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Post by kiwi cheesecake on Jan 3, 2017 14:12:28 GMT -5
***
You gently push the old wooden door back on its hinges, entering the dimly lit tavern. You’ve been walking for a long time, and your feet feel just about to fall off. It would really be nice to have a drink and sleep in a real bed for once. You can practically feel it now. The warmth and smell of cooking food began to put you at ease, settling any doubts you had originally about entering the aging facility. Walking up to the main table to purchase her room for the night, your ears pick up a conversation from some scraggly old sailors standing nearby. “Did ya hear? Guys down at the docks lost another shipment yesterday. Tha's the fifth in three weeks!” The other man nodded sagely. “Never would have let that happen in our day, I tell you. Was it pirates again?” “Looks like it.” The old man swore under his breath, taking a swig from his mug. “Just go out and kill the lot of them, I say.” “An’ git this-” “What?” “Folks sayin’ that it was a pirate ship wit black sidin’. An’ a dragon too!” The man rolled his eyes. “Shut up with that nonsense. You know that the Black Fang isn't captained by a dragon. It's just a tale those cowards tell to stir up fear in the weak minded.” “I dunno, but that's what folks been saying.” “Tch.” Suddenly, you hear a cough from in front of you. You were so wrapped up in the conversation, you hardly noticed when it was time to pay. Shooting an apologetic smile to the tavern master, you dig around in your pocket until you find the last few silver pieces you have. Reluctantly, you set them down on the table. They make a dull clinking noise as they hit the wood, and you reluctantly watch as the man's thick fingers take the money away. That was the last bit of money you had; now you'd have to find something else to live off of for the next few months. The tavern master counted the coins swiftly, before placing them behind him and exchanging it for a rusty key. “Your room's second on the left,” he said, motioning to a hall a little ways away. “You're free to go there now, or take a table and sit for a bit.” You nod in comprehension, and are about to leave when the question claws it's way out of your throat. “Sir, are pirates very common around here?” He looks back at you once before shrugging. “Depends what you define as ‘common’,” he says before turning away. Nerves somewhat rattled, you decide to stay out here, and least for a little while. Maybe you could hear more of the sailor's discussion- or at least calm yourself down a bit. There isn't really much to see in the old establishment. The walls and tables are all weathered, and have obviously seen better days. The only things that really stand out are the patrons. Besides the two sailors at the bar, there are also a young girl and and older man sitting at a table a few spaces away from you. And… in the corner, a shadowy figure, face hidden beneath a large hat. You see his head rise to meet your gaze, and quickly turn away. There was something unsettling about that person, even if you didn't quite know what it was. Maybe it was just your natural distrust of people. With a story like yours, trust is hard to come by. You turn your gaze back towards the old sailors, theirs being the only conversation in the facility loud enough to hear. Suddenly you hear a small cough. Your head snaps up, catching a glance of the young serving girl standing before you. You take a second to exhale quietly, before seeing what she wants. Slowly, she hands you a small glass, filled to the brim with a dark liquid. “For you,” she says. “From the man in the corner.” She nods her head backwards, towards the same shady man from before. She smiles slightly before leaving you staring at the dark figure. Suddenly gripped by some mixture of curiosity, anger, and fear, you stand up, clutching the mug in your hand, and make your way over to the corner. You sit across from the man, gently sliding the mug across the table. “What do you want?” The man takes a minute to respond, considering his words carefully. “Well?” “Are you in need of money?” he asks, somewhat abruptly. You try to meet his gaze, but quickly drop it. “...Maybe. What's it to you?” “Do you or have you ever known how to sail a ship?” You're taken somewhat aback by his questions. “Excuse me?” “Do you sail?” he asked again, lacing his fingers on the table in front of him. “Big boats, little ones, doesn't matter.” “Are you trying to offer me a job?” He shrugs, a slight smile crossing what you can see of his face. “Call it what you like. You make money, and that's all that matters. Am I right? So I'll ask you again- Do you know how to sail?” You pause for a moment, weighing your options. This man could literally be offering anything- including a vast variety of… unsavory jobs you would never accept. Still, you need the money. And couldn't you always say no if it turned out to be something you didn't want to do? You take only a second more to speak. “Yes.” “Good.” The man ran a finger along the brim of his hat, revealing his broad smile. He stood then, looking down at you from under the dark hat. “If you're interested in what I have to offer, meet me at the docks tomorrow morning. Take only what you need. I have a... proposition that may suit you.” He pressed something into your hand before briskly walking away. You hear him whistle some sort of sea shanty before he leaves the tavern, the front door slamming a few times behind him. Slowly, you open your palm, and find perhaps the most interesting thing you've seen all day. Framed by your slightly trembling hand, there rests a small talisman- a black fang. ***
Directory
1. Intro and Directory
2. Rules 3. Continent Maps
4. Map of Archipelago and Clusters
5. Races
6. Religion
7. Magic
8. Ship Types
9. Current Ships
10. Characters and Relationships
11. Plot and News
12. Links and Credit
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Post by kiwi cheesecake on Jan 3, 2017 14:13:06 GMT -5
Rules
Forum Rules: Obviously, follow all forum rules to keep us from getting shut down. If these were to change, they would take precedent over the rules established below.
Literacy: We ask that everyone who joins the Roleplay be able to produce at least five sentences or three lines of text. We also ask that you refrain from using text language(except out of rp, and then in moderation), and use proper grammar when replying.
Activity: Every roleplay depends on the activity of its members, and we're not different. In order to make this as enjoyable as possible we ask that you post a reply (not just a post that says ~here~) twice every week. If you fail to complete a post by this time you will receive a warning. If you reach three weeks of inactivity you will be deleted. If you're going to be inactive for life reasons, let us know. We'll be happy to give you some more time.
Respect: Respect is another hugely important part of any Roleplay. If you show disrespect towards any of the members you will get one warning before being kicked out and reported. This ensures that this rp is a safe and friendly area.
Realism: Though this is a fantasy roleplay we do ask that you keep your characters realistic by the description of the race they are. Hair dyes may be a thing, but exceedingly strange colors that wouldn't be able to be made from natural materials would not exist. Also, we do not allow Mary sues or perfect characters, because no person is without flaws. Just make sure your character has two or three flaws written into their description.
Secrets: Secrets are more of a unique thing to this rp, so I'll explain it in detail. Basically, secrets are things no one but you and the mods know about your character. This keeps others from learning your character’s secrets, while also allowing us to drop them like bombshells in the plot(see secrets on the joining form for more info). As such, if you wish to reveal your secret to a single rp-er without letting the rest of the people know what it is, communicate it through pm. Leave the rest of your post on the main page, and don't continue it off-page for more than is necessary. On the main page, you could simply say, “____ revealed their secret to ______!” or, as Milli said, use the infamous triple dot(“I have something I've been meaning to tell you…”). If you really don't care, I guess you can just post the secret in the main page, but that kinda defeats the purpose of having them in the first place.
Discrimination: Discrimination or offensive language towards another rp-er is completely inappropriate and will not be tolerated. However, discrimination between characters is completely alright, as long as it doesn't continue out of rp. Some races will think less highly of others, and some may even put down others of their same race. As long as your character doesn't specifically target a single person's characters, this is fine and perhaps even more realistic.
Viewpoints/Acceptance: This rp is a place to put aside all political, social, and other views, and just escape life by pretending to be someone way cooler than we really are. That said, many characters may have dissenting viewpoints- This is fine. We will not tolerate the blatant abuse or disregard of others’ ideas out if rp, even if it conflicts with your own views. THIS IS NOT A DEBATE; it's an rp. It's a place to have fun and relax. Please don't take this away from anyone. If you have a disagreement with another rp-er, take it to pm and avoid clogging up this page.
Romance: Because this Roleplay is going to be exposed to everyone we ask that you keep romance at a pg-13 level. If you are unsure if something is okay, feel free to send either mod a pm and we'll judge it for you.
Language: Every race has its own native language, and is generally raised speaking only this. Ha, bet you thought I was going to talk about swearing. But seriously, this basically means that unless a race specifically learns another’s language or is raised by a different race, they won't be able to communicate with all races. Dragons use a harsh, guttural language, Neziri use a more melodic, singing-style language, Sirens a complex form of clicks and whistles that can be easily heard underwater (similar to dolphins), Shifters a language that sounds more like a series of animal noises, and humans, obviously, use similar language to what we use. There may be different dialects or perhaps different variants of a language based on region, and it's possible to demonstrate this via rp. However, keep in mind it's hard for people to constantly remember the race language gap, especially if your character knows multiple languages. If you could, when your characters switch between languages, please specify what they are switching to. Oh, and don't swear either.
Time/Date/Weather: We as the mods of this rp will hold the right to change the day, weather, have a timeskip, or similar changes. This keeps the rp moving, while also making sure everyone is on the same page about what time it is. Be sure to check in frequently to make sure you haven't missed a day. Don't worry though- we won't rush you if you're in the middle of something.
Death: We ask you to remember that death is a real thing in this world, especially in the Era it is set in. Most humans won't live past their seventies and most humanoid races share this shorter lifespan. Dragons have a slightly longer life(add catsa to your joining form to make sure your characters get to join). No one will be able to kill off others’ characters without permission from their creators- unless you find yourself in a situation where it's nearly impossible for your character to survive (hopefully, these will never happen though).
Alcohol Stuff: Some characters may drink. That's okay with us, just keep in mind we do not promote this out of rp or anything like that. I'm just a stickler for realism, and pirates drink, soooo. You know.
Plot: If you have a plot or want your characters to play a major role in one, all you have to do is ask! We only have two queued up so far, so the extra ideas would be appreciated. Plus, it lets you guys decide what happens. We can't guarantee that it'll go exactly as you planned, but we'll try to keep it on track as best we can.
Power-play/God-mod: I honestly didn't even think about these till now. It should go without saying, right? But I'll say it anyway. You can't control other's characters without their explicit permission- on page, preferably, so we know you're not making it up. Your character can't know things they weren't around for, or understand a language they haven't learned. That's part of the reason I made secrets- so that there were things only the creator would know about their characters, and people wouldn't just assume it was common knowledge. Just don't do these things, and we won't have any problems.
Finally: If we add any new rules, we’ll let everyone know in the Out of RP section on this page.
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Post by kiwi cheesecake on Jan 3, 2017 14:13:25 GMT -5
Maps
Large Overview-
This is a view of how all the continents described below will fit together. So you don't have to piece it all together in your head. Iurea- The countries of Iurea support a wide diversity in human populations. However, due to harsh discrimination, other races have become more of a rarity, with the exception of the Shifter Kingdom of Breaj Frana. Because of West Iurea’s rise to power, many of the other countries have formed themselves into tight alliances. The most formidable of these is the Eastern Alliance which consists of the seaside Eprad, Afrein, Thof Char, and Usma. The other two are the Northern (Lastrosia and Breaj Frana) and Southern (Moshyae and Sciyria) Alliances. One may also notice the renowned Tefriydal Island Cluster which used to be held under Eprad’s control until the Kingdom of Breaj Frana liberated the island’s people and converted the area into a magic safehaven. However, West Iurea has the most powerful influence across Archipelago. Though some rival lands may scoff at Iurea for its more science driven belief system **cough**Äin**cough**, the scientists of Iurea have discovered many new ways to better life and seem to have no intentions of limiting public use of these… unique methods. However, some speculate that the areas are just trying to win over public favor for something that is yet to come… Erithnier-
Erithnier is one of the most mixed-raced continents in the world hosting a large dragon and Neziri population, along with humans and a smaller shifter population. It holds the dragon kingdoms of Caplia, Sotria, and Osharia, the Neziri kingdom of Awhia, and the human kingdom of Etrea. Osharia is the kingdom directly in contact with Archipelago, and adds a bit of flavor to the primarily human trading triangle.The Kingdoms of the Gilead Sea- All the kingdoms in the Gilead Sea are human, and other races (like dragons) are extremely rare. The kingdoms include Edur, Haizea, Cveko, Anargul, Nerida, and Darya. It's relatively distant from Archipelago itself, but you can see the upper corner of Iurea peeking out at the bottom right. People from here will move to Archipelago or Iurea, although they are rarer than those from other continents.Ptelea- The continent of Ptelea holds five kingdoms- The human kingdoms of Äin, Sivaid, and Minai, the dragon kingdom of Kezad, and the smaller shifter kingdom of the Island Nations. There is also rumor of a small group of Neziri scattered among the mountains, but their existence isn't confirmed, and the race as a whole is scarcely found in Ptelea. Äin is the kingdom directly in contact with Archipelago, though the Island Nations could also be considered a part of it.
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Post by kiwi cheesecake on Jan 3, 2017 14:13:35 GMT -5
Archipelago
Key: Each cluster or country will have symbols inside its boundaries to notate cities. The symbols are as follows- ○□×●■☆♢. That is the order they will always appear in. So if you see a cluster with a ● in it, that has at least four cities. Once you find the symbols, look under the cluster or country name to find the city that relates to each symbol. If it's hard to read, let me know. I can make it larger or sharper.
Archipelago is widely considered to be the trading center of the world. Three major continents converge on its location, and the plentiful islands allow for new and unique resources to be harvested. There are also a plethora of Island city-states scattered around the area, each with their own special trade or items to be shared. However, for all its wealth, Archipelago is also considered rife with crime- pirates. With trade ships comes the opportunity to steal and sabotage, and then who better to turn to than a pirate?
Clusters~The Mirror Cluster-The Mirror Cluster was Äin’s first major success in the settlement of Archipelago. Although it’s position would suggest another nation’s control, Äin has kept a watchful eye over these settlements since their creation. After the loss of the Stardust Cluster and the struggle for power in the Jasmine Cluster, Äin thought it would be a good time to shift its sights to a less contested venue- The Mirror Cluster. Although not rich in resources or goods like the other islands, this was one of the largest clusters in Archipelago, and offered a hand in almost every other country’s trading route. They settled there with almost no resistance, and still continue to expand across the vast island to this day. ○Serenity: City literally intertwined with natural world. □Clarity: The capital away from capital. ×Temple: Similar to Arbor in Stardust, a garden city meant for worship. ●Ahora: Ahora hides right under the nose of the Äin colonists. Located in the bay of a small island near the Mirror Cluster, this small city holds a wide variety of pirates from around Archipelago. It's the third largest pirate settlement in the islands, as the natives are quick to remind people, and, while that may seem like quite an accomplishment, there are really only three primary pirate havens. Still, it holds an important role in the triangle of illegal trade between the three. This city is also perhaps the least shady of the three, offering modest housing, reasonable prices, and very few criminal attacks. This is mainly due to its small-town feel. Most everyone knows and respects the other residents of the town. Ahora is where many of the more chivalrous pirates grow up, and, while some other pirates may call it a ‘soft’ city, it certainly holds its own when it needs to. The major inn is called the Saffron Dome, and the lower level serves as a tavern as well. There are many small shops for various needs as well, along with an open air market that threads the streets. It's small and cozy, with two medium sized shipyards(Western and Eastern Veil) that don't hold too many ships, but can fit many smaller pirate or fishing ships. ■Nightfall: Waterfall city, fallen out of touch with the other clusters and ships. ☆Sola: City that climbs up a mountain via caves and stuff. ♢Birch: Cramped but elegant port city and docks.
The Ryza Cluster- Ryza is one of the oldest settlements in Archipelago. They were originally a small group of Äinian scientists and inventors who were exiled from their home country for their ‘radical’ views. They left the main continent entirely, instead settling in the small island cluster closest to Äin. They named the islands after their largest (and only) settlement- Ryza. The cluster was originally rich in ore and resources, which allowed the migrating scientists to continue their research into technological advances. However, resources have been dwindling recently, forcing Ryza to begin to look elsewhere for resources. The people there hold a high focus on engineering, and many believe them to be the best producer of current technology. They also have a religion similar to Hetism that spreads out across the islands, with slightly different beliefs. Ryza also has one of the most technologically advanced militaries in Archipelago. One could even argue that it’s stronger than one of the three major countries. However, the cluster very rarely attacks others, instead focusing on their own infrastructure and defense. They firmly believe the greatest thing to prevent war is a good military. ○Ryza: A clockwork mechanical wonderland.
