~§¥ The Outcasts: A Haven for Outsiders ¥§~ do not post yet
Feb 2, 2017 20:37:32 GMT -5
Fire on Cloud Nine, xσxσJα∂є, and 2 more like this
Post by Artemis Moon on Feb 2, 2017 20:37:32 GMT -5
This is an all species inclusive fantasy adventure role-play; a sandbox, where the world settings are framework and plots are limitless.
We are different... We are outcasts.
Cast out of the normal world, many of us are all alone with no home, no family, no one to love, no one that cares.
We simply live and die. Love and hate. Fight and tranquil. Separated we are truly alone, but together we are one.
To society we are strange. Monsters. Freaks. Abominations.
No one seems to understand, and no one seems to care.
All we have is each other. Nothing more, and nothing less.
You’ve been wandering alone for ages. You have no home. No family. No one that cares... Lately, you’ve been traversing a dense, emerald green forest. Your nose has long since become accustomed to the thick, pungent smell of pine and cedar permeating the air, and your muscles toughened to the ungracious terrain. You can feel the cold stare of eyes scrutinizing your every step, but have yet to observe any trace of animal life. Many days pass like this. The frigid temperatures have chilled you to the bone, and if not for the scanty few berries, you would have long since perished from hunger. As if this weren't distressing enough, the foliage begins to thicken with formidable thorns and snares. Several times you began to backtrack in favor of a more easily accessible route, but some inexplicable force continues to beckon you forward, tugging at your subconscious like a winch. Before long, you're savagely tearing your way through the harsh undergrowth like a wild animal, desperate to reach the source of the strange and magnetic pull. You barely pay any heed to the stinging briers anymore as they claw and snatch at your hair and clothes, as if trying to hold you back from something. After what must seem like hours, you finally emerge from the unending forest and find yourself in a lush, spacious meadow. To your astonishment, there is a small and ornate castle situated at its center. It's timeworn and partly shrouded beneath patches of ivy and moss, but there's no mistaking it.
As you're gaping at the image stolen straight out of a fairy tale, you are suddenly met by a fantastical menagerie of people, animals and creatures. A teenage girl suddenly advances from among them, her eyes trained on the unknown person: you. "Who are you, and how did you find this place?" she speaks with an unfamiliar accent, "My name is Aurora, and this is a home for outcasts. You may join us if you are a kindred soul, or you shall leave if you are not."
A few of the more formidable beasts utter low growls as they await your response.
The choice is now yours. How do you answer?
This is, for lack of a better term, a sandbox role-play. It is set up in such a way to allow for almost any kind of plot and whatever your imagination can create. There will be a major underlying plot that will inevitably affect most or all characters, but the specifics shall not be revealed too early on, and anyone is welcome to implement their own along the way. You may even add things to the world itself, such as other continents or a species of your own creation. If you have any major changes or ideas in mind, including to the world itself, please take it up with me first. But otherwise, just have fun and be as creative as you want.
In this role-play, the real world is accessible but the majority of role-playing will occur on a continent called Lamura. Essentially, Lamura exists in another realm parallel with that of Earth. This Otherworld is called by many names. Most Lamurans refer to it as Annwyn, while Earth is referred to as Terra. Getting to Annwyn from Terra is difficult to achieve for mere mortals and almost always happens by sheer accident. Usually, the person or animal will suddenly find themselves falling through an unseen and temporary portal connecting the two worlds, never to be seen or heard from again. Most supernatural creatures can normally pass between these realms as they please. Natural gateways also exist, although they are unpredictable. A few of them are especially notorious on Terra, devouring people, ships and entire fleets of aircraft.
Here is a map of Lamura:
Aevarwood: large forest in which sits the castle - the main location of the role-play and home to it's characters
Thiatona: city of the elves
Chaneuka Mountains: where most of the werewolves live
Larkeau Mountains: where the dangerous and lone werewolves reside
The Great Dearth: the dark heart of Lamura, where lurk all manner of terrible beasts
The Ghostlands: wasteland surrounding the red desert; vampires prowl, and tornadoes happen frequently
Borea: frozen wilderness in the north-east, home of the northern human tribe
Nuna: plains and plateaus of the south, home of the southern human tribe
Harpy's pass: dangerous passage, home to harpies
Sea of Serenity: large expanse of water; home to deadly sea monsters and alluring sirens
There are other continents beyond the ocean that surrounds this one, but they are largely unknown and unexplored by the Lamurians. Although Lamura is in some way connected to Earth, satellite communications do not extend to it. Anything depending on those signals (cellphones, GPS, etc.) will become useless in Lamura. There is no electricity, so once the battery in something dies, you can't just plug it into a wall and recharge it. Solar powered chargers and similar outdoor gear would still work, however.
