, but unlike Haldred, the docks are smaller and in less condition due to the lack of water travel to and from Okaina.
● Tabbel
Capital City:Mikra'Dia, The City of Slaves | Mikra'Dia Palace Located:South Southeast + Across the Ocean Terrain:Moderately Forested & Rocky. Still traverse-able on foot and by train. Gets rocker near the D'Kawshker Mountains where the Dwarves dwell. General Information:Like Frovel Castle, Mikra'Dia Palace city sits separately from it's city in such a way so as you can't get there by train, protecting it from invaders, like Frovel Castle. To better it's protection, Tabbel's army resides in a compound near the Palace to be called at short notice. Tabbel also is the only human country to allow Slavery of magical creatures. Mikra Palace has many slaves at work doing many jobs. Because Tabbel allows the slavery of magical creatures, it is where the Black Market is centered. Many kidnapped magical creatures who are taken out of country, are shipped across into Tabbel. From there they end up at the Western E'Naja Docks, greater than both Okaina and Haldred due to their fishing and trading across ocean. Some of these trades are slavery and done in secret.
● Haldred
Capital City:Cragugan City | Cragugan Castle Located:The West Region of the Tyberryl Continent Terrain:Forest mostly, as Haldred sits near Durlald Vey, but it does have it's rocky areas. General Information:Haldred is one of the more peaceful human countries. It accepts both human and magical, and cracks down heavily on slavery and crime more heavily than Okaina. Yet, they are weary in regards to Durlald Vey--the sacred forest--as nobody knows the true depths of it's secrets. The King and Queen live in Cragugan Castle set apart from the city, where they live happily with their children and many servants. In Haldred, the King and Queen have a pleasant reputation. On the far east side of Haldred are the East Cragugan Docks, which is a small city in itself, such as the name, East Cragugan. A road and train leads from Cragugan to the Docks.
Location:Miles into the Sacred Forest, but still many more miles from the center where the fairies live. Located in the western region of Durlald Vey. Miles from both the fairies and the Wood Elves. Terrain:Thick forest & rocky. The trees are larger and older than normal trees. They date over a thousand years old and older. General InformationValereya is the only other elven city in the world next to the Wood Elves. The Elves that reside in Valereya are the more common type of elves that are seen traveling abroad. To establish the different between the two types of elves that exist, the Wood Elves and their kin from Valereya, the Elves from this city are called Common Elves or Valereya Elves. In fact, it was the Elven Royals of Valereya that insisted individuals establish this different when speaking or writing about them. Not only do the Valereya Elves regard the Wood Elves with disgust, but they believe themselves to be on a higher plain of awareness then most living beings. The Valereya Elves preach that an ancient all-loving earth Goddess named Tsavaleydra Nomava, favored them over all other creatures. To demonstrate her affection, the Goddess blessed them with a fraction of her beauty and cognizance with nature. Since that incident occurred, the Valereya Elves began to believe more and more that they were better than most beings, like Humans. Any Valereya elf of greater class and rank than commoner is considered a High Elf. For example, Elf Wizards, Ambassador's, Elves of the Court, and the Royal Family are all High Elves in Valereya. Their way of life and belief are expressed in the great white stones of their city. Without walls and only watch towers manned constantly, Valereya welcomes all nature to embrace their city. Valereya law is passed differently. Any elf who betrays the law, practices evil magic, or behaves in a way that betrays the holy nature of an elf, is banished from Durlald Vey and labeled a Dark Elf. Return to Valereya soil is a death sentence for all Dark Elves. If the act is heinous enough, a prisoner will be executed immediately. Despite their kind mannerisms to nature, they do not treats "lesser" beings with such grace. All humans and races of equal or lesser standing are seen as uneducated and often unruly.