The Deina Cluster- The Deina Cluster is the exporter of all things entertainment. Many see it as not so much of a trading power, though, as simply a resort. It certainly is very scenic, and its cities are certainly skewed towards tourism more than expensive trading patterns. It's hard to say who exactly settled it in the first place- West Iureans claim to have placed the first settlements, but there is evidence to suggest the native islanders had already set these boundaries long ago. Either way, no one ‘owns’ it now. West Iurea is responsible for keeping an eye on the cluster, but all the revenue gained goes back into the system. The Deina Cluster is known for its luxurious inns and magnificent views, but it is also full of gambling dens, taverns, and other more shady venues. You may come for the moonlit beaches, and leave with your life’s savings stolen away. ○Nido: Nido is by far the largest city in the Deina Cluster, and could hold the title of capital, if the residents worried about such things. The city holds a large amount of territory, sprawling across a wide swathe of beaches and coastlines. It serves as a sort of resort city, not holding many purely residential areas. Instead, the beaches are lined with inns and taverns, buildings meant to lure in the unsuspecting passerby. This is the major money-maker for the cluster, considering that they don’t really have much trade going on. It’s also because many of the areas give their money directly to the government. Some of the more illustrious inns include the Felicity Hotel and Elysium Inn. There are also more grungy, suspicious areas for temporary lodging, like the Nimbus Inn and the Obsidian Shack. The major retreat that encompasses the prime beaches is the White Canopy Retreat, an expensive structure made of stone that stands several stories above all the other buildings in the city. The main port is called Lamentor, and is where the majority of the city’s ships stay docked. □Laoridge: Mansion city. ×Uquisa: A grimy, shady city. Oh, pirates too.
The Jasmine Cluster- The Jasmine Cluster, as the name might suggest, is famous for its herbs, spices, and perfumes, small luxuries not found widespread on any other island. It was settled by native shifters a long time ago, and when the countries decided to settle it as a trading move, they fought back fiercely. Eventually, each country relinquished its grip on the small island cluster, saying that it ‘wasn't worth it’. The old settlements stood though, and soon a mix of shifters, humans, and other races began setting up their own trading ports. They traded their valuable goods from here, eventually gaining enough wealth to be recognized as an individual cluster. In the Jasmine Cluster, discrimination is highly looked down upon, and the mixture of races is almost blended together at this point. Shifters saved their independance, humans and sirens helped gather their wealth, dragons and Neziri built up the cities to what they are today. Every race played a role in their success, and so, they believe, none should be deprived of it. ○Akkainpiilu: Capital city. □Erezu: Erezu is a large, sprawling city, stretching across the thin channel of water that separates two smaller islands. Originally, the city was two smaller towns, who would constantly ferry goods across the expanse to trade with each other. This was fairly inefficient, however, and the towns wrecked more boats on the rocks in the shallow waters than in all their trades with the main island. This all changed when Erezu, a young earth mage, came to the towns. He was from the mainland, and came to the smaller island to help them solve their problem. Using the full extent of his power, Erezu formed the earth surrounding the channel separating the two cities into an intricate web of stone bridges and platforms. This allowed both cities to reach each other by foot, combining them into one metropolis, which they named Erezu after the mage who had made it possible. The city stretches across both mainlands, and there are even major buildings that reside on the bridges themselves. There are also several companies that offer boat rides beneath the bridges, as a sort of tourist attraction. There isn’t any major shipyard, but many ships dock themselves at the edges of the channel and then walk the rest of the way into town.
The Harpe Cluster- The Harpe Cluster is the only major foothold West Iurea has in Archipelago. That isn't to say their navy isn't strong; on the contrary, one could argue it is the strongest of all three. However, West Iurea missed out a bit on many of the prime clusters, leaving them only a few choices. Some say their arrogance was to blame, others that they were simply concerned with internal affairs at the time. Either way, the Harpe Cluster remains a powerful addition to West Iurea’s naval and trading power. Its specialty, in addition to lots of lumber for shipbuilding, is birds. Yes, you heard me right. The Harpe Cluster exports all things avian- feathers, eggs, you name it. It's somewhat of an… odd speciality, to be sure. But with out this cluster, how would all the ladies have fancy feathers in their hats, or the rich get up from their feather beds to a freshly cooked omelette? ○Pelento: Largest settlement, biggest port. □Suapool: A slum notorious for criminal and pirate activity. ×Tanta: Outpost on bird-filled island, near nesting site. ●Izago: Aka New West Iurea.
The Oxilion Cluster- The Oxilion Cluster isn't known for any particular resources. It isn't known for trading empires, or famous faces, or even any tales of brave natives. In fact, it is one of the most overlooked clusters in Archipelago. This is primarily due to it being the only official neutral territory in any of the islands. Any country or independent party can settle here without fear of eviction. This was originally part of an agreement between the three countries when Archipelago was first being settled. Because of this, the Oxilion Cluster has been settled by a large variety of races. The only other notable fact about the cluster is that Äin, West Iurea, and Osharia all have science labs on the island. It's a good place to gather samples for analysis, and the scientists there are quick to take advantage of it. Besides this, the island tends to slip under most people’s radars. At least that means less pirate attacks, right? ○Pliesea- Osharian Labs. □Epitol- West Iurean Labs. ×Zirie- The only settlement city, not much.
The Stardust Cluster- The Stardust Cluster was originally an attempt by Äin to settle more of the islands of Archipelago to control resources. However, after a short time with the unreliable ‘support’ of the country, the cluster broke away. The previous settlements became city-states, and began trading amongst each other. It took time for other countries to accept the small cities as independent, and by that point Äin was trying to take back over the islands by force. However, eventually even their original owner reconciled with the Stardust cities, and they began trading individually as a formidable power in Archipelago. ○Lilac Harbor: Largest trading city/capital. □Silence: Town ruined by war with Äin. Center is blackened mess, original city, but new places sprung up around it. ×Haile: Fishing outpost that smells terrible but offers cheap housing. ●Arbor: Garden city, old Äin tradition but kept it cause pretty. ■Zodiac: City on a hill, literally, stargazing place and home to middle-class.
The Zusik Cluster- For the Zusik Cluster, it isn't as much what's exported as how it's exported. They don't hold any highly unique resources, but they do have a lot of forests. Why is that important? One word: Ships. The Zusik Cluster is famous for its extremely well-made ships from the finest lumber. Every country needs ships, so every country that can afford the best turns to this island. Generations of young shipbuilders have been trained in the lucrative business, keeping the quality legacy continuing. This is one example of a native population conforming to its surroundings instead of fighting them. The humans who lived on Zusik have gone largely untouched, except some settlers from other countries mingling with them in their cities. And although one could argue that this is an act of cowardice, you can't deny its effectiveness. ○Dalo- Farthest South town, resource gatherer. □Bora- Aka the ‘workshop’. ×Klilens- Aka the ‘builder's slum’. ●Uzlille- Major exporter, finished ships and rich people.
The Nhitsiy Cluster- The Nhitsiy Cluster certainly has an… intresting. In the tongue of the native Neziri, it means ‘Silver Hill’. And boy are the hills full of silver. This island, though small, is chock full of precious metals, from gold and silver to even platinum and rare gemstones like jade and amethyst. This caused many parties to be interested in settling the land to try and claim it for themselves. All three major countries have settlements in the island, along with the Island Nations and even a few settlements from further away nations, like Sivaid, Moshyae, and Etrea. This is still a passive land-grab for now, but tensions are building. Several accusations of sabatoge gave been flung out, along with the native Neziri population being forced deeper and deeper into their own territory. Who knows what country may finally bend to the others- or who will break. ○Zriembirn- Osharia’s major settlement. □Iucomgas- Major Äinian settlement. ×Haacphia- West Iurea’s major settlement. ●Emaledo- Originally a native settlement, driven out by Osharia. ■Akresas- Äinian settlement of an abandoned town. ☆Zaadon- One of the final purely native settlements.
The Shadow Cluster- The Shadow Cluster was originally a highly anticipated island to settle. Its position right in the center of Archipelago would offer valuable leverage in trading, and it could also hold potentially untapped resources. However, those who came to the island were greeted only with dense, unforgiving jungles and mountains. Those who tried to settle down often were slain overnight by the ruthless wildlife. That, or they slowly starved from lack of resources. The entire island was surrounded by high coral reefs, so high that any boat trying to pass through to give the settlers supplies would crash and sink. The settlers themselves only made it there in the first place because of their narrow-bottomed boats. Eventually, all countries abandoned the cluster, leaving it one of the few unsettled regions in Archipelago. However, despite its lack of a populace, the Shadow Cluster does hold one major city- Trinity, the pirate haven. ○Trinity Harbor: Trinity is by far the largest pirate settlement in all of Archipelago, hosting a wide variety of unsavory figures. It’s crowded, cramped, dirty, loud, and quite often smells terrible. Obviously it doesn’t hold the most ideal living conditions. Still, the housing is cheap, and when you’re on the run or in hiding, you can’t afford to be picky. Full of other ‘scum’, it’s the perfect place to drop off the map and associate with your own kind for awhile. It’s also one of the prime places to pick up those looking to join a pirate crew. The majority of businesses are located right around the major port, with narrow, winding streets leading away into more residential areas. Being a pirate city, of course, it has its fair share of entrepreneurs- and lots of taverns. The White Raven tavern is perhaps the most famous, a sturdy old building of stone that offers smooth, unique drinks for a cheaper price- and reliable service. There are many small shops of all varieties, from apothecaries to magic goods to food markets. However, the majority of the stores have something to do with sailing, as a pirate is nothing without his ship. There is a plethora of ship repair shops, ship resale harbors, and even a small corporation on the outskirts of town that makes their own ships to sell. A few stores are even run by pirates themselves, selling goods they’ve ‘picked up’ in their travels. Of course, just with every town, there are some bad eggs- swindlers, those who offer poor quality goods at exorbitant prices, etc- but most people know better than to cross a pirate.
The Luxa Cluster- The Luxa Cluster was another island contested by the three kingdoms. However, its residents used slightly more mysterious tactics to keep their island separate. It was full of sirens, and they were able to use their racial abilities to convince all the sailors who happened upon the cluster that it was haunted. This only worked for a short time, but after it stopped, more brutal tactics were applied. Needless to say, the countries quickly got the message. However, they recently dismissed the sirens as a threat, and began settling their own cities in secret to extract resources. Some sailors stay away from the island due to superstition, but no deaths have occurred since then, and with every step new settlers grow bolder. Some of the illegal slave trading gangs have supposedly begun kidnapping some of the natives as well. For the sirens in the Luxa Cluster, it may be better to lay low than stand up- at least for now. ○Efinia- Official Siren capital. □Sorae- Only other Siren city still active. ×Ogrita- Abandoned siren settlement, now home to pirates. ●Guirora- Secret settlement by West Iurea. ■Shoeni- Ruins of once-largest siren port, currently occupied by who knows what. ☆Maevolard- Settlement by foreign trespassers not affiliated with country.
Äin- Äin is notable for its government’s combination of church and state, where nearly all Äinians are required to follow Tycrarity, lest they be banished from the kingdom. This also reflects into their magic policies- all but elemental magic are banned, and any found using them could face banishment or even, in extreme cases, death. The government structure is currently an elective monarchy, with usually only a single king or queen installed with no marital ties. This is to prevent a single family from dominating the kingdom, allowing for some change over time. Äin hasn't has the greatest luck in Archipelago, losing one cluster and wasting its military struggling for another. However, they keep their foothold in the Mirror Cluster well protected and we'll supplied, along with their port cities. Äin has a particular naming process of cities, naming all of them for natural creations or celestial bodies. This is evident in not only Äin’s city names, but also those of the clusters they control. ○Lune: Major botanist outpost for Archipelago, besides in Oxilion. □Astra: Largest and strongest port city. ×Luminescence: Beautiful city, rich. ●Dawn: Capital city.
Osharia- Osharia is the only dragon country to border Archipelago. Its government is a counseled monarchy, where the king/queen has final authority but is advised by a group of their peers. These are usually heads of clans of dragons, and the monarch is selected by the council members from their ranks when the previous ruler dies. The council often conflicts with the ruler, though. One such volatile topic is the involvement in the islands. For the amount of coastal cities they have, Osharia has remained fairly separate from the rest of Archipelago. There are no islands directly under their control, and while they do plant some settlements on islands, they are few and far between. It's mainly due to their lack of a navy, but most of the dragons of Osharia aren't particularly worried. As mentioned before, the large amount of port cities they have take up most of their trading, and oftentimes the ships will come to them rather than them having to send out dragons. It's not a bad life; but the lack of exploration, just like anything else, could have its eventual downfall. ○Wria: The city that sprung up around the Maríe Company shipyards. □Canbu: Shipyard for traveling merchants and even occasionally pirates. ×Edrada: Largest port city in Osharia. ●Cila: City used to communicate inland. ■Kico: Capital city.
West Iurea- WIP ○Kalayao: Capital City. □Detro: City Stuff.×Nguyên: City Stuff.
Island Nations- The Island Nations are perhaps the smallest country to border Archipelago. It's hard to even call it a country. It has no central government, no officials- the only rules are those the residents make for themselves. As previously mentioned, this is a shifter safehaven. Any shifter can enter without fear of persecution. However, this also means that any non-shifters are prohibited from entering the cluster. The Island Nations don't really trade or negotiate or settle islands. They’re content to just sit back and relax as the world moves around them and the refugees trickle in. ○Kaminskas: Capital city. □Shaanxi: Land market city, not sea market.
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Post by kiwi cheesecake on Jan 3, 2017 14:13:48 GMT -5
Races
Humans- Humans are the most commonly found of all races, spread throughout continents like the spores of some giant fungus. They come in all shapes and sizes, ranging from short and squat to tall and lean. For as many regions as they live in, there are just as many variants of humans. All share a few qualities, however. All humans have four limbs, two used for walking on and two as arms used to reach and grab things with their opposable thumbs. All walk upright, their arms hanging down by their sides. After that, most traits are up to the region where they live. The same goes for government. We won't cover every variant of humans for the sake of time, but here are a few one may encounter in the Archipelago region.
Äinians- A kingdom in the northeast corner of Ptelea, Äin is renowned for their intellect, leading Nyjira as one of its prime figures in research on the natural world. Most Äinians have a tall and slender build, almost elfin in appearance. They stand at about 5 feet (0.9144 meters), and often weigh less than other subgroups. Their hair is usually lighter shades, ranging from a warm brown to an almost white blonde. The kingdom is situated almost entirely in deep woodlands, and most, if not all Äinians are extremely well-versed in climbing. The kingdom of Äin is notable for its government’s combination of church and state, where nearly all Äinians are required to follow Tycrarity, lest they be banished from the kingdom. This also reflects into their magic policies- all but the natural(elemental) magics are banned, and any found using them could face banishment or death. The government structure is currently an elective monarchy, with usually only a single king or queen installed with no marital ties. This is to prevent a single family from dominating the kingdom, allowing for some change over time. The kingdom has gone a long time without revolt, allowing it to grow substantially. Most citizens show no signs of unrest, but then again, there’s no telling when a rebellion might spring up.
Sivaidians- Sivaid is the smallest kingdom of Ptelea, situated partially in forest but mostly in desert. Sivaidians are built to accommodate this harsh environment, with generally smaller body builds that require less nutrients to sustain. They also tend to have darker skin, along with being taller than other races at an average of 6 ft (1.8288 meters). Their hair generally comes in darker colors as well, like black or dark brown. As for their government structure, as of right now it is a bicameral (two-house) republic. Each official is elected directly by the people, and is generally accepted as being a spokesperson of the people they govern. Although this structure has worked very effectively for the country’s entire existence, recently there has been more than a little civil unrest. It started off with just peaceful protest, which the government was more than willing to let slide. However, after seeing how lenient they were, the protesters soon began more violent acts of protest. This has gone on for two years, and although a war hasn’t broke out yet, it seems like it’s inevitably going to erupt sometime soon, whether they want it to or not.
Minaieans- Minai is by far the largest kingdom in the continent of Ptelea, and has one of the most diverse cultures and peoples. Generally, pure-blooded Minaieans are characterized by mid-tones, not as pale as Äinians but not as dark as Sivaidians. They have hair in some shade of brown, usually, but many other colors are found as well. Having green eyes is also a common Minaiean trait, although no one’s quite sure why. Minai’s government is currently organized into a hereditary monarchy, with a ruling couple and their family inheriting the throne until the direct lineage dies out. Then the throne would pass on to a distant relative, someone else with ‘royal blood’. One such change like this happened about five years ago, when the entire royal family was killed in a freak accident. A distant relative took over the ruling position, and, although they seem to be ruling fairly, some speculate that this relative killed the family so he could take the throne for himself. No suspicions have been confirmed, however- except the fact that any who are caught spreading these rumors are killed for trying to undermine the throne.