Most of the role-play occurs in and around a castle. (The banner picture at the top is what the structure itself looks like, but the clearing around it is more open and tended to.) It is ancient, and it isn't clear who built it or for what purpose. The castle rests in a large open meadow in the middle of the forest. When anyone crosses the threshold into this area, all speech is magically translated regardless of one's native tongue. Everything spoken is understood by everyone present - even if it's uttered from an animal. (To be clear, animals are not automatically gifted with human intelligence and reasoning. Even though they are speaking clearly, they are still animals and don't act any differently than they normally would. A bear might still eat you. He may just taunt you about it first.)
The castle cannot be destroyed, set on fire or harmed in any way. (Some things within it can burn, but not the structure itself.) It is in some way almost sentient and "protects" it's residents. Dangerous objects (like knives or guns) are rendered useless if ever an attempt is made with them to harm someone within it's walls. Even attempting to smack someone upside the head won't work if the intent is to harm them. The castle seriously does not like violence of any sort. Nevertheless, it will not prevent a klutz from taking a fall down a flight of stairs. They'll just walk away with less injury than they should. Note that this only applies when inside the castle itself. Anything goes outside.
Near the back of the clearing is an expansive garden with many different fruits and vegetables, some common and others odd and native exclusively to Lamura. A small well sits nearby where water may be drawn. Behind the garden, the land slopes downward and a decent sized creek coils around the bottom of the hill (about fifty feet past the tree line.) On the other side of the castle, hidden beneath some undergrowth lies an old iron trap door leading into an unused underground dungeon. It is very simply built, and similar in appearance to a storm shelter or a pit. Behind the castle, there is a small domed shape building constructed from the same material as the castle; the door is small and sealed tightly. The building is used to store ice. It's appropriately called an ice house; think of it as a Medieval refrigerator.
Castle Maps:
First Floor:
Second Floor:
Third Floor:
Clearing layout:
Rules:
[✰]This is a literate role-play. Proper English grammar and spelling are a must. Occasional mistakes are inevitable and you'll be forgiven, but everyone must be able to read and understand your posts.
[✰]Third person style and past tense are the preferred methods of role-playing, but I'm sure you already knew that. Ask if you're not sure how to do this.
[✰]Try your best to avoid super short posts; an example might be "She said hi back." You want to give the person role-playing with you something to respond to. An occasional short post will be forgiven if it's all you can come up with, but don't make it a habit for every post.On the other hand, avoid typing essays. Creativity is encouraged, but repeated super long posts may slow the role-play down and many of us don't have the patience to read several paragraphs for every post. The only noted exceptions are when introducing characters, and during plots. In those instances, longer posts are quite alright.
I want my role-play to be relaxed and fun, like it was the first time I made it years ago. So don't feel like you've got to post a paragraph for every post. Find your own style that makes you happy.
[✰]Make it clear when you are addressing someone outside of the RP. Use parenthesis or something like that to separate your out-of-role-play talking from your actual role-playing. This makes it easy to tell the two apart.
[✰]Play fair. Do not kill another character without permission. Your character can have whatever powers you want them to have, within reason, but do not god-mod or power-play. (In other words, you can't overpower or take control over another person's character without their permission. That also goes for harming or killing them.)
[✰]No Mary Sues/Gary Stus. Everyone has a weakness and everyone has flaws. No character should be perfect or too powerful. If your character is in a serious fight, it doesn't make any sense for them to walk away without even a scratch or bruise to show for it.
[✰]No spotlighting. If nobody is paying attention to your character, ask how you may get involved. Do not deliberately hurt your character or have them do something major just to draw attention to them. If someone is in the middle of a plot, it's considered poor form to insert your character in the middle of it without asking permission. It is also frowned upon to make your character related to or connected with other people's characters without their permission first.
[✰]Do not spend all your time focusing on romance, and don't let romance go past PG or violence go beyond PG-13. If you absolutely need to do something that goes beyond that, take it to PM.
[✰]You may include major timeskips if your character is somewhere beside the castle. If your character is at the castle and needs to timeskip for a day or longer, please ask first.
[✰]Be at least semi-realistic with pets. A genetically altered hermaphroditic lynx kitten is fine. A forest pixie is alright. A talking, sparkling rainbow wolf pup with a unicorn horn and wings will earn you an eye roll.
[✰]Take turns and be patient with people who post slower. Beginner RP'ers are welcome, so be nice to them.
[✰]No fighting outside the role-play. I don't care what you do in private messaging - in or outside the RP. Be nice. There is no place for drama - outside the RP, of course.
[✰]No spamming or "bump"ing the thread.
[✰]Site rules apply here. If you don't know what those are, go read them.
[✰]I'm not going to require any special notice in your form showing that you have read everything, but if you don't then it will more than likely be obvious to me at some point. If it becomes a problem, you'll be called out on it.
Characters:
Your character can be absolutely whatever you want, whether your own creation or borrowed from a TV show or someplace. You can even make up your own unique species. Whatever suits your fancy, as long as it isn't outrageous, or something that's going to upset a lot of people (such as politicians, celebrities or religious figures.) One thing I do ask is that you don't make any character related to the Norse pantheon without asking first, for the simple fact that many of them are already taken.