Location:Miles into Durlald Vey, closer to the center of the sacred forest than their elfish kin. Here the trees are old and giant. Only the Fairies live any closer towards the center. Still many miles from the center. Terrain:Forested, less rocky. The plant life and trees in this region are as old and large as the trees in Faiylemethai. General InformationThe Wood Elves live in one of the oldest and most sacred places of Durlald Vey, next to the fairies. It is said that the land is so old that the trees are sentient and can speak to one another. Unlike their kin, the Wood Elves envelope nature on a much wider range. Their clothes are made of the environment around them, their language is a clash of elvish and druid, they even live inside the trees for shelter. Just like the residential homes, Naiereya, is located inside a long dead Lord Tree, one of the rarest kinds located only in Durlald Vey. It is because of the Woods Elves culture and odd behavior to nature that the Elves (or Common Elves), regard the Wood Elves as barbarians and savages among their community. In return, the Woods Elves regard their brothers and sisters elves--most creatures in fact--to be blind to the ways of mother nature and to the earth.
Location:A handful of miles from the very center of Durlald Vey. Many miles from the elves. Terrain:Thick forest & rocky. The trees are larger and older than normal trees. They date over a thousand years old and older. General InformationNot much can be said about Nezondella from the outside world. Like elves, fairies much prefer their own company then the company of foreigners. Because of this, knowledge about them is scarce and seldom true. The truth, however, is that fairies thrive best and are greatly sensitive to magic. Both Nezondella and Faiylementhai are located in areas of Durlald Vey that are higher potent in magic energy then other areas. This constant flow of energy increases gradually as you travel deeper, but because of the fairies influence you feel it best in those two areas. Unlike most cities, there are no buildings in Nezondella. The flowers, roots, even the trees are houses where the fairies can sleep. So, you may ask, why do the fairies have two cities? The reason for this division of population is what the fairies do with their time. Nezondella fairies spend their time in the daylight, whereas Faiylemethai fairies that do the same in moonlight. To the Elves they are Sunlight Fairies.
-- Fairies(Second Community) -- ● Capital City:Faiylemethai
Location:A handful of miles from the center of Durlald Vey, and a mile farther behind the fairies of Nezondella. Faiylemethai is located on the other side of the center from Nezondella. Terrain:Thick forested & rocky. The trees here are three times larger and older than the trees in Nezondella. General InformationJust like Nezondella, Faiylemethai is located in an area in Durlald Vey that is potent in magic energy. With no walls or buildings to stand on the ground, the plant life and ponds flourish without hindrance. With no construction of stone or wood to protect them from the weather, Faiylemethai fairies sleep in the plant life around them as shelter. But once the moon raises, the fairies leave their beds to enjoy themselves to the fullest. This jolly excitement once the sun sets earned them the name Lunar Fairies by the elves. They look like a thousand colored stars with their bodies aglow. Despite this beauty, Faiylemethai fairies, like their brothers and sisters from Nezondella, will rarely show themselves to foreigners. If a stranger even found their way to Faiylemethai, they would merely hide. Only those highly gifted or special would see fairies. For this reason only, the outside world does not know the locations of the fairy cities.
| Swamp Regions | | Western/Central Areas(Near the Ocean) |
Location:On the eastern side of the swamp, far from Durmok. Terrain:Dark, damp, enclosed, forested and swampy. A few dry places, but difficult to find. General InformationUnlike other countries, Kakshfey is the only Argonian city in existence. Many villages and smaller residents have been attempted, but it never lasted. As a very secretive and aggressive race, Argonian's do not trust each other enough to co-exist for too long, a reason well backed up. This behavior destroys their hope of forming more communities bigger than single solitary huts hidden away. Kakshfey was the much needed breech in this mistrust. Many years ago, the Argonian population realized they needed a sustained town to trade with other nearby villages to acquire food, clothing, and money. As a result, the Argonian's were able to stay afloat. Their greatest income comes from the slave trade with Tabbel. Fearing no law or mortal, the Argonians of Kakshfey are one of Tabbel's prime sources for slaves taken across the ocean. Even Argonian's have been known to have turned up as slaves. Some have even been killed, skinned and then sold or bartered for their unique ability to blend with their environment. A train station is located a few miles from Durlald Vey on the Western side. A fork in the road leads towards the Elven cities, the other to the swamp. There are other roads safer and farther from the swamp that travelers are more likely to use, just as there are other roads that lead to the swamp.