West Iureans- West Iureans are as diverse as three subraces combined, and, although native West Iureans share some basic qualities, they’ve become increasingly distilled over time. In general, the subrace has a lean build, with generally paler skin. After that, it's a shot in the dark. Their hair comes in all colors, from blonde to black to ginger, and their eyes share the same diversity. West Iurea is literally a melting pot of cultures, appearances, and government views. Speaking of, the government structure is composed of two ruling families. These families, the Kozlovas and the Otaris, serve as the body of leaders in West Iurea. Members of both families must approve every standing and law to be made by the country. Each of the families comes from a different region, so they are fairly diverse in the representation of their populace. They also have a council of nobles advising them in most matters. However, as stated before, the views of West Iureans vary greatly, and more than a few people are dissatisfied by the current structure. There have been a few small uprisings, but they never gained any traction and soon died off.
Northern Alliances-The people from Lastrosia and Breaj Frana look fairly similar in appearance, especially since the intermingling after their alliance was formed. They tend to have a more elegant body shape, with pale, creamy skin tones. Their long hair covers a full range of darker colors, from black to honey brown. In addition to this, their usually brown eyes have a slight tilt, giving them an air of hauteur. The Northern Alliances have a fairly simple governmental structure that spreads between both nations. It consists of an elected council, with equal representation of all groups. Each of the nation's councils consists of six members. Lastrosia and Breaj Frana also have a shared council, which consists of three members from each country's individual council. This helps to keep order and agreement between the alliance, and is where many of both government’s final decisions are made. It serves as an ultimate power, while the smaller councils, or subcouncils, as they are sometimes named, make small, internal decisions for their own country.
Southern Alliances-The Southern Alliance, Moshyae and Sciyria, is technically part of the same alliance as the Northern Alliances. They are simply separated because of distance. As such, there are many parallels between the two government structures. However, people from the Southern Alliances do have significantly different appearances. They tend to have a more athletically suited build, along with slightly more tan skin. Their hair ranges through different shades of browns, and their eyes tend to be brown as well. They also, for some reason, tend to have freckles dotting their skin. As stated before, the Southern Alliances mimic the Northern’s government structure. The only significant difference is that Southern councils are made up of eight members each, and are often more biased in their selections for the positions. Moshyae and Sciyria also don't get along quite as well as the Northern countries, and their major council is often marked by gridlock because of this.
Eastern Alliances-People from Eprad, Afrein, Thof Char, and Usma are all tied very closely together, by their alliance, of course, but also by their culture. They believe that with a little bit of persistence, they can become stronger than West Iurea ever was. In appearance, people from the Eastern Alliances tend to have a more angular, bony build, with darker skin tones. Their hair is also darker, usually appearing to be black or a very dark brown. The most common eye color is a dark green-brown, but other colors aren’t rare. The government of the Eastern Alliance is fairly similar to that of the other alliances, with one key difference- each country is ruled by a hereditary monarch. This can be either a King or Queen or possibly even both, depending on the country and its views. There is always one supreme monarch, however, usually voted on by a combination of all the countries’ citizens and the other kings. It works like this- the citizens of a country will vote on one of the two (usually) candidates to become supreme ruler once the old one dies. The successor of their country is usually considered ineligible. The vote is decided by which candidate gets a plurality (the most) votes. Then, when the country’s ruler goes to vote, he/she is suggested to vote for the candidate his/her people have chosen. It is not necessary, however- although rare, sometimes rulers will go against the popular vote to bring in a candidate they would prefer. The supreme ruler controls all major foreign relationships as well as those within the alliance, while the others take care of their own countries internally, and serve as a council for the supreme leader.
Etreans- Etrea is the only human country in Erithnier, and so is separated from all other subraces of humans by an ocean in any direction. In almost all cases, Etreans have black hair and dark eyes. Their skin is paler than others, but by only a marginal amount. They also are generally stockier and taller than other humans. These traits could be attributed to the more mountainous terrain they live in. The country is currently ruled by an oligarchy, a small group of high ranking men and women who make decisions for the entire country. Although this premise has been used to the people’s detriment in the past, the current group is rather open to suggestions- providing you have the bribes to back it up. In fact, the only ones who have a problem with the structure are other countries. Several have shut them out of trading circles because their system ‘doesn’t speak for the people’. This has caused some tentative unrest amongst the people, but they are still content in sticking to their traditional structure. As it’s said, old habits die hard.
Daryians- The people of Darya are used to extreme military control. They are ruled by a hereditary monarchy, passed down to the eldest child when they come of age (16). The crowning is usually celebrated with a large party that lasts seven days and nights. However, the current ruler came to power with less of celebration, after the king and queen both died without heirs. The current king, Abital Nerismatik, is attempting to conquer all the other countries of the Gilead Sea and unite them under his rule. Because of the war that is currently going on, many Daryians are fleeing their island country to find better living conditions. Thus, many of them can be found spreading across Archipelago and other southern nations. In appearance, Daryians are generally taller, with an average build and medium skin tone. They generally have hair that is some shade of brown, with brown eyes as well. However, Darya is a diverse country (if less so now with the war), and it isn't uncommon to see other appearances in this region. Daryians also have a strong trading history, as they are a small island cluster, similar to those in Archipelago. This has been somewhat cut off of late, again due to the war.
Cvetkins- Cvetko has a relatively small foothold in Archipelago, it's trading companies working in many of the more independent Island clusters. That isn't to say, however, that many of the island nations haven't heard of them. Being a relatively successful country, Cvetko has drawn attention due to that fact that most of its country is covered in a harsh desert. Though there is farmable land to the west, the country has had to adapt to its lacking of many important resources. Because of this Cvetkin traders have traveled across the globe exchanging their rare and exclusive goods for the necessary ones the country lacked. Due to the high trading requirements most Cvetkin boys are trained in the way of a merchant trader or sailor, and the girls are often trained for combat and battle in order to defend the homestead while the men are out on Grand trading expeditions. Most people of Cvetko have longer hair usually in shades of brown or red. Their eyes come in all shades of brown and green, although a few keep their baby blue eyes. The country itself is led by a King and Queen each with equal power, along with a parliament in which elected tradesmen and women are able to vote on more domestic issues.
Various Kingdoms of the Gilead Sea-Though not as commonly found in Archipelago as Daryians and Cvetkins, there are a few other kingdoms that lie around the Gilead Sea. Anargulians inhabit a northern forest and have dark skin and longer arms. The people of Anargul are shorter in height and are ruled under a monarchy. The people from Anargul have a natural proficiency in magic due to past genetics, but the religion that they follow views those who possess such talents as lesser beings, and easily persuaded by demons. Haizeans dwell in a vast grassland north of the Cvetkin desert. There the people separate themselves into small family tribes led by the eldest female. These tribes are led by a superior family, usually determined by a contest that happens every three years. The people of Haizea are known for their dark skin and towering heights. To the north of the sea lies Edur a large arctic island ruled under a counsel of wealthier families. The population lies much to the north and south of the Island, mainly because the center is a vast tundra where very little survives. Because of this, the culture varies on the area. Nevertheless, Edur is a very closed minded country, discriminating against both women and magic users. Edurians are more stockily built with lighter skin and blond hair. The majority of the country has blue or brown eyes, and those with other colors are often viewed as lesser people. The final kingdom of the Gilead Sea, and by far the most diverse, is Nerida. With most of its land being occupied by large swamps and dense forest, the people of Nerida are used to uncomfortable living conditions. However, the newer country attracts people for many reasons including its elected government. Similar to many common day countries Nerida is run by an elected King or Queen who has been voted into power by the people. They will then rule for seven years until retiring. The people of Nerida all share a lean and tall build, with darker skins that range from tan to black. Their eyes are usually in the ranges of brown, and their hair is usually, brown, dark brown, or black.
Dragons- Just as with humans, dragons are variant creatures, appearing in many heights, weights, and colors. Just the same, they all share a few key common traits. All dragons are large beasts, walking on all four of their appendages. Occasionally they will use their front two limbs as humans would use their arms, but they, of course, have no opposable thumbs, which makes it significantly harder to pick up anything. They are covered in hard scales, and from their backs erupt leathery wings, capable of carrying them long distances without tire. From these basic traits, we can further segregate dragons into two categories.
Northern Dragons- Northern Dragons are generally smaller in size than their brethren, reaching a full height at about 11 feet (3.352 meters). The have long hooked talons and scales that come in all sorts of different colors and patterns. They have long and thin tail, each one flaring up at the tip in a simple webbing. In addition to these features, Northern Dragons have varied breath weapons. These include acid, fire, frost, and special aquatic types possess the ability to breath underwater. The breath weapon of the dragon corresponds with their eye color- greens for acid, ambers for fire, greys for frost, yellows for lightning, and blues for underwater breathing. They are found in all environments, and each type is more popular in certain areas (ex. Blue eyed dragons are more commonly found near bodies of water). These dragons separate themselves into small colonies or tribes, each led by the strongest or most experienced dragon. Each one of these sects identifies themselves with a name that shows what they value most (Ex. The Tribe of Silver Eyes). Most of the time all the tribes in a certain area are overseen by a superior group, often led by a Matriarch. A few famous Matriarchs of Northern Dragons are The Mountain Queen (A name passed down from leader to leader in the Abrar Mountains on the continent of Iurea), Queen Lioni, Queen Viviere, and Queen Redinm. Even with the more complex structure of kingdoms, many tribes have bitter rivalries and will constantly fight, even if they’re overseen by the same ruling group. Despite this, they can still come together when needed, becoming a large formidable force.
Southern Dragons- In terms of size, Southern Dragons are much more varied than their Northern counterparts. They reach a height of somewhere between 7 feet(affectionately named whiplashes among their own) to just over 35 feet (referred to as bulls or stags by other dragons)(2.133-10.668 meters). Their scales come in a wide variety of colors, usually based on the environment they were born in. Speaking of environment, Southern Dragons are usually found in and around mountain ranges, making their homes and kingdoms out of the caves they find there. This could be connected to the fact that Southern Dragons only breathe fire, a fact that gives them much less adaptability than Northern Dragons. However, in brute force and fighting strength they are much more powerful, if not necessarily more intelligent. Being situated where they are on continents, Southern Dragons have fought many more wars with other races, and they gradually evolved this trait of strength to help cope with the strain of fighting. Southern Dragons usually group together in large cities or family groups, settling down with these members in caverns as mentioned before. They are more social than Northern Dragons, and tend to be more likely to join a group with strange dragons they don't quite know yet. This allows them to rule their own kingdoms, essentially, giving them a bit of power that may have previously slipped through their talons.
Neziri- Neziri are one of the most isolated races in Nyjira, and oftentimes are thought to be just a myth, especially in continents where they have left long ago. Nevertheless, they are indeed a real, breathing race, and they have left their own mark on the world. Neziri are mostly human in build, with slightly more uniform characteristics. They have varying skin tones, but almost always have darker hair colors, from light brown to black. They are also taller than most humans, with a height range of 5-7 feet (1.524-2.114 meters). Oh, and they have wings. Not leathery dragon wings or delicate insect wings- we’re talking bird wings, graceful structures that protrude from the shoulder blades. These wings, along with some other key features, allow them to lift off the ground and fly. This is part of the reason Neziri make their homes high up in mountains- they’re the only ones that can reach it. The wings themselves can take the coloring of that of any bird that exists, from shimmering greens and blues to plain brown or white. They don't tend to come in intricate patterns, however, often appearing with only one or two colors. Just as important to understanding the race as appearance, we must also take into account their unique governmental and societal structure. Almost all Neziri follow the religion of Cluwronism, not only as divine teaching, but also as a way of life. From birth, each young Neziri has a patron gods or goddess who will watch over their every step and guide their path when decisions grow hard. This deity stays with them their entire life, shaping what role/job they will take, where they live, etc. However, this is mostly only for those fledglings born in a Neziri community. Their societal structure is very close knit, and depends on small clusters of Neziri families and workers. Their communities, or government structure as well, I suppose, first and foremost centers on everyone’s willingness to work. Each child, when they grow up, takes one of many predesignated jobs that help the entire community. They are able to freely choose this position, but usually have a placement recommended by the Council. The community is overlooked by this council, elected officials each representing a category of workers- Public Services, Medical Services, Human Services, Schooling and Education, and Recorders. These Neziri make most important decisions that would concern not only the community but others outside them. This is not the most esteemed position in the community, though. Neziri place special emphasis on memories, and as soon as a Neziri child is discovered to be a magic user, they are placed under the teaching of the memory storers. They use a form of enchantment magic to store the memories of all community members, both past and present, on the walls of a great hall. All communities share this structure, and it is a central part of most Neziri’s lives. The community as a whole is very tight knit, but that doesn't stop them from accepting newcomers with open arms. If one were to grow up outside of these communities, they could have a very different upbringing and view on life, possibly conflicting with their brethren. Still, that won't stop the Neziri from always welcoming one of their own into their communities- be it for better or worse.
Sirens- (below is an excerpt from the renowned pirate Cai’s personal novel explaining her life as a siren sailor)
Every decent sailor has heard stories of sirens, the enchantresses of the seas. However, most of these are fictional and hold no real truth, so I will start by putting to rest a few common misconceptions. Number one: Sirens are all female. This is all fictional, sirens are both female and male creatures, and each uses a special type of vocal magic to entrance victims. Number Two: Sirens eat humans. This is possibly the most incorrect statement that you people believe. A typical siren diet consists of fish and other sea-dwelling creatures and plants, and many bones scraps from these are used as jewelery. Finally, number three: Sirens are hideous beasts without brains and rational thoughts. The fact that I'm writing this debunks this theory. We have brains, and have very rational thoughts, and are just as beautiful as any human maiden. All sirens share a similar build, consisting of sleek bodies and shimmering scales along their arms, faces, and torsos. They all have slender tails that come in all shades of blues and greens. Their skin is usually an off-white color and some are known to have blueish tints. When a siren takes a human form their hair color ranges from blonde to black, but while using their primal physique it is always thick and black. They will commonly weave bones and shells fragments into their hair and jewelry, and most siren weapons are created from animal remains. As previously stated, sirens are able to manifest in a human form, similar to shifters. This human form is weaker than a natural human, and the longer a siren stays in their human form, the more strain it puts on them, both physically and mentally. This still allows them to go undercover for some time, albeit in a weaker state. Most sirens structure their government under a hereditary queen, rather than an elected official. In addition to this, their government is mostly matriarchal, meaning that most if not every settlement is ruled by a female. That doesn’t mean males are frowned on, however- simply that they can never hold significant power. Sirens hunt for food, usually in pods of close friends and relatives. They also live with these pods. This ensures a tight relation between the group, and they will always have each other’s backs. Siren cities are often underwater metropolises, made up of many pods clustered together around an important resource or building, like that of a government official. There are some settlements on land, most notably in Archipelago the Luxa cluster. However, this area has become almost devoid of sirens over time. In fact, sirens as a whole are becoming rarer in the islands. Some speculate that the race is dying out, killed off by sailors with strong superstition. Others say that this is only a temporary retreat, and that soon the sirens will emerge from their isolation- but who’s to say with what.