I'm not going to impose a character limit unless it becomes a problem. You can have as many characters as you are willing to fill out complete forms for and keep up with them. If you decide later to remove one, or make changes to their form, let me know so I can make the necessary adjustments. Before you can roleplay with a character, you must message either Artemis Moon or Gamergirl09 for a character form to fill out. Afterward, you can send it to either of us for approval.
(NOTE: When your character is approved, you can start off by having them come to the castle. Please don't have them automatically living there. People sometimes did that back in Outcast's heyday and it was too confusing trying to keep up with who knows who. It's not that difficult to just introduce them. I'll try to be on as often as possible to role-play my main character - the castle's first resident - but you don't have to wait on me to be here. If I'm absent, I'll just say my character was busy doing something else when your character arrived. It's no big deal. Just don't jump in and have them already living as a resident to start with.)
Link for characters coming soon...
PLEASE DO NOT POST ON THIS RP YET! We are still bringing Outcasts out of the hiatus it was put into, and we aren't yet ready for roleplaying. Send your character forms to either myself or Gamergirl.
Special note from gamergirl09 : So, this is getting revived. Moon has already asked an admin if it would be ok. So I had spent the last two days rereading everything so need a refresher on anything, I got you as long as I'm not tired. My next post will have the last post made by everyone once I know who will come back. For story and plots we will be trying to keep what we can. But everyone is also welcome to restart their characters if they want with the bonus of them still knowing the other characters they met. Another note is that there will NOT be any time advancement from where the rp left of; If a character was 15 then, they are still 15 until their b-day passes once we get the ball rolling again. Next, new characters, from existing members or new members, have to be PM'ed to either Moon or myself so that we can work the character in however we can because the plots from here on out are all going to be big and impactful.
We are different... We are outcasts.
Cast out of the normal world, many of us are all alone with no home, no family, no one to love, no one that cares.
We simply live and die. Love and hate. Fight and tranquil. Separated we are truly alone, but together we are one.
To society we are strange. Monsters. Freaks. Abominations.
No one seems to understand, and no one seems to care.
All we have is each other. Nothing more, and nothing less.
You’ve been wandering alone for ages. You have no home. No family. No one that cares... Lately, you’ve been traversing a dense, emerald green forest. Your nose has long since become accustomed to the thick, pungent smell of pine and cedar permeating the air, and your muscles toughened to the ungracious terrain. You can feel the cold stare of eyes scrutinizing your every step, but have yet to observe any trace of animal life. Many days pass like this. The frigid temperatures have chilled you to the bone, and if not for the scanty few berries, you would have long since perished from hunger. As if this weren't distressing enough, the foliage begins to thicken with formidable thorns and snares. Several times you began to backtrack in favor of a more easily accessible route, but some inexplicable force continues to beckon you forward, tugging at your subconscious like a winch. Before long, you're savagely tearing your way through the harsh undergrowth like a wild animal, desperate to reach the source of the strange and magnetic pull. You barely pay any heed to the stinging briers anymore as they claw and snatch at your hair and clothes, as if trying to hold you back from something. After what must seem like hours, you finally emerge from the unending forest and find yourself in a lush, spacious meadow. To your astonishment, there is a small and ornate castle situated at its center. It's timeworn and partly shrouded beneath patches of ivy and moss, but there's no mistaking it.
As you're gaping at the image stolen straight out of a fairy tale, you are suddenly met by a fantastical menagerie of people, animals and creatures. A teenage girl suddenly advances from among them, her eyes trained on the unknown person: you. "Who are you, and how did you find this place?" she speaks with an unfamiliar accent, "My name is Aurora, and this is a home for outcasts. You may join us if you are a kindred soul, or you shall leave if you are not."
A few of the more formidable beasts utter low growls as they await your response.
The choice is now yours. How do you answer?
¸.•’´¯`’•.¸¸.•’´¯`’•¸¸..•’´¯`’•.¸¸.•’´¯`’•.¸¸.•’´¯`’•.¸¸.•’´¯`’•.¸¸.•’´¯`•.¸.•’´¯`’•.¸¸.•’´¯`’•¸¸..•’´¯`’•.¸¸.•’´¯`’•.
This is, for lack of a better term, a sandbox role-play. It is set up in such a way to allow for almost any kind of plot and whatever your imagination can create. There will be a major underlying plot that will inevitably affect most or all characters, but the specifics shall not be revealed too early on, and anyone is welcome to implement their own along the way. You may even add things to the world itself, such as other continents or a species of your own creation. If you have any major changes or ideas in mind, including to the world itself, please take it up with me first. But otherwise, just have fun and be as creative as you want.