Location:On the western side of the swamp, the exact opposite side from Kakshfey. Terrain:More even and rocky, but still moderately littered with swampy environment. Still just as confusing, enclosed, and forested. General InformationDurmok is the only city with a king and queen elected to rule its people, yet has no such status in the political world. This lack of recognition leaves the Dramegon city in a squalor they cannot hope to ever eliminate without better status. Because of this neglect by the outside world, Dramegons have been forced to fight for their survival and tear down any "moral hesitations" as they call it. These morals go against banditry, thievery, murder, and slavery. As a result of bypassing these morals, both Dramegons and the king and queen have been able survive the swamp and the worlds continual shun. Unfortunately, these immoral acts have further destroyed their trust and reputation, leaving the Dramegon name and its city a bad taste in everyone's mouth. Another reason Dramegons are often hated is the similarities between their appearance and the Argonians. It is a relation the Dramegon's insist on separating venomously.
Other CountriesX X X X X X X X |
| One in the Mountains | | One in the Sky | | Three Full of Magic | | One Sleeping in Darkness | | One Ruled by Darkness |
-- Dwarves -- ● D'Kawshker Mountains
Capital City:Tham Gamorey(Image not available) Located:Across the ocean in the Northwestern section of Tyberryl. Terrain:Rocky and uneven. There are many cliffs and vantage points in the mountains. As a result, it can be very dangerous. Trains can take people through the mountains to many towns located in the D'Kawshker Mountains. General Information:Out of all the communities in Tyberryl and the D'Kawshker Mountains, Tham Gamorey is the center for all armor, weapons, and ore. Every last one of these items have the quality and strength to outrank any human made armor. Their only rivals (although they beg to differ), go to the Elves and Dragons, both of which with different durability, strength, and beauty. Despite this talent for building and forging, Tham Gamorey dwarves doesn't just let anybody in to their city. With six clans and six different thanes and one king to rule, there are some of the clans that feel more distrustful than others. Like elves they feel mistrust towards other beings that are not dwarvish, but this is a very mild mistrust. They do not feel a sense of racial mistrust towards their own kin (yet understand they don't know them personally), for they know their own strengths, weaknesses, and capabilities. They do, however, feel this towards other beings they do not live around, for example, humans and most especially elves. These types of people are watched closer than others, although dwarves are too stubborn to admit it out loud. They retain the same demeanor that they are better and stronger than everyone else. This qualifies to all thick-headed and stubborn dwarves. While most marketing occurs in Tham Gamorey, there are dwarves from the Mountain city that venture to the outside world, taking their craft to the customers rather than let them come. While there are six different clans, not all of them are completely different. This is similar to many humans towns that exist in the same country talk, act, and behave the same way. The difference between each of the dwarvish clans can be seen in the way they manage or braid their beards, what type of clothing they wear or how their wear it, and their craft. Clan names:
-- Dragons -- ● Zabalgari
Capital City:Drangvel | Durket'shiivan[Wind Island](Island below Zabalgari) Located:Many miles above the Tyberryl ocean. Terrain:Moderately forested and rocky. General Information:Many hundreds of years ago, there was a great age of friendship between man and dragon that unified many of them into becoming what myth calls Dragon Riders. Contrary to popular belief, they were not a group that fought together for the better of man kind. Dragon Riders were mere travelers bonded through friendship, going wherever the wind blew next. The riders would meet their dragons on the Zabalgari and become fast friends. Unable to part, they would ride from Zabalgari doing whatever to their hearts content. Even without those Dragon Riders, the dragons of Zabalgari still had a problem of all their outside visitors, however little their allowed. With so much peace in the air, there was no fear of the other attacking, so the dragons forged Drangvel City just for the creatures who arrived. To make it easier for people to visit, the dragons of Zabalgari gave the surface creatures access to the island below, and rides up to their beloved floating country. One day that all changed. Before that day, everyone knew the dragons remained adamant that they wanted no say in what happened on the surface of the planet. But then, everybody lost contact with the dragons all together. All life forms that left for Durket'shiivan, or were on Zabalgari, vanished off the face of the earth. Since that time, many attempts have been made to reach the island to find the missing citizens, but nobody has ever returned. Because of the dangers, all kings and queens stopped trying to make contact. Since then, dragons became scarce all along with the famous dragon riders. All the answers lied on Zabalgari, which was the one place nobody could get too. Many theories have sprung up since then. These theories were based off the storms that raged over the oceans where Durket'Shiivan was. These storms had no meaning, yet raged as if the gods themselves were angry. People swore that you could hear dragons roars from the clouds. That is, until the continuous storms stopped many years later. From then on people believed that there was a battle among the dragons. Who knows? Dragons have rarely been seen and never been heard from.