Shifters- Shifter is the general title granted to the race of humanoids that can change their form into that of other creatures. In appearance they are very similar to humans, holding within their ranks the same variance that regular humans have. However, oftentimes there will be small hints of their animal side peeking through- perhaps sharper than normal nails, or more often their hair or eye color may correspond to that of their animal, sometimes granting it an unnatural hue. There are four general classes of shifters, each increasing in rarity. The first, and most common, are one-type shifters. These shifters have one animal they can change into. To avoid confusion with the other, rarer type, instead of referring to themselves as ‘shifters’, these being call themselves ___born, after the type of animal they can shift into(ex. Hawkborn, Lionborn, etc.). The next most common are the race-shifters, those who, instead of changing themselves into an animal, can change themselves into another of the sentient races. They keep up the same naming process as the one-type shifters(Dragonborn, Sirenborn, etc.). Many of this class have been severely persecuted or discriminated against because of their abilities- during wars between races, they are often detained or killed as spies, and if living with their shifted race, they are often denied privileges that other full-blooded races may have. The next type of shifter is even more rare than the race shifters- a pure shifter, often referred to simply as a shifter. This variant can change into any type of animal they have seen in their life, excluding races. This gives them an edge in most battle situations, allowing them to change their form based on which type of fight they’ll be entering. However, shifting through a wide variety of animals in a short amount of time may cause various negative side effects to the shifter, so they usually stick to one for every few hours. The final type of shifter, and one that is almost unheard of, are the face shifters. These shifters can alter their appearance to mimic that of any race, making them effectively indistinguishable from the real races- with enough practice. However, because of the almost frightening power they have- not to mention the side effects- they have become outcasts not only among other races, but their own too. There are very few left alive in the world, and those that have survived have learned not to use their power more than is needed. Although these types are what most of the race is composed of, there is one more type of shifter- the Unborn. The Unborn are shifters unable to change into an animal form. They usually hold a few of the characteristics of which form they would have been able to assume in their base appearance, sometimes manifesting deformed animal characteristics (perhaps jagged claws or misshapen wings/tail), but just as often appearing as normal humans. Depending on the community, Unborn are either outcast or pitied by other shifters. All types of shifters have to deal with the effects of the instincts of the creatures they shift into. If one stays too long in their alternate form, they could lose their sense of reality, losing their ‘human’ conscious and instead succumbing to the beast inside. They also have to deal with the extreme pain of shifting their body in the first place, feeling their bones and organs moving around in their skin, reshaping themselves, a pain that has caused many a shifter to simply snap. Rumor says that there is research going on in Minai on a drug to help ease this pain, but, like any drug, there are sure to be… negative side effects. Because of their generally wild or unrestrained nature, many shifters refrain from forming an actual kingdom, living throughout other nations as nomads or travelling in caravans with other shifters. A few settle down into small towns or villages, but these are few and far between, and are generally hidden deep in the wilderness to avoid detection by the kingdom which they have placed themselves in. The one exception to this, of course, is the Island Nations in Ptelea, a sort of refugee kingdom that formed after a myriad of wars caused widespread persecution and discrimination against the race. This kingdom accepts any shifter who comes knocking at their gates, be them criminal or refugee, and, more often than not, will crack down on any other races trying to enter their safe haven.
Demons- Demons have begun to seem more like legend than reality in recent years, but one thing is for certain- they do exist. Demons are a race of humanoids created for the sole purpose of destruction and turmoil. No one knows exactly how or why this species was brought into being, and, though religion may offer a solution for some, the question still remains largely unanswered. We know the general appearance of the race, but little of this sources validity. According to many claiming to have seen a demon, along with various old texts describing the beings, we have come up with this for general appearance. Demons are varied in height, standing anywhere from 5-6 feet(1.524-1.829 meters). They resemble humans in their base body structure, but yet there is something very… not human about them. They have leathery wings protruding from their backs, like a mix of Neziri and dragon wings. They also hold a long sinewy tail that whips about their legs. Their eyes are cold and, according to all sources, are completely black, as if filled up with ink from the inside. There is very little we can really know about this race. Even this could be exaggerations by viewers. No being has seen a demon in years- that is to say, on Nyjira. You see, demons do not live in our world- they exist on what one could call a mirror plane, a shadow plane, if you will. This shadow plane is directly connected to ours, so much so that we can feel the disturbances one wreaks on one side in the other. Still, communication is very difficult between the two, and we only know that it is there due to intense magical studies. Some hypothesis that this is our world’s source of magic, while others say it’s simply a different reality. We do know that there is a race of humanoids populating it, and, from the obvious old texts that suggest the existence of a ‘Demon’ race, we assume that this is where they live. However, it is quite possible that this race was wiped out a long time ago, and that this presence we sense in the shadow realm may be something much more mysterious...
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Post by kiwi cheesecake on Jan 3, 2017 14:14:00 GMT -5
Religion
Although religion doesn’t hold that large of a position in everyday life, it often influences views on life and others. It can be the basis of moral codes, beliefs, and much more. As such, even if it isn’t noticeable, the religions spread throughout the world play a major role in determining what any person will do faced with difficult or trying situations. There are three major religions followed in Archipelago- Hetism, Cluwronism, and Tycrarity.
-Hetism
Hetism was a religion originally established in West Iurea, and it plays a large role in society there even now. This religion primarily focuses on the power of reason and intellect over all else, and is highly suspicious of anything that cannot be proven by fact. It bases almost all of its beliefs on scientific discoveries, as well as its creation myth.×Approximately 3.8 billion years ago, the universe was a cloud of dust and gas. Gravity collapsed the material in on itself as it began to spin, forming the sun in the center. With the rise of the sun, the remaining material began to clump up. Small particles drew together, bound by the force of gravity, into larger particles. Wind swept away lighter materials from the closer regions, leaving only heavy, rocky materials to create a small terrestrial body- Nyjira. Nyjira’s rocky core formed first, with heavy materials colliding and binding together. Dense material sank to the center, while the lighter material created the outer layers. Gravity captured some of the gases that made up the world's early atmosphere. Early in its evolution, Nyjira suffered an impact by a large body that catapulted pieces of the young planet's mantle into space. Gravity caused many of these pieces to draw together and form the twin moons, which took up orbit around their creator. Collisions and friction gave rise to mountains and volcanoes, which began to spew gases into the atmosphere. Collisions from icy celestial bodies likely deposited much of the Nyjira's water on its surface. Eventually, life surfaced, bringing with it the first race able to use magic. These beings appeared to have a greater well of magic within them than any other lifeform previously created, and some were skilled enough to harness it to their own needs. This magic also allowed the beings to think and reason more than other animals as well. Eventually, the race broke apart, different sects moving to different areas of Nyjira, where they grew and evolved into the races of today.×
Because Hetists believe that everything in the world needs solid proof, they do not worship any gods or goddesses, instead believing in the power of reason. Logic is what the majority of their beliefs are based on, as well as previously established scientific and moral ideas.
×Everything in this life has a reasonable, logical solution, and it is our duty to always search for it.
×The major goal of everyone’s life is to make advances in research, so as to better society as a whole through your discoveries. By learning about the world around you, you will be able to recognize it and live in peace with it during your time.
×Even those that are unintelligent have a role in society that may be noticed initially. Never blatantly disregard these people, for they may hold powers unforeseen.
×Reason should always hold superiority over emotion or prior judgement when decisions are difficult. Circumstances may have changed from the first time you calculated, and emotions are fickle. The best decision is one based on sound logic.
×Gods cannot be proven to exist, and therefore, cannot be believed in. It would be illogical to trust in something we cannot see and feel with our own hands.
×Comfort only comes to those who work for it. If you wish to relax, first you must complete your share of work.
×Not a single experiment, no matter how important, requires killing others on purpose. We should always hold ourselves to this standard.
×The statements and research of others are not to be blatantly disregarded, only tentatively questioned. Just as you would not want another to blindly rip into your hypotheses, take measures to gently and firmly assert your opinion based on fact.
×After everyone's mortal life comes to an end, they are reincarnated as another living being. The reincarnation will continue until you make a discovery that advances science. Then, you will finally be able to rest in peace for your hard work.
As previously mentioned, Hetism was based in West Iurea, so many West Iureans still follow this religion. Other than that, it holds a decent following in every race, not necessarily specific to one. Hetism doesn’t cut itself off from different races either- as long as you’re willing to seek for the truth, you’re welcome in the religion.
[If you're still having trouble with the concepts, think of Hetism as deism.]
-Cluwronism
Cluwronism is one of the most common religions found in any region, as most Neziri follow it, in addition to a mixture of others. Their general belief is that every action on earth is the result of something divine. Cluwronitans also believe that while the gods have control over your surroundings, only you can determine how you react to any given situation. Their creation myth is relatively complicated, as are many other of their stories. In this case, it's mostly because it encompasses the individual creation of each race.×In the midst of the initial desolation, there were only four. Three brothers- Natan, the Sun; Zayhin, the Moon; and Orehr, the Stars- as well as Eyasaen, the void herself. Each of the brothers wished to wed Eyasaen, and accompany her in creating the universe. However, she was vehemently opposed to letting any incapable person assist in the creation. Growing tired of her suitor’s incessant prattling, Eyasaen eventually devised a contest. Out of nothing, she slowly and carefully formed the first world- Nyjira. Gathering the brothers to her, she showed them the land she had formed. “Now,” she said, “whichever one of you can create the best and most capable race to roam these lands, I will wed.” The brothers immediately went to work, studying the land and its features. Natan, noticing the many barren and abandoned places on the world, began forming his creation to be strong and hardy, able to survive in the desolate wastelands. Zayhin, seeing the beauty and grace of the fledgling world, created his race in the mirror of this world, elegant and noble. Orehr, realizing the diversity and range of the terrain, began creating a race that could adapt to all the various areas of the world. In their absence, Eyasaen was able to create other worlds and lands across the universe. However, soon the brothers returned, each holding two small creatures in their hands. Natan was the first. Opening his palms, he revealed two small, scaled creatures with horns, one male and one female. “This race is strong and durable like the sun, and are able to withstand anything the world may throw at them. I call them Dragons.” Zayhin was the second. Stepping forward, he showed his creation- two small creatures with elegant wings arcing from their backs, one male and one female. “This race is elegant and beautiful like the moon, and can soar far above all the challenges of the land. I call them Neziri.” Orehr was the last. Striding up to Eyasaen, he revealed his creation, two small beings with no unique features, one male and one female. “This is by far the superior race, for they are diverse like the stars, and can adapt to all the different features of the world. I call them Humans.” Eyasaen, gazing down at each of the couples, noticed the capability of each race, but also the flaws of creation in each of them. Deftly scooping the young races up in one hand, she said, “None of these races are fit enough for my world. They are all created poorly, and they will fall apart if the slightest breeze falls on them. Get out of my sight.” Not waiting for a reply from the brothers, Eyasaen sped away to the young world, where she settled down and began refining each of the races in her own manner. When she had finished, she gazed down at each of the races, she felt a motherlike attachment to each of them. She named the Dragons Kerar and Eobyn, the Neziri Gamir and Havaneah, and the Humans Arsihm and Elki. Speaking to them, she said, “I cannot give this world to a single race. You will be gods and goddesses of your own races, and are responsible for shepherding them when I cannot be there. Go now, and fill up the world.” The young gods and goddesses eagerly followed their mother’s instructions, and began populating the earth with all three of the races. However, the brothers Natan and Orehr, bitter over losing the competition, were only angered further over the population of the world. “If all of our creations were so unfit, why does she now fill her own world with them?” Together, they hatched a plot to take back the world by force. Gathering up the remains of their creations, the brothers fused the parts together to form a new race. This race had the horns and leathery wings of the dragons, and the body and adaptability of humans. The brothers called this new race Demons, and began training them to destroy the world and all its inhabitants. [Coincidentally, this creation myth is one of the major things scientists point to proving the existence of a demon race. If they never existed, why would this religion mention them?] Upon hearing of this plot, Zayhin, accepting of their loss from the beginning, was frightened. He quickly gathered up his own remains so his brothers could not use them for their own needs. Forming his second race from the remains, he called the two sleek, fish-like being Sirens, and rushed to Eyasaen with them in his hands. “Please, goddess,” he said, “my brothers wish to destroy your world. Take this young race and form them to your will. You will need all the hands you can receive to defeat them.” Eyasaen, realizing the truth in Zayhin’s words, thanked him and immediately warned all her children of the coming evil. The young gods and goddesses began preparing themselves for battle as the two young Sirens, Mahren and Maranel, informed them of what exactly they were facing. Eyasaen busied herself with the protection of the races already building homes over the hills and valleys of the young world. The races themselves only felt a darkening creep over the land, and huddled closer in their makeshift shelters. When the demons were nearly finished, the Natan and Orehr heard of their brother’s treachery. Outraged and not wanting to give their enemies any more time to prepare, they sent the Demons out on attack, with orders to destroy the Sirens first of all. Mahren and Maranel, upon hearing this, quickly retreated far beneath the waves with their race, more concerned with protecting their race from extinction than fighting. The other gods and goddesses, however, were ready for battle when the first Demon landed. The war lasted for many years, each side evenly matched with the others. However, as time drew on, the Demons began to gain an edge as the gods tired. There seemed to be no end to them, and indeed, Natan and Orehr were continuously creating more. However, their rush to produce more in a short amount of time made the race weaker. The gods and goddesses soon defeated this weaker strain of the race, trapping the rest. Eyasaen moved towards the brothers, offering them forgiveness. The brothers, however, too prideful to accept defeat, retreated to the far reaches of the universe, swearing to take each of the races after their death. Worried by this, Eyasaen let the young gods and goddesses work on healing the war-torn earth as she gathered up the souls of the fallen beings to keep them from harm. She holds this role to this day, shepherding the fallen of all races, while the gods and goddesses, her children, each watch over their own race, ready for another war should Natan and Orehr try to destroy the world again. *** Several years later, Savad, the young god of nature and child of Gamir and Havaneah, approached Eyasaen in a short period where she could rest. “Grandmother,” he said, “should the brothers come back and attack us again, would it not be best to have more power? Let me create another race, so we will not be taken aback again.” Reluctantly, Eyasaen agreed, worried about the young god’s capability, but more so worried about the brothers, the war still fresh in her mind. Savad immediately went to work, choosing a quiet place in the center of the woods as his workshop. He created a being that could take the face of many creatures, including the other races, and he named her Elkema the Shifter. He took her hand, and led her back to Eyasaen. He showed his grandmother the being he had created, explaining once more the usefulness this race would have should the brothers attack. Surprised at his capability, Eyasaen agreed to let the Shifters populate Nyjira, but only if he would keep watch over them. Savad willingly agreed, only asking that Elkema be his helper in guiding the race. Eyasaen reluctantly accepted this, even though the young Shifter was already as wild as the forest which she had been created in. Savad and Elkema went off, and began filling up the few remaining safe havens of the world with their young race. Thus, the world was completed.×
The gods and goddesses of Cluwronism are perhaps the most important part of the religion. They determine the trials one will face in life, and their favor will bring you great things. Besides the creation myth, there are many other stories concerning them, but for the sake of time we won't cover them all. There are several minor gods/goddesses as well, but these will only be briefly mentioned-
Major Deities-
×Gamir- The god of eagles and flight, Gamir is portrayed as a muscular Neziri, with tousled blonde hair and sparkling blue eyes. His wings are white with flecks of grey in them, like some sort of seabird. His symbols include many birds, especially eagles, as well as many other animals that can fly.
×Havaneah- Havaneah is the goddess of the winds and sky, and is the wife and fellow Neziri of Gamir. She is tall and graceful, and portrayed with long, dirty blonde hair. Her eyes sparkle blue like the sky she is patron of, and her wings are pure white. Her symbols mostly have to do with wind, but also include stars, clouds, and other sky imagery.
×Kerar- Kerar is the first of the Dragon gods, and he is the god of mountains and stone. He takes the form of a muscular bull Southern Dragon, has black scales that shimmer to different colors depending on the light. His eyes gleam a fierce grey. His symbols include mountains, as well as other rocks. He also is sometimes pictured with a geode, rough and plain on the outside, but beautiful on the inside.
×Eobyn- Eobyn is the wife of Kerar, and is the goddess of fire. She is often portrayed with brown or hazel scales, and is a Northern Dragon. Her eyes shine a bright red, betraying her fiery breath weapon. Her symbols mostly involve fire, which is fairly obvious. She is sometimes pictured holding an ever-burning lantern in her talons, which is the most constant symbol she has.
×Arsihm- Arsihm is the god of charity and community. He, along with his wife, Elki, are the patron gods of humans. The god himself takes the form of a tall, lanky man with sandy brown hair and hazel-green eyes. Arsihm’s symbols vary widely from place to place. Sometimes they are more house/household oriented, and sometimes more people oriented.
×Elki- Elki takes the place next to Arsihm as the patron of humans, and is the goddess of society and civilization. She is a timid woman with long brown hair almost always tied back from her face. Her eyes are a warm gold color. Elki’s symbols involve many items one would associate with progress- buildings, torches, and sometimes even ships, although this falls more into Mahren’s territory.