¸.•’´¯`’•.¸¸.•’´¯`’•¸¸..•’´¯`’•.¸¸.•’´¯`’•.¸¸.•’´¯`’•.¸¸.•’´¯`’•.¸¸.•’´¯`•.¸.•’´¯`’•.¸¸.•’´¯`’•¸¸..•’´¯`’•.¸¸.•’´¯`’•.
In this role-play, the real world is accessible but the majority of role-playing will occur on a continent called Lamura. Essentially, Lamura exists in another realm parallel with that of Earth. This Otherworld is called by many names. Most Lamurans refer to it as Annwyn, while Earth is referred to as Terra. Getting to Annwyn from Terra is difficult to achieve for mere mortals and almost always happens by sheer accident. Usually, the person or animal will suddenly find themselves falling through an unseen and temporary portal connecting the two worlds, never to be seen or heard from again. Most supernatural creatures can normally pass between these realms as they please. Natural gateways also exist, although they are unpredictable. A few of them are especially notorious on Terra, devouring people, ships and entire fleets of aircraft.
Here is a map of Lamura:
Aevarwood: large forest in which sits the castle - the main location of the role-play and home to it's characters
Thiatona: city of the elves
Chaneuka Mountains: where most of the werewolves live
Larkeau Mountains: where the dangerous and lone werewolves reside
The Great Dearth: the dark heart of Lamura, where lurk all manner of terrible beasts
The Ghostlands: wasteland surrounding the red desert; vampires prowl, and tornadoes happen frequently
Borea: frozen wilderness in the north-east, home of the northern human tribe
Nuna: plains and plateaus of the south, home of the southern human tribe
Harpy's pass: dangerous passage, home to harpies
Sea of Serenity: large expanse of water; home to deadly sea monsters and alluring sirens
There are other continents beyond the ocean that surrounds this one, but they are largely unknown and unexplored by the Lamurians. Although Lamura is in some way connected to Earth, satellite communications do not extend to it. Anything depending on those signals (cellphones, GPS, etc.) will become useless in Lamura. There is no electricity, so once the battery in something dies, you can't just plug it into a wall and recharge it. Solar powered chargers and similar outdoor gear would still work, however.
Most of the role-play occurs in and around a castle. (The banner picture at the top is what the structure itself looks like, but the clearing around it is more open and tended to.) It is ancient, and it isn't clear who built it or for what purpose. The castle rests in a large open meadow in the middle of the forest. When anyone crosses the threshold into this area, all speech is magically translated regardless of one's native tongue. Everything spoken is understood by everyone present - even if it's uttered from an animal. (To be clear, animals are not automatically gifted with human intelligence and reasoning. Even though they are speaking clearly, they are still animals and don't act any differently than they normally would. A bear might still eat you. He may just taunt you about it first.)
The castle cannot be destroyed, set on fire or harmed in any way. (Some things within it can burn, but not the structure itself.) It is in some way almost sentient and "protects" it's residents. Dangerous objects (like knives or guns) are rendered useless if ever an attempt is made with them to harm someone within it's walls. Even attempting to smack someone upside the head won't work if the intent is to harm them. The castle seriously does not like violence of any sort. Nevertheless, it will not prevent a klutz from taking a fall down a flight of stairs. They'll just walk away with less injury than they should. Note that this only applies when inside the castle itself. Anything goes outside.
Near the back of the clearing is an expansive garden with many different fruits and vegetables, some common and others odd and native exclusively to Lamura. A small well sits nearby where water may be drawn. Behind the garden, the land slopes downward and a decent sized creek coils around the bottom of the hill (about fifty feet past the tree line.) On the other side of the castle, hidden beneath some undergrowth lies an old iron trap door leading into an unused underground dungeon. It is very simply built, and similar in appearance to a storm shelter or a pit. Behind the castle, there is a small domed shape building constructed from the same material as the castle; the door is small and sealed tightly. The building is used to store ice. It's appropriately called an ice house; think of it as a Medieval refrigerator.
Castle Maps:
First Floor:
¸.•’´¯`’•.¸¸.•’´¯`’•¸¸..•’´¯`’•.¸¸.•’´¯`’•.¸¸.•’´¯`’•.¸¸.•’´¯`’•.¸¸.•’´¯`•.¸.•’´¯`’•.¸¸.•’´¯`’•¸¸..•’´¯`’•.¸¸.•’´¯`’•.
Rules:
[✰]This is a literate role-play. Proper English grammar and spelling are a must. Occasional mistakes are inevitable and you'll be forgiven, but everyone must be able to read and understand your posts.
[✰]Third person style and past tense are the preferred methods of role-playing, but I'm sure you already knew that. Ask if you're not sure how to do this.
[✰]Try your best to avoid super short posts; an example might be "She said hi back." You want to give the person role-playing with you something to respond to. An occasional short post will be forgiven if it's all you can come up with, but don't make it a habit for every post.On the other hand, avoid typing essays. Creativity is encouraged, but repeated super long posts may slow the role-play down and many of us don't have the patience to read several paragraphs for every post. The only noted exceptions are when introducing characters, and during plots. In those instances, longer posts are quite alright.