-- Wizard Strongholds -- ● Grandeth Fortress
Image:Grandeth Fortress Located:On the icy mountains of Okaina. A train stop drops off students a couple miles from the Fortress. Terrain:The path that takes people to the fortress is wrought with ice, snow, and strong winds. Some places in the path take people through woods, on high ridges, and open valleys. General Information:Even though the warlocks and sorceress' of Grandeth Fortress live in Okaina, they are not obligated to follow its laws. "We are the sons and daughters of magic. A force that sits above all countries and organizations. Magic does not kneel to mortal laws." Said the Arch Mage during a time of civil unrest. The King and Queen of Okaina understood this completely. To reassure their kingdom that the wizards and sorceress' of Grandeth Fortress will not abuse their power, they made an agreement with the Arch Mage. So long as they did not misuse their magic powers in any way, assist a foreign country during a state of war, put the royal family in harms way, or undermine the rule of the King and Queen, they would be left alone. Grandeth Fortress have followed the terms of that agreement to this day. In exchange, wizards and sorceress' are allowed to roam free throughout Okaina and teach all students with the Gift without persecution.
● Salyewba Citadel
Image:Salyewba Citadel Located:Some forested mountains in the Southeat part of Tabbel. Terrain:Rocky and difficult to traverse. There are many secret passes known only to the wizards and sorceress' who inhabit the Salyewba Citadel. General Information:Unlike Grandeth Fortress and Yaveth Keep, Salyewba Citadel wages a constant war against Tabbel and many of its people. Because of this, Salyewba Citadel stays hidden in the mountains to avoid all forms of life. The only people given the privilege of knowing the location of Salyewba Citadel are wizards, sorceress', students, and fellow companions from Grandeth and Yaveth. Regardless of its determination to protect its own and the powerful magic within, Salyewba Citadel possess the same omniscience that surrounds its fellow brother and sister. The wizards and sorceress' of Salyewba Citadel will contact any child or adult gifted in magic. However, they do not meddle in the affair of slavery unless it affects them.
● Yaveth Keep
Image:Yaveth Keep Located:The northern, unexplored region of Haldred. Terrain:Forested and rocky. The path that students and wizards take will guide them through the safest parts of the land. To foes and those who wish harm on the inhabitants of Yaveth Keep, the path will disappear. General Information:Civil unrest between Yaveth Keep and the people of Haldred is similar to the standing between Grandeth Fortress and it's people, only poorer. Unable to find Yaveth Keep despite it's many attempts, Haldred was forced to concede with the Keep's requests of peace. To the King and Queen and its people, Yaveth Keep is a deformity it cannot remove. Half the populous distrust magic.
Location:In the southwest regions of Tyberryl; across the ocean from the Sacred Forest Durlald Vey. The area around Dakkat is called the Bad Lands. Terrain:Moderately Forest. The ground gets rough in many areas. Most of these areas provide lots of shade during the daytime. General InformationThe construction of Dakket the vampires infamous half castle, half fortress, half town, has been a mystery to the outside world. Nobody truly knows whether the fortress was made before the vampires got there or after. Unable to get close without becoming a meal, the only thing people have been able to do is guess. The outside world never knew, or will ever know, that unlike the Allurnarrem Ruins which the werewolves occupy, Dakket was indeed built by the vampires. Before the vampires had arrived, what is now called the Badlands had once been a hunting ground for animals by fellow farmers and townsmen. However, once the vampires realized how much shade the forest cast during the day, they began congregating to that forest. Once there, they built a home for all vampires to live in without being persecuted, a haven of sorts. Within a couple years, Dakket was a complete success. Vampires from all over came to Dakket for safety. Knowing they had a home, vampires felt safer to spread out into the world, willing to live and do whatever they wanted. When they were tired, they could come back for a while. As a result of Dakket's success, it elected the founder of Dakket as a king/queen of sorts. Even though most vampires feel independent, ruled by nobody, officially, the vampires and Dakket itself had a ruler. Similar to the Dragonian's, the King/Queen do not have any standing politically. Fortunately, Dakket's King/Queen is acknowledged as a ruler in everyone's nightmares.