×Maranel- Maranel is the goddess of rivers and rain[fresh water], and is the first of the two Siren patrons. Her hair is long, thick, and black, and her eyes are teal. Her tail is a teal color as well, similar to her eyes. She is the darker of the two Siren deities, and her symbols include fish remains and broken ships, along with innocuous rivers and streams flowing from her hands.
×Mahren- Mahren is Maranel’s husband, and is the god of oceans[salt water]. He has brown eyes to go with his black hair, and his tail is a shimmering dark blue. His symbols include ships and other instruments of sailing, as well as shells.
×Savad- Savad is the sole child of Gamir and Havaneah, and is the god of nature. He is portrayed as a youthful man with dusty brown hair and sparkling green eyes. His wings appear to constantly shift colors with the light. His most common symbol is a flower with four petals, but is also associated with most other nature imagery, including trees, bushes, and vines.
×Elkema- Elkema is the creation of Savad, and takes place along his side as the patron of shifters. She is most commonly referred to as the goddess of primal instincts, although her exact assignment varies depending on location. She is a dark-skinned shifter, with pitch black hair and green eyes. Elkema’s symbols are often varied in nature or forgotten altogether, but some of the more common ones are animal remains and/or hunting trophies, like teeth, mounted heads, or claws.
×Eyasaen- Eyasaen, the orignal mother of all races, is the goddess of both death and life. She gives life to all races, but also shields that life from her vengeful suitors when it comes time for them to move on. Her form and appearance constantly shift from race to race, but she almost always is portrayed with kind, dark brown eyes. Her symbols include the raven, a bird often associated as the herald of death, but also doors and gateways, to represent the entering and exiting of worlds.
×Iavar- Iavar is the god of writing and knowledge, and is the only major god that is not patron of a race. He is the child of Elki and Arsihm, and often portrayed as a small man with mousey brown hair and blue eyes. In every portrayal, he holds some sort of physical disability, but this changes from place to place. His symbols are books, writing utensils, and also sometimes items associated with magic.
Only Major For Neziri-
×Telani- The twin sister of Telara, Telani is the goddess of memories and the past. She is portrayed as a slim young woman with blonde hair and pensive hazel eyes. Her symbols include mirrors, as well as windows and sometimes even paintings.
×Telara-The twin sister of Telani, Telara is the goddess of emotions. Her appearance is almost identical to her sister, but with dark brown eyes instead of hazel. Her symbols are masks portraying varying emotions. She is almost never pictured with a bare, exposed face.
Minor Deities-
×Ered(God of Secrets)
×Saveri(God of Curiosity and Exploration)
×Durah(God of Art and Creativity)
×Eranariah(Goddess of Night)
×Sharah(Goddess of Warcraft)
×Natan(Original brother, God of the Sun)
×Zayhin(Original brother, God of the Moon)
×Orehr(Original brother, God of the Stars)
This is only the majority of deities, and there are a few other minor ones as well. Let us know if you need to know any of these. Each deity may hold specific tenants for their followers based on what domain they reign over. There are more universal beliefs as well, though, and these are the ones listed below.
×The gods created this world and everything in it, as well as blessing our lives with their presence, and we should pay them the proper homage for it.
×Always do what is right, even if you believe others have turned their backs on you. The gods will always see your heart, regardless where you stand on the world.
×No one god is better than the others, and you should never focus your worship on one. All deserve your praise. Where would any one thing be without the other? Thank both the stream for its water, and the source for the stream.
×Though the gods set forward our path for us, we are the only ones who can determine how to walk it. We cannot leave every choice to the gods. We must take charge of our own lives, lest they be taken from us.
×You cannot blame the gods for your wrong decision. You choose the pre-shaped path, not any divine being. To do such would be blasphemy.
×Every choice set before us is a test by the gods to determine our worth. If we persevere through tough times, the gods will admire our resilience and bravery, and eventually give us a place close to them.
×The chosen missionaries of the gods should be treated as honorably as the gods themselves. But although they speak divine words, one should never mistake them for the true deity. The most powerful missionary always has someone behind them.
×If we live our lives according to the laws set before us, we are assured a happy afterlife. If not, we will be abandoned by Eyasaen, and left to the devices of crueler gods.
The majority of Cluwronitans are Neziri, but they also hold a strong following in most other races. It is one of the most commonly practiced religions not just in Archipelago, but also in the world as a whole.
[If you're still having trouble with the concepts, think of Cluwronism as Greek Mythology.]
-Tycrarity Tycrarity is a religion that deals with the sanctity and purity of nature. Tycrarists believe that nature is where one one can communicate best with their god, and is the perfect place for quiet contemplation and introspection. Their creation myth is fairly simple-
×In the beginning, there was void. Then, through the nothingness, as if a sudden beam of sunlight, there came Galatea, with the stars in her [hair, scales, the story differs by races] and the sun in her eyes. The World Mother took a look at the void, and immediately felt the need for something greater- something beautiful. So she reached inside herself, and unwittingly pulled out a small flame. Surprised by this, she reached inside herself again, and this time gleaned a small droplet of water. Twice more she reached inside, producing a minute stone and light breeze that ruffled her hair. This is wonderful, she thought as she looked down at what she had created. I can fill up all the void with this beauty. And so she did. In five weeks time [the tellers of the story use various time lengths, but this is the general consensus], she had filled up all the void around her with beautiful stars, planets, stones, and dust. Galatea smiled to herself, darting around to visit every land she had created. She laughed by brooksides, ran through forests, caressed the planets themselves close to her. I cannot hide this beautiful creation, the World Mother thought, I must show it to someone else, and let them laugh by the brookside and run through the forest. And do she did. She fashioned many people, some with legs to walk the land, others with wings to soar through the sky, and still others that swam through the oceans. With a flick of her wrist, Galatea spread these people throughout the newly created galaxy, giving to them the gift of the new world she had created. The World Mother smiled as she watched her children play, and promised to herself she would watch over them for as long as she existed.×
Galatea is generally the only goddess to appear in Tycrarity, although sometimes the continents of the world are represented in physical manifestations. This is more rare, as many simply consider all natural things to be Galatea’s creations. If you need them for characters, we can offer some, but for now it's just her.
×Galatea (World Mother)- Portrayed as a large feminine being, with star speckled hair/scales, and bright fiery eyes like the sun. If shown with clothing, it is generally dark and blends into the galaxy she is usually depicted in. Her symbols include most celestial bodies, including the sun, moon, stars, planets, etc.
The religion does not put major focus on these gods/goddesses, however, simply praying to Galatea or the world she created when in need. Instead, the majority of time is spent in the world around them, learning about the world they have been gifted with. Their major beliefs include the following-
×Nature is to be respected above all else, as it is a gift from Galatea to us. To misuse it is the same as throwing away a present from a friend.
×There is no better place to seek guidance than far from society, in the secret glades and forests our Mother has made for us.
×Every thing in this physical world is a reflection of our own internal selves. If we take care of our world, it will in turn take care of us.
×We are all flawed, but by seeking ourselves and finding out who we really are, we can become perfect in the eyes of our Mother.
×Those who hold the same gifts as the World Mother are to be respected, for they are her servants here to refresh our beauteous world. [This refers to elemental magic, such as many interpret Galatea using in the creation. Many elemental mages that follow Tycrarity become missionaries or follow other religious callings, though not all.]
×Do not interfere with the natural way of things. If the world says it is to work one way, let it be. [This is often interpreted as the use of unnatural magics, encouraging them to rarely use it or in some cases outlaw it.]
×Never kill others before their time. If the natural cycle of life and death is to be broken, ask Galatea for forgiveness, and she will understand you did it only to preserve your life.
×Death is simply a part of life. When we die, we go up into the heavens to watch over the worlds with our Mother. There is no need to be sad, nor linger in depression when a friend passes on. They are always watching over you.
The majority of Tycrarists are shifters, sirens, or humans. Shifters, obviously, because of their already close connection to nature. Sirens for the same general reason, and humans because they vary greatly from culture to culture.
[If you're still having trouble with the concepts, think of Tycrarity as Transcendentalism.]
Minor Religions- Feel free to have your character follow a completely different religion, or none at all! If you would like a unique religion, something not previously mentioned, please give us a brief description of the religion, along with a few of its beliefs, and we’ll put it here! ×none so far
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Post by kiwi cheesecake on Jan 3, 2017 14:14:13 GMT -5
Magic
There are many different forms of magic practiced by all races throughout the kingdoms of Nyjira, excluding shifters and sirens. These races barely have any mages, and many have called their racial abilities their ‘magic’. While rare, a few notable siren and shifter mages have arisen. Overall, humans are the most likely to hold the capability for magic, followed by dragons, Neziri, and finally sirens and shifters. Although the magic practiced can vary greatly, in most cases it can be broken down into ten major categories.
Fire Magic- Fire magic is the first of the four elemental magics. Users of fire magic can manipulate and summon flames without doing physical harm to themselves. It is only their flame that acts this way inherently, but with concentration they can also shield themselves from others’ fire. More advanced mages can also take on a Flame Form- converting their own body into animated fire and lava. This is a technique only professionals use, as misuse can result in spontaneous combustion rather than a conversion, or simply death.
Water Magic- Water magic is the second elemental magic, and it allows for the manipulation and creation of water. This also allows the user to breathe underwater, but only for limited periods of time. Similar to fire mages and all other elemental mages, water mages can take on a Liquid Form- converting themselves into beings made solely of ice and water. This allows them to manipulate their own body, contorting it into unnatural forms. However, if not fixed, when converting back into a normal form, these contortions may become permanent.
Air Magic- Air magic gives the user the ability to create and control the air/wind around them, and is the third type of elemental magic. They can also use their magic to sense wind currents around them, and mages if higher skill levels can even manipulate these currents to allow them to hover briefly. Air mages convert themselves into a Wind Form of purely air. They can hover and fly in this form, but also risk not being able to put themselves back together when trying to change back.
Earth Magic- Earth magic is the final of the elemental forms of magic. It allows for the manipulation of earth- dirt, soil, rock, etc.- while also allowing them to summon small pieces of these materials to aid them. When in their Stone Form, earth mages are transformed into rock and stone, allowing them to take more damage than they could have originally, while also allowing for a more powerful hit. However, this spell gone wrong could leave the mage petrified- literally.
Light Magic- Light magic allows for the manipulation and summoning of light to aid the mage. This can be a powerful weapon- blinding enemies with bursts of sunlight, concentrating light to form a powerful beam, burning foes, etc. However, it can also be used for support, with skills like deflecting light to temporarily make the mage or their companions invisible, or to light up a darkened area.
Dark Magic- Similar to light magic, dark magic deals with the manipulation and summoning of darkness. This is more of a support magic, allowing the user to envelop themselves and others in shadow, transform themselves into living darkness, travel from shadow to shadow nearly instantaneously, etc. Some advanced dark mages have made their own shadow ‘creatures’- beings of living darkness with physical form used for attack and support. However, this is a more advanced technique, suited much more for experienced mages.
Transformation Magic- Transformation magic is, put simply, the ability to change one thing into another. This includes changing wood to rock, ice to ash, a dog to a cat, and the like. However, they cannot change any living materials into non living materials or vice versa- at least, it's never been recorded. Special care must be taken when transforming living creatures, and often one must study the anatomy of the creature they would want one thing to change into before the transformation could be successful. More advanced mages in this field can add physical traits onto already established beings, but this takes much more concentration than simply changing it entirely.
Enchantment Magic- Enchantment Magic is basically just that- enchanting an object with certain properties. These can range wildly in form, from medallions that bring luck to the wearer to small stones that, when slipped in your crush’s pocket, give them the same feelings as you have. Death tokens are also used, as a form of secret assassination. Some people also consider alchemy, the mixing of magical potions, to be a form of enchantment magic. However, Alchemy isn't used as much as it used to be, and is becoming more of a lost art in some continents. There is one limitation on all enchantments- they almost always must be on objects. Only the most powerful of mages can enchant living creatures, and even then there is every chance for them to break free of the spell’s control. The only ones who can effectively do this are sirens, with their natural racial abilities.
Life Magic- Life magic is the manipulation of living tissue, usually on races, but also on smaller creatures and even sometimes plants. This is one of the most difficult forms of magic to learn, as one wrong move can kill your target- or one right move, depending on how you look at it. Its most common use is in healing, knitting back ruptured tissues and speeding up the growth of new cells. However, it can also be a deadly method of combat, literally ripping out or destroying internal organs. Whatever the use, life magic can be unpredictable at times, sometimes doing something completely different from the original intent of the caster. Its volatile nature often stops would-be mages from advancing very far, so expert life mages are hard to find.
Death Magic- If life magic is volatile, then death magic is outright explosive. It involves the manipulation of dead or decaying tissue. This gives them tremendous power, as there is almost always something dead around, whether buried in the ground or floating in the water. Death mages also can ‘reanimate’ corpses, both of animals and people. They keep the same form, however, and are little more than mindless flesh slaves. Death magic, like life magic, is extremely hard to master, especially because many get a bad reputation. Many people automatically associate them with evil, and some even believe every spell they cast chips away a piece of their soul. These are all just rumors, of course, but they do a good job making this form of magic seem like something only practiced only in the darkest hours of the night.
Most mages are skilled in a single type of magic, perhaps with a less strong secondary type to back it up. The ability to use magic isn't type specific, though- you simply cannot or cannot with varying degrees of strength. The aforementioned types are simply general categories, leaving out less commonly practiced or outlawed forms of magic, and they tend to differ in name from kingdom to kingdom. For instance, in the islands of the Gilead Sea, light and dark magic are combined to form Illusion Magic, along with the practice of Alchemy(Potion-Making) being widespread. In the kingdom of Äin, all magics except the elemental magics are outlawed, and those that do use the legal magics are often seen as saints or take a calling as missionaries. While not directly forbidden, Dark and Death magics are widely considered taboo throughout Ptelea, and are very rarely taught in schools. Magic is altogether rarer in Erithnier, and is looked on as something almost exotic in nature. In Iurea, the views of magic differ from which alliance the country resides in. West Iurea is strictly against using magic, some towns even taking it far enough to burn magic users at the stake. However, the people of the Eastern Alliance strife to utilize magic in order to benefit the country. In the Northern and Southern Alliances magic users are enrolled in the military and taught to use their powers to help defend their countries. However, the Tefriydal Island to the north of the continent have been created into a magic safehaven, a place where each magic user can use their powers freely without fear of discrimination.
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Post by kiwi cheesecake on Jan 3, 2017 14:14:23 GMT -5
Ship Types
The Black Fang-
The Black Fang is a small but agile sloop, with a similar appearance to the ship pictured above. It has three levels- the main deck, and two lower decks. On the main deck, there is also a section towards the stern which, while acting as a roof to the rooms below, also serves a purpose as the navigation center, raised above the rest of the main deck. So technically four decks, I suppose.
The main deck doesn’t hold any major rooms, simply hosting the main mast and providing a large open space for chilling. Towards the back of the ship, there is a room that takes up about a fourth of the length of the main deck. This is is the crew’s main sleeping quarters, so at a minute’s notice they can leap up to defend the ship without having to climb up stairs or ladders. The area on top of this room is used as a navigation center, holding the steering wheel as well as the best view on the ship. Most of the maps are stored here as well, in chests to avoid getting overly wet.
Through a trapdoor in the sleeping quarters lie the stairs that lead belowdecks, the second level of the ship. This area holds a small chain of interconnected rooms, including the medical center, some storage areas, and the mess, as well as a well-furnished room that serves as the Assistant Captain’s private quarters. None of the other rooms are very detailed in furnishing, only holding the bare necessities so as to minimize weight. The storage area mainly holds things needed for the medical center and mess, so they don’t have to go down another level to reach it.
The final level, reached by a ladder through another trapdoor in the second level’s floor, leads to a storage area, affectionately dubbed the ‘Basement’. This is where all other supplies are stored. It’s also where the ship’s six cannons, stolen from various armadas, are organized along the walls for defense. The setup has three cannons on each side, so as to not severely unbalance the ship. These are overseen by the Head Gunner, who is also in charge of gathering crew members to fire the cannons when under attack.