I want my role-play to be relaxed and fun, like it was the first time I made it years ago. So don't feel like you've got to post a paragraph for every post. Find your own style that makes you happy.
[✰]Make it clear when you are addressing someone outside of the RP. Use parenthesis or something like that to separate your out-of-role-play talking from your actual role-playing. This makes it easy to tell the two apart.
[✰]Play fair. Do not kill another character without permission. Your character can have whatever powers you want them to have, within reason, but do not god-mod or power-play. (In other words, you can't overpower or take control over another person's character without their permission. That also goes for harming or killing them.)
[✰]No Mary Sues/Gary Stus. Everyone has a weakness and everyone has flaws. No character should be perfect or too powerful. If your character is in a serious fight, it doesn't make any sense for them to walk away without even a scratch or bruise to show for it.
[✰]No spotlighting. If nobody is paying attention to your character, ask how you may get involved. Do not deliberately hurt your character or have them do something major just to draw attention to them. If someone is in the middle of a plot, it's considered poor form to insert your character in the middle of it without asking permission. It is also frowned upon to make your character related to or connected with other people's characters without their permission first.
[✰]Do not spend all your time focusing on romance, and don't let romance go past PG or violence go beyond PG-13. If you absolutely need to do something that goes beyond that, take it to PM.
[✰]You may include major timeskips if your character is somewhere beside the castle. If your character is at the castle and needs to timeskip for a day or longer, please ask first.
[✰]Be at least semi-realistic with pets. A genetically altered hermaphroditic lynx kitten is fine. A forest pixie is alright. A talking, sparkling rainbow wolf pup with a unicorn horn and wings will earn you an eye roll.
[✰]Take turns and be patient with people who post slower. Beginner RP'ers are welcome, so be nice to them.
[✰]No fighting outside the role-play. I don't care what you do in private messaging - in or outside the RP. Be nice. There is no place for drama - outside the RP, of course.
[✰]No spamming or "bump"ing the thread.
[✰]Site rules apply here. If you don't know what those are, go read them.
[✰]I'm not going to require any special notice in your form showing that you have read everything, but if you don't then it will more than likely be obvious to me at some point. If it becomes a problem, you'll be called out on it.
¸.•’´¯`’•.¸¸.•’´¯`’•¸¸..•’´¯`’•.¸¸.•’´¯`’•.¸¸.•’´¯`’•.¸¸.•’´¯`’•.¸¸.•’´¯`•.¸.•’´¯`’•.¸¸.•’´¯`’•¸¸..•’´¯`’•.¸¸.•’´¯`’•.
Characters:
Your character can be absolutely whatever you want, whether your own creation or borrowed from a TV show or someplace. You can even make up your own unique species. Whatever suits your fancy, as long as it isn't outrageous, or something that's going to upset a lot of people (such as politicians, celebrities or religious figures.) One thing I do ask is that you don't make any character related to the Norse pantheon without asking first, for the simple fact that many of them are already taken.
I'm not going to impose a character limit unless it becomes a problem. You can have as many characters as you are willing to fill out complete forms for and keep up with them. If you decide later to remove one, or make changes to their form, let me know so I can make the necessary adjustments. Before you can roleplay with a character, you must message either Artemis Moon or Gamergirl09 for a character form to fill out. Afterward, you can send it to either of us for approval.
(NOTE: When your character is approved, you can start off by having them come to the castle. Please don't have them automatically living there. People sometimes did that back in Outcast's heyday and it was too confusing trying to keep up with who knows who. It's not that difficult to just introduce them. I'll try to be on as often as possible to role-play my main character - the castle's first resident - but you don't have to wait on me to be here. If I'm absent, I'll just say my character was busy doing something else when your character arrived. It's no big deal. Just don't jump in and have them already living as a resident to start with.)
Link for characters coming soon...
PLEASE DO NOT POST ON THIS RP YET! We are still bringing Outcasts out of the hiatus it was put into, and we aren't yet ready for roleplaying. Send your character forms to either myself or Gamergirl.
Special note from gamergirl09 : So, this is getting revived. Moon has already asked an admin if it would be ok. So I had spent the last two days rereading everything so need a refresher on anything, I got you as long as I'm not tired. My next post will have the last post made by everyone once I know who will come back. For story and plots we will be trying to keep what we can. But everyone is also welcome to restart their characters if they want with the bonus of them still knowing the other characters they met. Another note is that there will NOT be any time advancement from where the rp left of; If a character was 15 then, they are still 15 until their b-day passes once we get the ball rolling again. Next, new characters, from existing members or new members, have to be PM'ed to either Moon or myself so that we can work the character in however we can because the plots from here on out are all going to be big and impactful.