Location:Near the ocean. Close to Haldred. Terrain:Mostly level, but it gets rockier closer to the ruins. General InformationThe Allunarrem Ruins once belonged to a rich family of star gazers who were Gifted in their craft. The first of the family's ancestors were originally from Haldred, but they were unable endure the distrust in magic all around them and departed forever. Their neighbors never knew that the star gazers left because of them. Using the help of Yaveth Keep, the star gazers found a place near the ocean and built Allunarrem Castle. The whole castle was designed flawlessly by magic to accept the moonlight in its entirety, this way the star gazers were not hindered. Allunarrem means "The Lunar Light" in Haldred. What happened to star gazers is still a mystery. The only thing the wizards of Yaveth Keep found out was that the the star gazers were murdered, and not by the werewolves that found it ages later as a safe haven.
The Sentinel Eclipsis
Powerful Enchantress
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The Sentinel Eclipsis
Powerful Enchantress
Offline
Posted: Sat Jun 06, 2015 11:28 am
● All listed characters and who they are controlled by will be listed below with names, images, where they are, and in which town and in which room/street/etc they are in. Regular updates will be made.
● All NPC's will also be listed below.
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Nothing yet. Update will follow. Please have patience.
AreaX X X X X X X X X
X X X X X| Haldred | ● East Cragugan Docks | Cragugan City | Cragugan Castle
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Posted: Sat Jun 06, 2015 11:29 am
● All information below must be followed. This prevents people from god-moding and gives people a basic line to follow when regarding all things magic cast by life forms.
● There are two forms of energy that are important to understand:
-- Energy: This is what pumps through your body giving you stamina, mental and physical strength, just like the way your blood pumps through your veins. This is the type of energy your body gives when it casts magic. Without this energy, your body would collapse; cast a stronger spell that drains more, and you die.
-- Life Energy: Just as Energy is like the blood in your veins that gives your body power, Life Energy, in the same example, would then be the organs that give you life. This is the type of energy you cannot live without. The less life energy you possess, means the less your body will be able to function, to heal, to even think. The more life energy you use, means the closer you are to death. Plus, life energy takes longer to recover than regular energy. To use all your life energy, is to invite certain death.
● Wizards/Sorcerers: Wizards of every sect(Dark Wizards, Prophets, etc) are taught the same basic magic at the start of their learning. This is because their later choice of careers are made after many years of being taught. This means the basics and early education are stored in every wizards mind, and not just within a singular individual.
● Remember: Although these details sound daunting, please do not fret. Magic is a part of life in this world, and operates like a human body. You cannot do any daily task without giving stamina in exchange. Magic works the same way. You know your characters limits, you know how much he can stand. These are merely the specifics. The basics.
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● StrengthX X X X X X X X X X
Strength is one of the most essential keys to magic when it's cast. It is the difference between victory and defeat. Depending on the strength of the magic or spell cast, determines whether it can harm, kill or overpower other spells and people. You just have to be careful not to cast a spell too strong for yourself, or cast too many at once, for magic carries a price. Casting magic saps your Energy. The more you cast magic, the more it drains your life force and your mental and physical energy until you are incapable of casting more magic without resting. It is because of this that many years of training are sacrificed into being able to use magic. Time spent training allows you to cast magic without personal harm, while at the same time comprehending the consequences of casting magic. Without much strength into your spell or magic, capability and efficiency drop. These laws of strength also apply if you want to add quantity to your magic.
Rule #1-- Strength is key. The more strength, the more power, quantity, and better results.
Rule #2 -- It takes years to master and improve any magic used. The only slight exception(for lack of a better word) are those Gifted in magic who already possess some starting control of their chosen gifts. They do however, still need refinement, training, and improvement in their craft to be effective. Being gifted merely cuts the time to being a master by how much effort is invested.