Towards the very back of the ship’s final level there is a large, forbidding door. Passing beyond it is entering the Captain’s official quarters, which take up about a fifth of the floor. Of course, the current Captain can’t fit inside the ship itself, so when the door is opened, there is nothing inside the room- except a large square hole that lies open in the floor. This has been enchanted so that no water may pass beyond it. When the Captain desires an audience with a crew member, he will raise his head up through the water until it enters the ship. He does this so as to not draw unwanted attention to himself by flying out of the water. It also gives him a far more forbidding aura, which he’s eager to accept.
The current jobs on the Black Fang include…
Captain, Assistant Captain, First Mate, Head Gunner, Chief Navigator, Cartographer, Medic, Cook, Assistants(5/5 open), Basic Crew Members.
(Italicized means taken/not currently open.)
Other Pirate Ships- Pirate ships in Archipelago come in all shapes and sizes, from sloops like the Black Fang to commandeered merchant galleons to large wooden warships. They can take any form, but are generally smaller in size with only two or three levels, depending on how big the crew is and how much money they have. Some common ships include sloops, barques, brigantines, pinnaces, and sometimes galleons.
Armada Ships- Äin- The kingdom of Äin usually uses smaller, sleeker ships for their armada, like sloops and barques. They tend to favor maneuverability over brute strength, and take pride in their ability to chase down most ships. Although their ships are more delicate than others, they make up for it with their speed. They may not have the strongest ships, but Äin makes up for it with their crews. They are almost always highly trained in navigating, sailing, and combat. This ensures that even if a major position dies, the ship can keep sailing successfully for quite a while. The ships generally hold only sparse rooms, furnished with the bare necessities of sea life. The ships usually have a main deck, above deck, and two lower decks, similar to the layout of the Black Fang. Smaller ships would only have one lower deck.
West Iurea- West Iurea tends to be more in it for the show, as it were, even though they hold one of the strongest navies in Archipelago. They tend to use larger ships in their armada, like frigates and brigantines. They don’t spend an extreme amount of time training their soldiers or building up their boats into ultimate war machines either. The single strongest point their armada has is its sheer size. It’s about the double that of what Äin has, and, considering Osharia doesn’t have much of a navy to begin with, they easily take the crown as the strongest navy in Archipelago. The only thing they spend time constructing is intricate designs on their largest warships. They like to show off their beautiful ships, and quite enjoy rubbing it in the faces of smaller nations.
Osharia- Osharia doesn't so much have an Armada as much as they hire freelance water dragons to take ships out. Dragons and boats don't really mix. This has led to a decrease in boat production throughout the country, sometimes confining those who can't fly to the borders of Erithnier. Although they don't have ships, that doesn't mean they don't have a navy. There is a small sector of dragons sourced along the Archipelago shoreline tasked with keeping the waters safe. These positions often fall to Northern water dragons, but some Southern and other types of Northern dragons have also been recruited. They keep an eye out for pirates and suspicious individuals along the coast, but often don't travel any father than that hunting down wrongdoers. Many criticise them for this behavior, saying they could easily follow the pirates a little father and be rid of them for good. But Osharia either doesn't hear these complaints or chooses not to listen, and keeps doing things exactly the way they do now.
Merchant Ships- The majority of merchant ships are galleons, large ships built for trading goods. These generally hold more weight than a normal ship could, to maximize the amount of goods they can carry. However, this enlarged size also can slow the ship down, making it easier to chase down, especially by a quick ship. Due to this, they often carry more cannons for defense, and sometimes even hire mercenaries or bodyguards to protect the ship from unwelcome visitors. A slightly more maneuverable version of the galleon is the barque, which is more maneuverable, but carries less goods. Smaller corporations or independent businessmen tend to use this, as they don’t have as many goods. These ships also come cheaper, which would procure a greater profit, especially for those not making as much money in the first place. There is a much smaller type of ship that is also occasionally used- a pinnace. This ship is rarely used by large corporations, as it holds very little weight. However, it is frequently used by smugglers and those who wish to slip under the radar. Although the pickings may be small, they often prove to be just as valuable as large shipments. However, they are fast and hard to catch or outmaneuver- and the crew, though small, is often quite the challenge to defeat, even for an experienced captain.
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Post by kiwi cheesecake on Jan 3, 2017 14:14:34 GMT -5
Current Ships
The Black Fang|Sloop|Pirate|The Black Fang has black stained panelling. Its sails are bright white, in contrast to the darkened ship.|The flag portrays a black fang with white designs along its top. It is positioned on a white diagonal stripe framed by black.|The figurehead is a curling dragon that makes its way down the bow, tail twining around it.|37/44
The Barracuda|Brigantine|Pirate|The ship uses the natural wood grain for its paneling, with a thin strip of dark blue along the top.|The flag has a leaping white fish in the center, with a dark and light blue X serving as the background.|The figurehead is a siren woman with arms at her sides and eyes closed, holding a fishing net wrapped around her hands.|71/72
The Echo|Small Barque| Armada (Äin)|The Echo used pale wood for their ship, giving it an almost white color while retaining the original wood grain texture.|The flag is a light green tree with small moths flying around it pictured in the center of a darker green circle. The circle is framed by dark blue to show Äin’s control over the sea, as opposed to their country’s flag.|The figurehead is a beautiful siren woman with her arms crossed over her chest and her tail tip flicking away from the ship.|39/40
The Muse|Galleon|Merchant(Maríe Company)|The Muse is made from dark wood, but its outside is painted with swirling white and light blue patterns.|The flag is a light blue star on a white background, with the faint outline of waves and mist barely visible in light grey. This is the Maríe Company’s insignia, with a star instead of a waterfall. This is the only item in the flags that will change from company ship to company ship.|The figurehead is a young human woman with arms outstretched, as if calling to the horizon.|60/60
Triton’s Bane | Man-of-war | Pirate ship | Triton’s Bane is a massive pirate's ship. It is heavily armed, with eighty canons on each side, as well as ten in the front and ten in the back. It also has six swivel guns on each side on the rails. It has three decks to accommodate all of the cannons, and then another deck in the bottom to hold prisoners of war. On the top deck, the cannons fire twenty four pound cannonballs, on the second deck, the cannons fire thirty four pounders, and on the third deck, the cannons fire massive forty two pounders. On the bottom deck, half of it holds supplies for the ship while the other half holds prisoners of war. The prisoners hardly get any food or water at all, and are always chained up against the walls in shackles. Many people are afraid to fight against this ship, in fear that they would be captured and placed in that god-forsaken dungeon. The ship is made of very dark brown wood, making it look almost black, and it has several neon green sails. Since a normal 'ship-of-the-line/man-of-war' is large, it is very slow, only going about eight to nine knots, but Triton's Bane has added flags so it can go faster, going about thirteen to fifteen knots. It has three masts, each one holding six large sails on each. These massive ships are usually clumsy to sail, but Triton's Bane is wide enough to where it will sit still and not tip over, but narrow enough to where it could be easily maneuvered. | Black flag with a green Trident. | Triton, Neptune's son | 348/350 New ship? Follow this model- Ship Name|Ship Type|Affiliations|Colors/Appearance|Flag|Figurehead|Maximum Number of Members Available
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Post by kiwi cheesecake on Jan 3, 2017 14:14:47 GMT -5
Characters
Black Fang Crew Members- -Cpt. Nightwing | 37 | Male | Dragon (???) | The captain of the Black Fang takes on an intimidating figure, standing about 15 feet high. His scales are pitch black, with lighter scale patterns along the ridges of his snout and talons. He has many small scars across his wings and legs from past battles. His frame is well-muscled, but still relatively lean. His eyes gleam out with an almost unnatural blue color, and many believe this to be tell of his Northern Dragon heritage. However, he has never said which type he is, and some believe they have seen him breathing fire. | Nightwing doesn’t hang out with the crew very much, so his personality is still a mystery to many members. To some,he appears as a jovial prankster, someone much more suited to a comedy stage than control of a ship. Others see him as an extremely serious dragon, obsessed with darker topics and death. No one really knows the captain well enough to set a definite on his personality- except maybe Theo, and he isn’t exactly ready to share. The most common view is of a father figure, always watching over his children from afar to keep them from being hurt. | The Captain made his way into Archipelago a long time ago, where he lived with a family of water-breathing Northern Dragons. He never really felt like one of them, though, so he soon left in search of bigger adventure and excitement. The first thing he stumbled upon after leaving was a merchant ship being attacked by a pirate ship. Even as the attacking ship sank beneath the waves, he was immediately smitten with the pirates, and from that point onward aspired to be one. He followed ships discreetly, learning the ways of pirate life and ship sailing. Eventually, he went back to the shipwreck of a recently destroyed ship and dove beneath the waves to retrieve it. He spent three years rebuilding it from strong wood, and, with the help of Theo Penwith, a young man who used to crew the old ship, soon had it ready to sail. He signed on as the Captain, with Theo serving as Captain when he wasn't around. Then the two scoured Archipelago for the proper crew, and… well, the rest is history. | Nightwing left his family of adopted dragons long ago, and has never mentioned his birth parents. The only close relation he has is Theo, whom he looks at like a son. | Secrets: Still secret. | Captain of the Black Fang ever since it was created(4 years). He has no known magical abilities, and doesn’t follow any specific religion.
-Assistant Cpt. Theo Penwith | 27 yrs | Male | Human (Minaiean) | Theo is tall and lean, but still carries a good amount of muscle on him. He stands at about 5’10”, making him one of the tallest members of the crew. His hair is messy and pitch black, without even a hint of another color. His green eyes sparkle with the type sarcastic humor he’s known for. He also has pale freckles all across his face and arms, but they only come out when he’s been in the sun for some time. His clothing is generally nicer than the rest of the crew’s, but he doesn't have any particular style he sticks to over others. He does, however, apparently have a strange affinity to hats, although he doesn't wear them much. A few crew members report him saying, “Boy, I sure love hats,” and this is all the rumor needed to start. | Theo, as opposed to becoming more introverted as a result of his experiences, has done almost the opposite. He’s often found joking around, laughing along with the other people around him. He certainly carries a very charismatic aura, and can often diffuse others around him. However, this aura only lasts until someone he doesn’t want to see appears. Then he quickly grows deathly serious, quickly analyzing all angles for any chance of escape. Even then, if the ‘enemy’ corners him, he’ll still try to just use his swift tongue at first. However, he’s never beyond resorting to force when he needs to. Theo tends to keep up a carefree, lighthearted appearance around everyone he doesn’t trust- which is nearly everyone who isn’t a crew member. In fact, one of the major criteria he uses when new people want to join is if he can trust them. Theo is also a little bit of a flirt. | The only way of life Theo’s ever known is sailing. His parents were both pirates who sailed on the ship the Wraith, and they raised their child on its decks. The rest of the crew were kind of iffy about it, seeing as a small child underfoot could be bad for both them and the child himself. However, once Theo grew up, he soon proved his worth as a sailor, steadily rising up the ranks. That is, of course, until the day his ship lost a battle. He was one of the few crew members left alive, and was on the ship when the enemy sank it. Theo thought he was a goner for sure- until the dragon descended through the waves, picking him up along with the shell of his ship. The dragon introduced himself as Nightwing, and asked for Theo’s help in repairing the ship. Theo agreed, as long as he could captain the ship when Nightwing wasn’t around. They worked together to rebuild the damage on the ship. It took quite some time, but once it was finished, he two set sail on their new pirate ship, with a new name to match- the Black Fang. | He's lost touch with all his family members, and honestly doesn't know if they're alive or dead. He considers the crew of the Black Fang to be his family now. | It's a seecrreeettttttttt | Theo has no shown magical ability, although he seems to pretend he does at times. He doesn't strictly follow any religion either.
-First Mate Naomi Hiuno | 25 | Female | Shifter (Ravenborn) | Naomi is in no way beautiful, her skinny frame is sharp and angular. Her small nose is slightly crooked due to a bad break during one of the many fights she's gotten herself into. Her eyes are a deep coffee brown, a simple color that draws little attention, and her shorter hair is ebony and choppy. She stands at 5’2”, and her height often gives her a disadvantage in fights. Despite the fact that she works on a pirate ship, Naomi has always dressed reputably. No matter what the weather, she always wears a long grey coat lined with animal fur. Along with this, she often dons a short black dress and dark stockings with black heeled-boots. She also has a small pin with three pearls that she uses to hold back one side of her feathery hair. Her arsenal includes two pearl-handled pistols and three small steel knives. | Naomi is a sarcastic pessimist, and hates anyone who tells her she can’t do something. Her stubbornness has led into more than a couple sticky situations, but the First Mate refuses to change her ways. Naomi also has a strange dark humor, which may be because everyone she’s ever loved has either died or abandoned her. Naomi has never been able to sit still, and will often do meaningless things just to put herself to work. Because of this nervous trait, she also has trouble being alone or by herself, and she harbors a strict hatred for any time spent in quiet reflection. | Naomi was born into a small sailing family in the city of Zirie. Her family, wanting a daughter who could follow in their line of business, taught her all sorts of things about sailing and navigation. Naomi, however, had never taken an interest in these and instead gotten a job working on gathering samples of fauna for the West Iurean government. For a long time her parents and her had lived in harmony, and Naomi soon had a younger sister to take care of. However, her parents contracted a deadly disease and passed away early, leaving Naomi and her four-year-old sister to fend for themselves. Seeking a better life, Naomi soon immigrated to the larger port city of Pelento, and lived there for six years. However, things soon turned foul again when her sister was attacked and killed on the streets during a chilly winter morning. Desperate for a new life, Naomi fled once again, eventually meeting Assistant Captain Theo in a half-empty bar, where he recruited her to the Black Fang. | Being the First Mate, Naomi is at least decently familiar with all the crew members, however she is closest to Theo and Meru. | Milli has secrets too owo | Naomi doesn’t follow any one religion, preferring to follow her own moral code.
-Medic Meru Farrere | 24 yrs | Female | Shifter (Wolfborn) | Meru isn’t as muscular or intimidating as other members of the crew, but she certainly packs a potent punch of her own. Her build is more slight, and she stands only about 5 feet high. Still, she exudes a sort of confidence that makes her seem larger then she is. She has long, waist-length light blonde hair, and blue-green eyes. Her skin tone is lighter, and she has a slight spattering of freckles along her cheeks and nose. Meru tends to wear sleeveless turtlenecks, usually lighter colors. She also wears tight black pants, with a small pouch of medical supplies strung around her waist on a belt. | Personality wise, Meru is far more reserved than her sister. She tends to keep to herself, but doesn’t necessarily dislike other people. She just likes to work when she can hear her own thoughts. She’s extremely touchy about certain subjects, and oftentimes overreacts to simple situations. She’s also a little bit of a perfectionist, and will rarely start something she knows(or thinks) she can never achieve. Despite this, she is a very skilled healer, and can often be found sorting through her supplies or learning how to use a new medicine. She also can hold her own in a fight, even though she’s more suited to a mental battle than a physical one. Of course, her wolf form helps with this. | Meru and her sister Salix grew up in the Jasmine Cluster as native shifters. Their parents were part of a group of shifters that were against the inhabitation of the cluster by other races, saying that the original population that fought for control of the island was being weak by letting others enter. Their father, Sandelon, was the leader of the group, and his wife Nina helped him run it. They weren’t always violent, but when they were, the destruction was rampant. Meru and Salix were both reluctant participants in the group, not wanting to go against their parent sand yet sensing something very wrong about the whole thing. One day, the group arranged a highly violent ‘exhibition’ in the capital city of Akkainpiilu. However, shortly after the violence started, the group was surrounded by members of the small National Guard. They didn’t stop fighting so easily, and kept up their resistance against the guard- until a misplaced weapon killed Nina. The fight immediately went out of Sandelon, and all the rest of the group eventually settled. Sandelon was going to be executed for his crimes, but Meru pleaded on his behalf, managing to reduce the sentence to prison time with the rest of the group. However, the government let Meru and Salix go, perhaps sensing their unwillingness to participate. Meru quickly took charge, leading her little sister on the first ship departing the harbors- which just so happened to be the Black Fang. Originally the sisters were just on the ship for passage across the sea, but quickly they grew fond of the crew, seeing them as a replacement for the group they grew up with. Eventually they joined the crew as full time members. | Salix is her little sister, but she's fallen out of touch with their father, Sandelon. Her mother, Nina, died several years ago. | Secrets are a secret. | She has no known magic capabilities(unless you count her wolf form), and doesn't follow any particular religion.