¸.•’´¯`’•.¸¸.•’´¯`’•¸¸..•’´¯`’•.¸¸.•’´¯`’•.¸¸.•’´¯`’•.¸¸.•’´¯`’•.¸¸.•’´¯`•.¸.•’´¯`’•.¸¸.•’´¯`’•¸¸..•’´¯`’•.¸¸.•’´¯`’•.
—Information on three integral species—
There are two distinct tribes of humans living in Lamura. One is situated among the frozen mountains to the far northeast, while the other can found found in the plains of Lamura's southeastern side. Both speak the same language but with different dialects. Their societies are somewhat basic, with a council of elders set over the people and a chief over the council. The chief has greater authority in the northern tribe. The two groups meet every five years to exchange supplies and stories. It's a huge event and the festivities can last for weeks.
A group from each tribe travels to separate designated meeting spots every seven months to trade with the elves. The highest valued materials among Lamurian humans include saal (salt), gold, silver, copper, bronze, sky stone (turquoise), amethyst, onyx and snow crystals (white quartz). Salt is valued the most and often used like money, not unlike it was in historical times.
Northern Lamurians are short of stature and well muscled. They superficially resemble the Inuit and dress in thick wintry clothing to protect against the bitter cold. Most of the men have beards, and the people live in houses made of stone bricks, or sometimes refurbished caves. They commonly keep a species of light blue-feathered fowl that resembles a chicken, along with horses and domesticated white and brown bears. In the summer, they enjoy fish, ducks and ptarmigan; in the winter, they begrudgingly make due with a species of large semi-aquatic rodents, fish and (if they're lucky) seals. Sports and physical activities are enjoyed by nearly everyone and a talented athlete has good social standing. The worst criminals are exiled to the surrounding barren wasteland of ice.
Southern Lamurians are tall and slender with deeply sun-tanned skin. The elder men wear beards and everyone dresses in light clothes suited to a hot and sunny climate. They live in huts constructed from available materials and hunt deer, wild goats and various other fauna. Animals commonly kept by this tribe include a species of six-legged pig, horses and a hooved predatory animal that resembles a hybrid wolf/sheep. This tribe favors artistic expression and creativity more than it does sports. The worst criminals are bound and abandoned in the Ghostland - easy pickings for marauding vampires.
[❋]Elves are flesh and blood, not immortal, but still a far cry from anything human.
[❋]Unlike Tolkien's elves, these elves are slightly shorter and slighter than the average human, commonly standing around 5 feet tall or less. Elf ears are more pointed than those in the LOTR movies, but not as long as those seen in animes.
A good reference is as follows:
[❋]Eye and hair color vary widely, but hair is generally kept long. Male elves cannot grow facial hair but half-elves can. In general, elves are more "attractive" looking than humans. Elves produce almost no discernible body odor; their scent is mild and easily confused with their natural surroundings, making them nearly impossible to track.
[❋]Elves are extremely fast. To an untrained human eye, the elf may even seem to suddenly disappear and reappear when moving at their top speed. This ability is likely an inherent magical trait (another common trait is telepathy, though not all of them have it.) Many elves can use magic and will not hesitate to use it if threatened in any way. Though faster than humans - and even werewolves - elves are significantly weaker. They prefer to fight from a distance, but elves are generally very timid and peaceful by nature. They are not known to attack except in extreme cases.
[❋]Elves are almost exclusively vegetarian, though some may also eat fish, eggs or dairy. That's not to say there aren't meat-eating elves, but those are generally uncommon. Cooking is a highly valued skill and enjoyed activity. Eggs may be harvested from a local breed of pheasant. Horses and cats are typically the only animals kept as some semblance of pets. Elven horses and cats are a breed all their own, and markedly superior in terms of intellect and ability.
[❋]Though essentially spiritual, elves have no organized religion and beliefs vary among individuals. Since elves live for thousands of years and have few health issues, death is not something they ponder much.
[❋]Clothing is 100% comprised of natural materials. No animal parts are ever used unless it can be harvested naturally (like a bird's moulted feathers.) Elves tend to wear naturally colored clothing when venturing out (to better camouflage themselves) but may dress more lavishly when safely within their city (located in the far north.)
[❋]Few laws govern the long lives of elves. However, there is one law in particular that even the ruling monarchy is expected to obey at all costs: an elf must never under any circumstances leave Lamura to enter the domain of humans. Elves do not like to meddle in the affairs of other races. They sometimes trade with Lamurian natives at designated outposts, but they avoid human settlements. Elves dislike werewolves and have absolutely no dealings with them.
[❋]Half-elves are not illegal exactly, but they are extremely rare and considered something shameful. A half-elf is frowned upon and will never receive any sort of citizenship from the elves. Such an individual often spends their life alone, traveling around and never really accepted by either parent race.
Werewolves can be naturally born or created. When one is turned into a werewolf, it is always done deliberately through a bite and will only "work" if done during a full moon. Natural werewolves began changing in their early teens. True werewolves change the following full moon after being bitten, and every full moon afterwards. Natural werewolves eventually learn to shift their form any time they want. True werewolves must practice for a long time to gain any control over it.