● DurabilityX X X X X X X X X X
Durability is the second greatest key to magic. Durability in magic simply signifies how long you can keep casting magic before you collapse and/or die. Sustaining a spell or particular magic is similar to holding up a heavy object above your head; the heavier it is, the harder it will become to hold it up. Remember, there is a difference between sustaining magic, and casting it. Casting magic, instead of holding up a heavy object in the previous example, is like throwing a rock, you need strength and precision to hit the target, not so much durability. Because of the manner of casting magic--throwing rocks--the more you cast it, the more drained you become and less able to cast again. There is one thing, however, that casting and sustaining magic have in common, they have the same solution. To increase your durability, you cast the same spell until you are able to cast it with ease. It works the same with sustaining magic, although you can't ever overcome exhaustion. Whether you're casting or sustaining any magic or spell, eventually you will be defeated by exhaustion.
Rule #1-- Sustaining magic/a spell/etc is using constant energy to keep that magic/a spell/etc alive. Similar to holding a heavy object above your head. Casting magic/a spell/etc is using a certain amount of energy to create something magical that is temporary and mindless. Any direct saps more energy.
Rule #2-- Overcoming exhaustion to use more magic/spells/etc requires constant practice with that particular magic/spell/etc. Very much like bench-pressing to increase the strength of your muscles to become stronger. Draining your energy, however, in inevitable, no matter how much times you are able to cast the same magic/spell/etc.
● FlexibilityX X X X X X X X X X
Flexibility in magic applies only to those magic types that are malleable, such as, controlling the elements or magic types related to it. In this there are two types of malleable magics that suck up energy in two different ways: One; the user applies constant control over the magic, using energy constantly to keep it up or they loose control; Two; the user blasts their magic in the direct of their opponents, then uses energy sparingly to direct it. However these ways are switched between, be sure, that as you keep control of it, you will be using constant energy, similar to directing the flow of water in a river, the more energy you put into it, the more likely you are to get exhausted.
Rule #1 -- If you exercise constant control over a malleable type of magic(such as controlling fire or water), you will be using constant energy to keep it under control. If you blast it in the direction of your opponents and use energy sparingly to direct it, you will be using smaller amounts of energy.
Rule #2 -- Increasing Flexibility follows the same rules as Durability, and Strength.
● AidX X X X X X X X X X
Aids are objects with magic incorporated into them to assist an individual with magic or specific tasks where magic is involved. These tasks can vary depending on the desired use of the aid. The more unique and powerful an aid is, the longer it took the builders to make. Many aids last for hundreds of years at a time before failing. Magical aids are staffs, jewelry, spheres, weapons and more. Most aids focus around those types of objects that are easy to use and carry.
The Sentinel Eclipsis
Powerful Enchantress
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The Sentinel Eclipsis
Powerful Enchantress
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Posted: Sat Jun 06, 2015 11:31 am
● Rumors in connection to all characters, kingdoms, or organizations will be posted here. Any new character that joins can acquire a rumor if he/she spends enough RolePlay time here or has a rumor about he/she already when joining. To submit a rumor, just fill out the application below in the SPOILER.
● Each rumor will be labeled with a name and description. This will make locating each rumor easy for all.
[u][color=white]X X X X X X X X X X[/color][size=15][b][color=COLOR1]Rumor Title[/color][/b][/size][/u] [size=11][What the rumor is about][/size] [list][list][list][size=11][color=COLOR1][b]Username:[/b][/color] [color=COLOR1][b]Rumor Owner:[/b][/color] (The name of the character the rumor belongs to here) [color=COLOR1][b]Rumor Extent:[/b][/color] (how wide spread is the rumor and whether the local government knows about it.)[/size][/list][/list][/list]
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X X X X X X X X X XThe Slave Sovereign They say that there is one man who wonders Haldred searching for worthy slaves to take to Tabbel. Not only has he never aged, but is also immortal. Many people have already fallen victim to this one man, never to be seen again in this world. So why does nobody say anything? Maybe because he you could be next if you attract his attention.