-Salix Farrere | 19 yrs | Female | Shifter (Unborn) | Salix is a tall young woman, standing at about 5’9”. She has a narrow but well-muscled build, mostly due to the fact that she thinks she needs to compensate for her Unborn status. She has short, dirty blonde hair that frames her green-blue eyes in waves. She has light colored skin and freckles like her sister. She wears a ruffled purple shirt that reaches just above her belly button before cutting off. In addition to this, Salix wears a short navy skirt that allows for movement while still looking ‘amazing’, as she puts it. She also like weaving plants and flowers into her hair, a habit she acquired as a young child with her sister Meru. | Salix is content to always see the good in people, even if this might blind her to their other intentions. She often comes off as naive or just simply childish because of her tendency to jump blindly into things. She’s often more focused on how she feels about a certain situation rather than what makes logical sense, but this doesn’t mean she’s any less capable than the rest of the crew. She constantly feels the need to compensate for her age and race to justify herself to the crew, and this has made her into one of the physically strongest remaining crew members. She leaves all the thinking to her sister. | Salix and her sister Meru grew up in the Jasmine Cluster as native shifters. Their parents were part of a group of shifters that were against the inhabitation of the cluster by other races, saying that the original population that fought for control of the island was being weak by letting others enter. Their father, Sandelon, was the leader of the group, and his wife Nina helped him run it. They weren’t always violent, but when they were, the destruction was rampant. Meru and Salix were both reluctant participants in the group, not wanting to go against their parents and yet sensing something very wrong about the whole thing. One day, the group arranged a highly violent ‘exhibition’ in the capital city of Akkainpiilu. However, shortly after the violence started, the group was surrounded by members of the small National Guard. They didn’t stop fighting so easily, and kept up their resistance against the guard- until a misplaced weapon killed Nina. The fight immediately went out of Sandelon, and all the rest of the group eventually settled. Sandelon was going to be executed for his crimes, but Meru pleaded on his behalf, managing to reduce the sentence to prison time with the rest of the group. However, the government let Meru and Salix go, perhaps sensing their unwillingness to participate. Meru quickly took charge, leading Salix away on the first ship departing the harbors- which just so happened to be the Black Fang. Originally the sisters were just on the ship for passage across the sea, but quickly they grew fond of the crew, seeing them as a replacement for the group they grew up with. Eventually Salix joined the crew as a full time member. | Her mother Nina, died several years ago, but Meru, her older sister, is a part of the crew along with her. She hasn't spoken to her father, Sandelon, in quite a while, and misses him tremendously. | Secrets secrets are no fun. | She has no known magic capabilities, and doesn't follow any particular religion.
-Germain Lawson | 27 yrs | Male | Human (Daryian) | Germain is a nerd, and it's fairly obvious by his appearance. He doesn't have much muscle on him, and stands some what taller at 5’11”. His hair is fringed and golden blonde, and is surprisingly well kept. His eyes are a dark amber, and stare at the world through a crude pair of glasses that really don't help his vision that much. Germain enjoys traditional sailor wear- loose clothes that are easy to move around in. However, he isn't opposed to dressing up when he needs to, and cleans up rather nicely- probably from his time spent as a merchant. He also always carries a small pocketwatch his father gave him when he was young. It still ticks, and is one of the few remaining memories of his parents he has. | Germain is your stereotypical shy guy, preferring to stay alone by himself in a corner than talk to others. He’s not extremely antisocial- he’ll work with the crew and others when the situation demands it- he just would much rather prefer to tackle things by himself. He learned a long time ago that the only way to get things done is by doing them yourself. He loves reading as well, both fantasy novels and even some textbooks. He’s more educated through these books than anything else, and may have missed out on several things in life because his nose was buried in a book. But he doesn't mind- all Germain really want to do is blend in with the crowd. He won't go to extreme lengths to accomplish this, but he is more easily peer pressured into doing things he wouldn't normally do, if it’ll stop him from being singled out. | Germain was born in Darya, and grew up there with his mother and father most of his young life. His parents were both merchants in a small company in the Gilead Sea, and they lived a quiet, simple life together. However, when Germain was 12, his parents set off for Archipelago with him in tow, seemingly on a whim. Their destination was the West Iurean city of Detro, where they hoped they could expand their business out into the islands. However, soon after they arrived in the city, Germain’s parents left him as they found a safe place for lodging. After some time passed without them coming back, he went off to look for them. Unfortunately, he only succeeded in getting himself more lost than he was before. The strange new streets confused him, and soon Germain found himself walking in circles. With the help of a stranger, he was able to make his way back to the docks they had arrived at, but all the ships were already long gone. Soon after, a guard of the docks chased after him after expecting he was there to steal something, and Germain was forced to hide. Unfortunately, the first place he came across was a merchant boat. He hid himself below deck, curled up safely beneath crates and barrels. However, while he was safe from the guard, he could have never predicted that the ship would set sail that very night. He was stranded on the ship, forced to steal food from the storage crates he had hidden himself beneath. However, one good thing did come from this- Germain discovered he was an Illusion mage. Practicing hiding his movements amidst the crew, he quickly passed the several years undetected while the ship moved around Archipelago. Eventually, the ship docked in Äin, where Germain, now 15, finally left the ship, looking for an official job on a merchant ship. He soon found one, the Crimson Cutlass, a ship of a small company looking for workers. He was quite attuned to the work- probably from spending three years of his life on a merchant ship. However, all his hard work came tumbling down one night, when the ship was attacked by the Black Fang pirates. The ship was quickly gaining on them, and Germain knew that the small crew of the Cutlass didn’t stand a chance against the armed pirates. So, with all his strength, Germain managed to hide the entire ship from the pirates’ sight, until eventually they fell behind. However, he had made one fatal choice- the Äinians on the ship were terrified by his use of unnatural magic, and feared punishment if they let him stay on the ship. Instead of congratulating him, Germain’s friends threw him overboard, leaving him for dead. The only reason he survived was because the Black Fang was still in the vicinity, and he clung tightly to any chance he could get. He quickly switched his merchant prowess into pirate prowess, all while harboring bitter feelings to both his old friends for abandoning- and his parents for leaving him in the first place. | He lost both his parents, and has no idea where they are, or even if they’re alive. He was an only child, though, and has no siblings. | Secrettsssss | Germain is an Illusion mage, and he loosely follows the religion of Hetism.
-Kolin Demari | WIP
-Joeri Tibeke | WIP
Barracuda Crew Characters- -First Mate Ryker McAllister | WIP
-Gerda Sayen | WIP
Other Pirate characters- -Captain of Triton's Bane Tobias Wolf | 25 | Male | Shifter (Faceshifter) | Tobias Wolf has a few different names that people know him by. His aliases are "Captain Wolf" and "The Sea Wolf", and if you never heard of them, you must of been living under a rock. Tobias is of average height, standing at 5ft 10in. Tobias has an oval shaped head with a defined, slightly pointed chin and a sturdy jawline. His face is usually held forward in a steady gaze, and has an air of authority that is palpable. He has messy, slightly long dark brown hair, dark brown eyes, and an almost faded splash of freckles on the bridge of his nose. He has slightly thin eyebrows, usually raised up high in amusement, or pointed down sharply if something upsets him or makes him angry. He is usually either seen with a goofy grin on his face when he feels happy and at ease, or a determined scowl when he is faced with a challenge or an opponent. He has several scars running down the length of his back when he was flogged for sinking a Royal Navy ship in West Iurea. Tobias has a dark shadow of facial hair where he shaves it down almost all of the way, making him looking tougher, and, if it was possible, more attractive. He is a very tanned man with calloused hands, due to day after day out in the sun sailing and working with the ropes, and fairly lean with a slightly higher than average, muscular build to himself. Tobias is commonly seen wearing nearly all black attire: A large, black Captain's hat crookedly placed on his head, a loose fitting black silk shirt with gauntlet like cuffs at each wrist, with a blood red, silk scarf-like fabric tied loosely around the bottom part of his shirt, thick, black jeans, knee length and slightly worn out black boots, and a long black cloak left open in the front, reaching just slightly below his knees. He has few pieces of gold jewelry hung around his neck. Occasionally, he likes to go shirtless when he's on the ship and on land, much to the enjoyment to anybody who sees him. He also has his signature tattoo, a wolf with its lips drew back, revealing his teeth. As soon as you see this tattoo, you know it's him. Tobias likes to have a rather large arsenal of weapons: His black dual cutlasses that hang on each of his hips, three multi barreled pistols that he hides inside his cloak, allowing him to fire them multiple times, five throwing knives that are strapped to his chest, two daggers that are tucked inside each of his boots, and the occasional grenade or two if explosives are needed. | Tobias is a fairly nice guy, but he has a slight anger problem, causing him to lash out at people he cares about, making him hurt people when he doesn't want to. This usually happens when he feels pressured or frustrated and when he feels like all hope is lost. He is a very loyal friend or ally, but if you betray him, it is hard to gain his trust back. He will hunt you down to the end of the earth if you betray or double cross him. To some, Tobias acts like a hard, cruel man who would go to far lengths to get what he wants, and sometimes he will. But, once you get to know him, you realize that's not always the case. He is sometimes like a kid at heart, joking around with people and trying to play pranks on some, though, sometimes those pranks aren't always the safest. Tobias also has a slight alcohol problem, he just can't stop drinking it, and weirdly, and luckily, he hardly ever gets drunk. Tobias also has a way with the ladies and gentlemen, since he's so attractive and charming, he can woo plenty of girls and men, pirate and civilian alike. | Tobias was a nobleman from the Island Nations of Ptelea who was captured by pirates, and in order to be freed, he had to fight the captain in a trial by combat, in other words, a fight to the death. He killed the pirate captain after a long fight, becoming captain of the ship himself, and gaining respect from the crewmen of the ship, but Tobias didn't feel like that was the life for him. He left their ship at night, after stealing all of their gold, because he can, and went back to Island Nations, returning to his life as a nobleman. But the pirate life kept pulling at his mind, telling him it was his destiny. Eventually, he gave in to his instinct to become a pirate and live in the life of crime. Tobias went to an far away island called Nanaparbet, where there was a large crew of skilled ship builders who built Tobias's former pirate ship, a sloop called the Sea Devil. After a few years of pirating, he captured a Naval 'man-of-war' ship, renaming it Triton's Bane. He has a few smaller ships under his command, all hidden away in case of an emergency. Tobias is relatively an expert when it comes to thievery, if you need something, he always manages to find a way to get it, though he demands some form of payment, which he usually picks either money, alcohol, weapons, or girls. He once completed a major heist at the human kingdom called Ain, robbing the King of his crown, some of his clothes, he slashed the rest with his knife, the Imperial Sword, a sword that has been passed down for centuries in the Royal Family, the princess, but she kinda came willingly, since, you know, Tobias is so charming and adorable and what not, and the King's cat. Don't ask why, but he just really likes cats. He's spent plenty of time in various prisons, but he has always managed to find a way to escape, weather it be he actually working at escaping himself, or trick the nearest man or woman with his rugged good looks and charming personality. | None yet | Secrets are a secret | He's moderately trained in Darkness and Death magic. Tobias refers to the religion of Cluwronism, but he hardly practices it.
-Doctor/Medic of the Triton’s Bane Valentin “Vale” Makaar | Twenty-three | Male | Neziri | Vale is fairly normal in appearance, from his hair to his skin to his height. He's of average, or nearly average height, only about five foot seven, and weighs a little over 140 pounds. He's a lanky, skinny guy, with almost zero muscle and bony shoulders, elbows and knees. His skin is darkly tanned and very smooth, with few scars . Except for one across his right eye that stretches from his cheek to his forehead and is about four inches wide and five inches long. Vale cannot open his right eye, and even if he could, he wouldn't be able to see out of it. He's learned to adapt without it and can function just fine, though maybe with a little more trouble than others. His eyes are a deep, dark cocoa brown, without many other colors and are rather small. His ears, nose and lips are all small as well. He has a thin face shape, but has very defined cheekbones, and he couldn't grow a beard if he tried. Valentin’s hair is the same color as his eyes and is perfectly straight; he keeps it very short, almost a buzz-cut. Vale is not what many people would think of as handsome, or even cute; he's what you might call plain. Not attractive, but not ugly, either. The only beautiful thing about Valentin are his massive wings, pure white and with feathers as soft as silk. They're about twenty-three feet long and he takes extra time to keep them looking nice and neat. His clothes are mismatched mess of anything he can find. From a worn old hat, to a white shirt, to black pants and brown boots. He doesn't care much that they're covered in patches from where he's had to sew them back up. He loves soft things, like silk, though and enjoys looking through stores, even though he can't buy anything. | Valentin is not a tough man. Or a vicious on. He's not even pirate material, to be honest. The man has a timid, quiet nature, and is the kind of person who scares easily. He has a weak stomach when it comes to violence, preferring to avoid it at all costs and being utterly useless when he's stuck in the middle of it. He doesn't cry or scream or flee, but he freezes up. It's something that he's been trying and failing to change about himself. He's always wanted to be tough and brave and intimidating, but it just isn't him. Vale is also very quiet-----he likes to talk, but does so in a soft voice and tends to stutter when he's nervous. If someone is willing to listen, he could talk for hours. Valentin is easily offended, though, and takes most things personally. He's a sweet guy, but he just doesn't have any guts. No one could be more kind and gentle than Valentin is; he loves to be helpful and, when asked for help, he can't say no. Even when he's angry, which rarely happens. He's quiet even when he's angry, though, mostly not speaking at all. Another important thing to keep in mind about him is that he is clumsy, almost comedically so, and tends to make a mess of most things. | Valentin grew up in one of the many close knit Neziri communities and was very close with his family. He follows his religion faithfully and attended his classes dutifully. However, a couple years after he turned seventeen, he left without so much as saying goodbye to anyone. He didn't even take any money and brought few of his belongings. Vale has never had much issue with pirates, except that they can be pretty scary, but he has always found them to be kind of interesting. Since leaving his community, he's been a drifter, moving from one place to another without ever settling down. However, as he's been unable to hold down a single job for more than a couple months and his last job was over a week ago, he's currently very desperate for work. Not many will hire him as a doctor-----they don't believe someone as accident prone and timid would be any good at it. | None yet, but Vale, like his name suggests, is a hopeless romantic. He's willing to wait patiently for a nice woman, or man, to sweep him off his feet. Although he knows it isn't likely, a guy can dream, can't he? | It's a secret, silly. | Oddly enough, the sight of blood doesn't bother him much, which is the only reason he's any good at medical care. That, and the fact that he likes to be helpful. He can practice a little magic fire magic…but he's not very good with it and doesn't use it often.
Armada Characters- -Cpt. of the Echo Yoseo Rean | WIP
-Echo Crew Member Jackson Dupree | WIP
-Echo Crew Member Pike Drillas | WIP
Merchant Characters- -Ms. Ada Maríe | WIP
-Wysper Jeslyn | WIP
Unaligned Characters- Phoenix | 17 | Female | Human (Minaiean) | Phoenix, in appearance, is just below five feet, her seemingly underdeveloped build resembling a child several years younger than her true age. Her skin is considerably pale, with freckles splashed across her nose. Her face is round and childlike, framed by fiery red hair that stops just above her shoulders. Although her hair is usually kept straight, when working she'll simply tie it back with an old strip of cloth. Contrasting against her hair are sparkling green eyes, typically gleaming not with innocent happiness but mischief in whatever scheme she's thought of. Although she's never been in a true fight, a tiny scar sits right above her left eyebrow. Both her ears are pierced, two gold hoops in both, occasionally wearing a new trinket she's, um, 'borrowed'. | Despite her delicate, childlike appearance, Phoenix is nothing but; if anything, keep a close eye on your coin purse whenever she's around. She's an expert thief, her expertise lying in picking pockets and talking her way out of trouble. To match is a careless attitude, filled with spunk, sass, and endless sarcasm. She bears little respect for authority, only backing down when the possibility of a fight is clearly evident. She's not afraid to flaunt her accomplishments, often exaggerating and sometimes fabricating an entirely new tale. She goes by simply Phoenix - her real name is a mystery to all but her, due to her constant running from the law. | Mostly kept to herself, but those that she aligns herself with know that she's gotten herself into trouble more than once. According to Phoenix herself, she was a young girl in a port city that amused herself by picking pockets. | nope forever alone | secrets be secret | Does refer to Cluwronism occasionally, but doesn't practice the religion much at all.