[☽]Werewolves can walk bipedal (on two legs) or quadrupedal (on four legs). They can run in either position but prefer to run while down on four legs. Leg joints audibly pop in and out to allow transition from quadrupedal to bipedal.
[☽]While standing on two legs, they can reach anywhere from 6 to 9 feet tall and weigh anywhere from 175 to 300 pounds; females are proportionately smaller than males.
[☽]Werewolves sport a dog or wolf-like head with (most commonly) yellow or amber eyes. Their eyes may also (less commonly) be red or copper colored or (rarely) green, blue or hazel. All eyes reflect red (in both forms), and may appear to almost glow in certain light conditions.
[☽]Ears may be like a wolf's, tall and rounded like a German Shepherd's, or even pointed like a Doberman's.
[☽]A werewolf is totally covered with fur - there are no bald spots. Fur can be any natural color, but the most common fur colors are black, brown, gray, white or any combination of those (similar to a natural wolf.) Artificially dyed hair will be visible in patches around the head and neck.
[☽]The tail is small and the waist narrow in conjunction with the rest of the body.
[☽]Werewolves often sport muscle and thick hair around the neck and shoulders, giving them a maned appearance.
[☽]Natural born werewolves have a slight point to their ears in human form, though not as defined as an elf's.
[☽]These natural werewolves in human form also have canine teeth that end in subtle points, both top and bottom.
[☽]A werewolf can't easily be a vegetarian. Like carnivores, they require a protein called taurine which is found exclusively in animals (including fish). If they removed it from their diet, they would become very malnourished and potentially die, unless a synthetic form of the protein was ingested regularly.
Size comparisons between humans, werewolves and wolves:
A few examples of what these particular werewolves can look like:
[☽]Werewolves have an accelerated healing factor and are very resistant to damage.
[☽]Any wound that will scar a werewolf would kill a human.
[☽]Werewolves cannot regenerate from wounds inflicted by fire or silver.
[☽]Silver won't sicken a werewolf and won't necessarily kill it unless it reaches the heart.
[☽]At death, a werewolf remains in whatever form it died in and does not change.
[☽]Werewolves live in closely knit packs that function in the same way as a human family.
[☽]They are highly distrustful of strangers, but usually won't attack unless provoked or threatened.
[☽]They try to avoid humans, and dislike the elves.
[☽]Werewolves have no warring feud against vampires, but tend to avoid them as well.
[☽]For whatever reason, many of them are terrified of snakes.
[☽]Werewolves grow some crops but do not partake in any animal husbandry. If they really want eggs or milk, they may trade with (or steal from) humans.
[☽]Some of them keep wolves or dogs around for company, though they don't consider them pets in the traditional sense.
+++Special Note: If you see any mistakes in spelling or otherwise that need to be fixed, please let me know.+++
A group from each tribe travels to separate designated meeting spots every seven months to trade with the elves. The highest valued materials among Lamurian humans include saal (salt), gold, silver, copper, bronze, sky stone (turquoise), amethyst, onyx and snow crystals (white quartz). Salt is valued the most and often used like money, not unlike it was in historical times.
Northern Lamurians are short of stature and well muscled. They superficially resemble the Inuit and dress in thick wintry clothing to protect against the bitter cold. Most of the men have beards, and the people live in houses made of stone bricks, or sometimes refurbished caves. They commonly keep a species of light blue-feathered fowl that resembles a chicken, along with horses and domesticated white and brown bears. In the summer, they enjoy fish, ducks and ptarmigan; in the winter, they begrudgingly make due with a species of large semi-aquatic rodents, fish and (if they're lucky) seals. Sports and physical activities are enjoyed by nearly everyone and a talented athlete has good social standing. The worst criminals are exiled to the surrounding barren wasteland of ice.
Southern Lamurians are tall and slender with deeply sun-tanned skin. The elder men wear beards and everyone dresses in light clothes suited to a hot and sunny climate. They live in huts constructed from available materials and hunt deer, wild goats and various other fauna. Animals commonly kept by this tribe include a species of six-legged pig, horses and a hooved predatory animal that resembles a hybrid wolf/sheep. This tribe favors artistic expression and creativity more than it does sports. The worst criminals are bound and abandoned in the Ghostland - easy pickings for marauding vampires.
[❋]Elves are flesh and blood, not immortal, but still a far cry from anything human.
[❋]Unlike Tolkien's elves, these elves are slightly shorter and slighter than the average human, commonly standing around 5 feet tall or less. Elf ears are more pointed than those in the LOTR movies, but not as long as those seen in animes.