Username: Kanshisha Enzeru Rumor Owner: Rein Nolan Thatcher Rumor Extent: The general public, but most do not believe it, as the rumor has been around for over a hundred years.
X X X X X X X X X XPirate King Of The Mist's Once a Pirate, smart yet strong... Stubborn yet deadly... Rose from the crowd, he said to be the best of them all, he put on his captains hat, gazing off into the sea, his words spoke truthfully, he said he would claim the Sea of Mist, rumors are, that the Mist's were a deadly place, all who dared to sail to the unknown abyss were to die... Though some have survived, but barely... Their minor wounds showed all of what took place there... The people laughed at him, they looked at him as a joker, bluffer, liar... But he did set off, on his boat, for the mist's... A month passes, everyone thought he might have been dead, but no... he lived! He came back, his boat slightly beaten up, he hopped off the boat onto the docks, people were shocked, they saw the heads of monsters mounted on his boat, he officially did claim the Mist's... he said in a brute voice " What was that about me' bluffin'?!" none ever doubted him again, from that day forth he's now known as the "Pirate King Of The Mist's"...
Username: - Vigorous Jace - Rumor Owner: Crew Member of the Pirate King's ship Rumor Extent: Country wide, even across the seas to most other country's, sense the sea is neutral, everyone knows of the Mist's,and most now know of the person who owns it!
Posted: Sat Jun 06, 2015 11:32 am
● All character bounties will be listed below with a name, image, and price. If you wish to apply a bounty to your character, simply fill out the apprication below and give it to Kanshisha Enzeru and the bounty will be posted. You will need to supply the image yourself.
● Wanted posters for slaves will also be placed here. Slave posters will be know to the general populous of Tabbel, but not to the other countries. Slave posters will be spread under the radar and within other hidden slave outposts outside Tabbel. If you are a slave, delete 'DEAD OR ALIVE' and add 'SLAVE' before 'WANTED.
● Image dimensions are: Width-- 342 Height-- 153. Bounty skeleton is below in the SPOILER.
[align=center][img]x[/img] [size=18]WANTED!! DEAD OR ALIVE [color=COLOR1][Bounty here][/color] REWARD[/size][/align] [u][color=white]X X X X X X X X X X[/color][size=15][b]Title[/b][/size][/u] [size=11][What he/she's wanted for here][/size] [list][list][size=11][color=COLOR1][b]Name:[/b][/color] [color=COLOR1][b]Age:[/b][/color] [color=COLOR1][b]Race:[/b][/color] [color=COLOR1][b]Arsenal/Abilities:[/b][/color] [color=COLOR1][b]Bounty Postage:[/b][/color] (Who posted this bounty and if it was or wasn't posted under the radar of the government.)[/size][/list][/list]
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No bounties up yet.
The Sentinel Eclipsis
Powerful Enchantress
Offline
The Sentinel Eclipsis
Powerful Enchantress
Offline
Posted: Sun Jun 07, 2015 1:53 pm
The LawsX X X X X X X X X
● Not all laws ever made in Tyberryl will be posted here, just the ones that are most important.
● Holidays celebrated in Tyberryl will be posted below with dates and descriptions.X X X X
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Nothing yet. Update will follow. Please have patience.X X X X
Posted: Sun Jun 07, 2015 8:06 pm
● All active roles will be posted below to be filled by anybody. If a character is created that is important to the RP that was not put on this list, it will then be placed below.
● All roles below that are not filled will be NPC's by default until they are filled. Remember: Negotiation must be done to lay claim to rulers as they generally remain with their kingdoms.
● If you desire more information about a particular role, please PM me and I will gladly grant you more input.
════════════════════════════(Incomplete: Last updated 8/25/2015)
● Fire-Phoenix Slaver Company LEADERS -- Company Owner: NPC?(debatable) Head Manager: Open(NPC) Head Transport Supervisor: Rein Nolan Thatcher(Kanshisha Enzeru) Head Slaver Supervisor/Trainer: Open(NPC) Head Enforcer(s): Open(NPC) Lesser Managers: Open(NPC) Slaver Trainer(s): Open(NPC) Worker(s): Open(Infinity)