-Haylee Larkin | WIP
Deceased Characters- -Four More Important Dead Crew Members | WIP
-BF Crew Member Daniel Kriegr | 25 | Male | Human (Sivaidian) | Daniel was a small but muscular young man with tan skin and jet black hair. His hair was always messy and unkept, and his eyes shone out a pale silver-grey from beneath it. He always had a very carefree nature, and it came through in his clothing too. He was more a fan of darker colors, but didn't really care if his outfits clashed or were ‘ugly’. As long as they were functional, they were good enough for him. | Daniel was born in a middle class family in Tanta, and his family worked in collecting bird eggs and selling them at the main city’s market. However, one day while out searching with his brother, Treulo, he accidentally lead him out onto an unstable branch, which promptly broke beneath him. Treulo landed hard, and instantly broke his neck. His entire family blamed Daniel for his death, and he was shut out from the community. With nowhere else to turn, Daniel decided on becoming a pirate. He joined the Black Fang- and a good thing he did, because there he met his first girlfriend- Naomi, the First Mate. They only recently broke up, and he didn’t have much time to regret it. Two weeks later, he died in the assault by the Barracuda. | He had no magical abilities, and didn’t follow any religion.
-BF Cartographer Elizabeth (Lizzie) Newmann | 27 | Female | Human (Äinian) | Lizzie was a tall, slender young woman, standing at about 5’5”. She almost always kept her long blonde hair tied back, but wisps of it always found their way out to tickle her face. Her eyes were bright green, and often sparkled with laughter. She didn't bother dressing nicely, instead just wearing whatever ratty clothes she could find. It was an acquired habit from a rough life- both on land and at sea. | Lizzie was one of the earlier members of the crew, signing on only about a month after Cpt. Nightwing began piloting the vessel. She was abandoned by her family at a young age, and was forced to care for herself. Despite this, Lizzie always retained a cheerful attitude, through the day she joined the crew as a Cartographer. She was a favorite member of the crew, always ready with a quip or remark to make someone’s day. She died in the assault by the Barracuda, much to everyone’s shock and disappointment. | She never used any magic, and followed the religion of Cluwronism. She wasn't extremely dedicated, though, preferring to take life her own way.
-BF Crew Member Belle Weighart | 23 | Female | Shifter (Lynxborn) | Belle was a slender young woman with pale skin and delicate features. She had long light brown hair, which she often kept tied back. Her eyes were a coffee brown as well, like that of her lynx form. Belle was always concerned with keeping up her appearance, nearly to the point of being vain. She also was a fan of wearing dresses and the like on the ship, even though they would get dirty easily and reduce her movement. | Belle was raised in the lap of luxury, growing up in Kaminskas, the capital city of the Island Nations. Her family was one of the more well-to-do shifter households on the island, and constantly pampered their only daughter. However, this couldn’t last forever. One night, Belle was woken up from bed to her mother’s tearstained face and her father’s worried expression. The workers of the company they owned were unsatisfied with their wages, and, instead of taking it up peacefully, were robbing the household for what they deemed was their fair share. The family was forced to go into hiding after their mansion was destroyed, taking the first ship out into Archipelago. There, her parents left her to take care of her younger brother while they found jobs to scrape by. After a while, Belle grew bored of this. Taking to the streets herself, she decided to get a job herself. However, not being used to walking the more… suspicious streets of the city, she accidentally let her real last name slip, catching the attention of one Theo Penwith. He offered her a job on a ship, and Belle reluctantly agreed, seeing nothing else worth her time. However, when she arrived, she discovered it was in fact a pirate ship. When she attempted to leave, Theo held the threat of revealing her true identity to everyone. Reluctantly, she remained on the ship, taking a role in the rest of the crew. After some time, she began to accept the ship’s company, and was perhaps even thankful Theo kept her there. Plus, it was quite a lucrative business. Every month, she shipped a small envelope to her brother, filled with half of her portion of loot. She died recently in the attack by the Barracuda, and revealed who she was to the crew with her dying breath, in the hopes that someone could deliver the news to her brother in Klilens. | Belle had no magical ability, unless you count her shifter form, but was a devout Tycrarist.
-BF Crew Member Isabelle Carasa | 24 | Female | Human (Eastern Alliances) | Isabelle has many of the features her subrace is prominent for, including her pale ivory skin. Her hair is long, thick, and black, and her eyes are a deep blue. Her build is tall and lean, more elegant than buff. Still, this lady can pack quite a punch. Clothing wise, Isabelle enjoys wearing shirts with long, flowing sleeves, similar to those she would have worn in her home country. She usually wears dark pants on bottom, always covered with a pair of black boots. | For Isabelle, there's more than meets the eye- at least history wise. She was born in an influential merchant family in the major port city of Uzlille. She lived happily with her family for some time, but always felt like there was something more to life. Eventually, she stole one of her parent’s ships and set sail on her own. She was looking for a purpose- but what she found was only cruelty. After only a few days out on the ocean, she found herself caught in a tremendous storm, and it left her shipwrecked on the coast. Luckily, she found herself next to a small settlement- Ogrita, a pirate city. Before any other crew could pick her up, Assistant Captain Theo offered her a position on the Black Fang. She accepted hesitantly, and has been sailing with the crew ever since. She died in the attack by the Barracuda. | She couldn’t use any magic, and followed the religion of Cluwronism.
-BF Assistant Medic Liselotte Keohen | 19 | Female | Human (Northern Alliances) | Lisolette strikes an elegant and delicate figure, like her lineage would suggest. However, this sweet girl can pack quite a punch if you get on her bad side. She has tan skin, with the large brown eyes her race is famous for. Her hair is auburn, and reaches down to about her waist, but she usually keeps it out of her face by some means, usually a headband or bandanna. Clothing wise, Lisolette prefers the elegant gowns of her home country, Breaj Frana, but will scrape by with whatever she can find when she needs to. She can always add a touch of home to the clothing herself. | Lisolette was born in an average family in a developing village. She lived free of trouble until she was about 15 years old, but at that point life changed. Her hometown was raided by pirates, and she was separated from her parents. She still doesn’t know if they’re alive or dead. Luckily, after hiding in the rubble for three days, another ship came along. She tried hiding, but soon was discovered by the crew of this pirate ship- The Black Fang. Although initially wary of sailing with the same type of people who destroyed her village, she eventually grew to see the crew as a replacement family. They accepted her as well, even though she was a little young. Meru became her mentor, and came to look at Liselotte like a second sister. She just recently died in the assault by the Barracuda. | She had no known magical abilities, and didn’t follow any religion closely.
-BF Crew Member Eleonora Dagli | 22 | Female | Human (Southern Alliances) | Eleonora was one of the more muscular females on the crew, standing at 5’4”. She had long, light brown hair, that was usually kept tied back. Her eyes were a dark blue color. She also had freckles across her arms and legs, as well as her cheeks. Eleonora usually wore dresses because, as she put it, “They look nice.” However, she was always completely open to wearing anything, especially outfits that could increase her functionality. | From the time Eleonora was a child, she knew what she was going to be. It wasn't like she had a choice. With her family's reputation, it would be impossible for her to do anything else. She was born into one of Suapool’s greatest crime syndicates, with both her mother and her father serving as criminals. Even if she wanted to do something else, the mere mention of her family’s last name would dissuade anyone from helping her escape. Eventually, tired of being locked into a history she didn’t want, Eleonora changed her last name and went on to do what she always really wanted- become a pirate on the Black Fang. The fruit doesn’t fall far from the tree, I suppose. When the crew found out her true name, she had already been sailing with them for awhile, and the entire crew agreed to protect her chosen life with their own. However, she died recently in the Barracuda’s assault, doing what she loved. | Eleonora never told anyone if she could use magic, and, growing up in a less than ideal community, had barely any experience with religion.
-BF Crew Member Ali Tuken | 27 | Female | Human (Äinian) | Ali is nearly the poster model of Äinians, standing tall and lean at 5’9”. Her hair is long and blonde, reaching down to about her waist. Her eyes are large and blue, and always sparkled with a bright glow. Ali also has a thing for beauty, and always tried to take first dibs on any jewelry they scavenged. She was also stylish in clothing- or as stylish as one can be when sailing a ship. She had quite a few outfits, and wore different ones depending on what the crew was doing that day. | Ali was always a thrill seeker, even though her parents didn't approve. They wanted their daughter to grow up the proper way, not on the edge of some slum. That's why when they found out she was able to use fire magic, they shipped her off to the college in Äin’s capital city. Still, Ali longed for something more, and, after only a few months of attending classes, she packed her bags and set off for Archipelago. The trip across land was smooth, but when she tried to cross the small stretch of ocean to reach her new home, the ship she was riding was plunged into a whole new adventure- they were attacked by pirates of the Black Fang. After the initial assault finished, she practically begged to join the crew. While somewhat startled, they needed all the hands they could get, and accepted her as one of their own. Ali was one of the first casualties in the assault by the Barracuda. | Ali was a fire mage, and, like her parents, was a devout Tycrarist.
Relationships: Sandelon+Nina= Meru, Salix
Sean+Martha= Ada
Daniel|Naomi Theo《 Lizzie
+Married *Unmarried, but with children =Children ~Dating 《 》Crushes , Siblings
Deceased
| Ex/divorced
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Post by kiwi cheesecake on Jan 3, 2017 14:14:59 GMT -5
Plot
A few weeks ago, another pirate ship, the Barracuda, attacked the Black Fang. Although the fighting continued for quite some time, the rival ship won, killing 20 people- the majority of the crew. Although the ship sustained heavy damage, both the Captain and Assistant Captain survived the assault. The First Mate was able to survive with serious injury, along with 5 other crew members. The remaining few spent a brief time mourning their lost crew members. Soon after, the sparse crew of the Black Fang set sail for Trinity Harbor, hoping to find some new crew members.
News
In-
2/11/17- The Black Fang has landed in the pirate city of Trinity Harbor, looking for new recruits to their ship, as well as supplies!
Out-
1/3/17- Work has begun on the official forum version of the RP!
1/29/17- We're almost done, I swear!!!
2/6/17- Joining is open, but the RP is still a WIP.
2/11/17- RP now open! kiwi cheesecake and lazy penguin have joined with Captain Nightwing, Assistant Captain Theo Penwith, First Mate Naomi Hiuno, Kolin Demari, Joeri Tibeke, Gerda Sayen, Ada Maríe, Armada Captain Yoseo Rean, Germain Lawson, Medic Meru Farrere, Pike Drillas, Wysper Jeslyn, and Salix Farrere! Oh, also a bunch of dead people. Fireclaw3 joins with Cpt. Tobias, and ᴄɪɴɴᴀᴍᴏɴ ʙɪʀᴅ joined with Phoenix. 2/16/17- A new Joining rule has been added! Check it out!
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Post by kiwi cheesecake on Jan 3, 2017 14:15:10 GMT -5
Credits This amazing layout as well as the banner was made by ʙᴄᴘʀɪɴᴄᴇss at Stardust! Go check it out! Everything else on this page was made by α мιℓℓιση тσ σηє and ѕтαяяy∂яєαmєя , including the plot, races, and world itself. If we find out you’ve stolen anything, we won’t hesitate to report you. A lot of time and work went into making this; we’d appreciate it if you didn’t just copy paste it into your own thing. We may end up writing this into a story, as Archipelago itself is a combination of our story worlds. If you're not okay with that, let us know, and we can leave your characters out of it.
Links
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Post by kiwi cheesecake on Jan 4, 2017 10:01:30 GMT -5
Post when you see this, lazy penguin. Just checking it's good.
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Post by kiwi cheesecake on Jan 4, 2017 22:38:30 GMT -5
Hey, if anyone would be interested in joining this when it's finished, let me know and I can tag you. Also bumping so I can make sure Milli sees~
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Post by Deleted on Jan 4, 2017 23:13:14 GMT -5
{I will most likely be joining this when it is done, you'll just have to give me a little while to read through everything XD}
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Post by lazy penguin on Jan 5, 2017 9:24:06 GMT -5
Seen. I'm currently working on my characters and continents so sorry for the delay!)
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Post by kiwi cheesecake on Jan 5, 2017 21:01:26 GMT -5
That's fine everyone. And don't get too far yet, Gumball. We still have a lot of races and stuff to finish lol
*stares at Milli*
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Post by kiwi cheesecake on Jan 6, 2017 23:15:04 GMT -5
Okay, nearly all the Clusters and Countries are up now! We aim to have races finished by the end of the weekend, but we both have things going on, so it may take a little longer.
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Post by kiwi cheesecake on Jan 12, 2017 17:21:18 GMT -5
AHHHHH I FORGOT IT WAS FINALS WEEK *dies inside* So yeah, I've been working on and off on these between studying for tests. I delayed an update partially because I wasn't done but also so I could finish a few other things. All my subraces are now complete, along with Neziri! The religion of Cluwronism has been completed except for their humongous creation myth which I'm working on. Magic is officially finished. The starting plot has been posted, but may change slightly. All cities in Archipelago have been named except for lazy penguin 's. I asked her to finish Sirens and her subraces asap, and hopefully she'll give me them soon. So... I think we're officially open for Joining! The majority of stuff is there, and if you have major questions on anything that's still a WIP, you can ask me or Milli. @blubberywhales liz lazy penguin
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Post by Deleted on Jan 12, 2017 17:23:35 GMT -5
{Okay thank you! I'll probably join tomorrow because I have a lot of stuff to do}
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Post by kiwi cheesecake on Jan 13, 2017 20:54:06 GMT -5
That's fine guys, I have stuff going on too haha. I updated the Black Fang info so you can see the roles your characters can eventually hold, but haven't gotten the Siren info yet, so I can't do that . Hopefully it'll be a productive weekend.
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Post by kiwi cheesecake on Jan 29, 2017 16:40:34 GMT -5
BUMPPY BUMP BUMP BUMP~ I finished all the religions, and Sirens, and lazy penguin and I are almost done with characters! Hopefully when we get human subraces finished, we can have a big official opening and start rping! I'm sorry this is taking so long. I'll complete major cities for the start of the roleplay, but there's a lot of them, so to speed up the process, I'll create them as we go along. Thanks for sticking with us~!
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Post by kiwi cheesecake on Jan 29, 2017 17:40:49 GMT -5
Oh. There's another Pirate rp. And it's much less reading. Well now I know why everyone left lol
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Post by Deleted on Jan 29, 2017 17:46:37 GMT -5
{OMG I'M SO SORRY I MEANT TO JOIN BUT THEN I STARTED MAKING AN RP AND THEN JOINED A BUNCH OF OTHERS
I'll try to read through everything tonight though and try to put up a character tomorrow}
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Post by kiwi cheesecake on Jan 29, 2017 17:48:49 GMT -5
(Lol that's fine I took a break to recuperate from finals and then didn't come back for a while either. Don't worry about it. I look forwards to seeing your people!)
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Post by Deleted on Jan 29, 2017 17:51:11 GMT -5
{Okay thank you for understanding, I'll do what I can to get the forms up in a reasonable time}
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Post by kiwi cheesecake on Feb 2, 2017 21:23:35 GMT -5
We updated with some formatting stuff. I'm currently waiting for a new banner, as well as working through subraces with lazy penguin ! Hopefully we'll have another update tonight. Thanks for sticking with us!
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Post by kiwi cheesecake on Feb 2, 2017 22:48:43 GMT -5
OH HAI IT'S LATE AND I'M TIRED So yeah I made progress on a lot of little things, mostly subraces. However, there's only one that we finished- Daryians. I'm so so so sorry, but I can't just sit and do one thing. I have to switch. So I started working on characters instead. I also just for the sake of everyone who's making characters uploaded my little one sentence descriptions of cities, if you want to give your people specific homes. Nido (I think?) is the only one I've completely finished.
plz someone join *cries* I'm parraannoiiddd no one else wants tooooooo
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Post by lazy penguin on Feb 4, 2017 17:11:36 GMT -5
Bumping this up even though it's not finished.
Anyways I should have my characters done by Monday, and Cvetko will hopefully be finished soon!
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Post by kiwi cheesecake on Feb 5, 2017 17:29:58 GMT -5
Yay! Mine are nearly done as well, so hopefully it'll be done soon.
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