A good reference is as follows:
[❋]Elves are extremely fast. To an untrained human eye, the elf may even seem to suddenly disappear and reappear when moving at their top speed. This ability is likely an inherent magical trait (another common trait is telepathy, though not all of them have it.) Many elves can use magic and will not hesitate to use it if threatened in any way. Though faster than humans - and even werewolves - elves are significantly weaker. They prefer to fight from a distance, but elves are generally very timid and peaceful by nature. They are not known to attack except in extreme cases.
[❋]Elves are almost exclusively vegetarian, though some may also eat fish, eggs or dairy. That's not to say there aren't meat-eating elves, but those are generally uncommon. Cooking is a highly valued skill and enjoyed activity. Eggs may be harvested from a local breed of pheasant. Horses and cats are typically the only animals kept as some semblance of pets. Elven horses and cats are a breed all their own, and markedly superior in terms of intellect and ability.
[❋]Though essentially spiritual, elves have no organized religion and beliefs vary among individuals. Since elves live for thousands of years and have few health issues, death is not something they ponder much.
[❋]Clothing is 100% comprised of natural materials. No animal parts are ever used unless it can be harvested naturally (like a bird's moulted feathers.) Elves tend to wear naturally colored clothing when venturing out (to better camouflage themselves) but may dress more lavishly when safely within their city (located in the far north.)
[❋]Few laws govern the long lives of elves. However, there is one law in particular that even the ruling monarchy is expected to obey at all costs: an elf must never under any circumstances leave Lamura to enter the domain of humans. Elves do not like to meddle in the affairs of other races. They sometimes trade with Lamurian natives at designated outposts, but they avoid human settlements. Elves dislike werewolves and have absolutely no dealings with them.
[❋]Half-elves are not illegal exactly, but they are extremely rare and considered something shameful. A half-elf is frowned upon and will never receive any sort of citizenship from the elves. Such an individual often spends their life alone, traveling around and never really accepted by either parent race.
Werewolves can be naturally born or created. When one is turned into a werewolf, it is always done deliberately through a bite and will only "work" if done during a full moon. Natural werewolves began changing in their early teens. True werewolves change the following full moon after being bitten, and every full moon afterwards. Natural werewolves eventually learn to shift their form any time they want. True werewolves must practice for a long time to gain any control over it.
[☽]Werewolves can walk bipedal (on two legs) or quadrupedal (on four legs). They can run in either position but prefer to run while down on four legs. Leg joints audibly pop in and out to allow transition from quadrupedal to bipedal.
[☽]While standing on two legs, they can reach anywhere from 6 to 9 feet tall and weigh anywhere from 175 to 300 pounds; females are proportionately smaller than males.
[☽]Werewolves sport a dog or wolf-like head with (most commonly) yellow or amber eyes. Their eyes may also (less commonly) be red or copper colored or (rarely) green, blue or hazel. All eyes reflect red (in both forms), and may appear to almost glow in certain light conditions.
[☽]Ears may be like a wolf's, tall and rounded like a German Shepherd's, or even pointed like a Doberman's.
[☽]A werewolf is totally covered with fur - there are no bald spots. Fur can be any natural color, but the most common fur colors are black, brown, gray, white or any combination of those (similar to a natural wolf.) Artificially dyed hair will be visible in patches around the head and neck.
[☽]The tail is small and the waist narrow in conjunction with the rest of the body.
[☽]Werewolves often sport muscle and thick hair around the neck and shoulders, giving them a maned appearance.
[☽]Natural born werewolves have a slight point to their ears in human form, though not as defined as an elf's.
[☽]These natural werewolves in human form also have canine teeth that end in subtle points, both top and bottom.
[☽]A werewolf can't easily be a vegetarian. Like carnivores, they require a protein called taurine which is found exclusively in animals (including fish). If they removed it from their diet, they would become very malnourished and potentially die, unless a synthetic form of the protein was ingested regularly.
Size comparisons between humans, werewolves and wolves:
A few examples of what these particular werewolves can look like:
[☽]Werewolves have an accelerated healing factor and are very resistant to damage.
[☽]Any wound that will scar a werewolf would kill a human.
[☽]Werewolves cannot regenerate from wounds inflicted by fire or silver.
[☽]Silver won't sicken a werewolf and won't necessarily kill it unless it reaches the heart.
[☽]At death, a werewolf remains in whatever form it died in and does not change.
[☽]Werewolves live in closely knit packs that function in the same way as a human family.
[☽]They are highly distrustful of strangers, but usually won't attack unless provoked or threatened.
[☽]They try to avoid humans, and dislike the elves.
[☽]Werewolves have no warring feud against vampires, but tend to avoid them as well.
[☽]For whatever reason, many of them are terrified of snakes.
[☽]Werewolves grow some crops but do not partake in any animal husbandry. If they really want eggs or milk, they may trade with (or steal from) humans.
[☽]Some of them keep wolves or dogs around for company, though they don't consider them pets in the traditional sense.
+++Special Note: If you see any mistakes in spelling or otherwise that need to be fixed, please let me know.+++