Right. I think I'll start on the map, just so I can get that out of the way.
Legend of The Ave Maria
The largest known settlement of Dwarves in Triton, located within the Durge Mountains range, both outside and inside. The Durg Mountains steep, rugged terrain make it easy for Durga's defense, especially when the Beast Tamers fly upon their griffins, and unleash their armored trolls, that are used to the terrain. Although the smallest and most secluded, their defense is nearly invulnerable, being gifted engineers, and warriors alike.
The largest city within Triton, home to many races, although predominately Humans and Dark Elves make home since their ancestors are the ones to build this large city. Although the largest of the cities, it relies on the Knight's Legion to sway any would be attackers. The Knight's Legion are one of the oldest factions within Triton.
Not a city, as it is a large tower like structure, the tallest in Triton. The Soulspire is one of the oldest landmarks in the lands, as it once was the how to "The Dark Ones", before they were eventually defeated by the the combined might of the races of Triton. It is know the home to Mages of all races. Ruled under a "Archmage" who is then assisted by the Wise Council, as they govern their home. No one would dare attack a Fortress of Mages.
The mighty city of the Forest Elves, now split in half between the Rebels, and the Imperialists, as they are in the middle of a civil war between the sub race known as Halflings, slaves of the Imperialists. The city itself is nearly as old as the Soulspire itself, but most of it has been rebuild or the current race of Elves.
White Scale Stronghold:
Not so much a settlement, but a Millitant stronghold located within the most dangerous land of Triton, The Hydrian Marshes. The Stronghold is the most secluded of the rest, often leaving travelers to defend themselves within their land. The Deathscales are home to this imposing, menacing fortress. When the Undead Legion marched on the lands, at the order of their masters, they tried to occupy The marshes. an army of 10'000 marched upon the stronghold. but a small force of 500 Deathscales, lay in wait, and herded two Swamp Krakens into the undead legion's camp. No one even to this day know how the Deathscales performed such a feat. The Deathscales finished off the 1000 surviving undead.
Nakara Jungle's Beast-Kin Temple City. Often known as "The Home of The Magi", this city is near the borders of Elvenwood, as the jungle depths can grow more dangerous the further you travel in. Some might think the city is near defenseless, but The Magi is their secret, since they held off a pack of Manticores during the war with The Dark Ones, and lead a march upon the seige of Soulspire.
will add a short description of them later
one of the youngest races of Triton. Humans are older than Halflings and the same age as Dark Elves of Elven Kind, but younger than the other more established races of Triton. It is said that the humans traveled to Triton across the seas, pirates, and Mercenaries of the ocean. They first established "Shell Coast Bay" the first human town, and the oldest in Triton. Centuries later, they waged war against Elven-Kind, as they both battled for dominance of Damaska for centuries on. "the Rebellion of Ashes" as it is known to the Wood Elves today, was when The Dark Elves rebelled against their Elven Brothers, for dominion. After that battle The unified Elven-Kind separated, Establishing the Wood Elves in Elvenwood, and the Desert Elves in The Barren Wastes. Within the Damaska Plains, their capital city stands tall, watching over. Humans live to between 60 and 100 years of age. Humans have diverse belief system, but most believe in "The Metatron", the "one above all." A king and Queen Are rulers of human kind.
An old Beast race of Triton, and the natives of the Hydrian Marshes. Offspring of the "Great Hydra Mother", to this day they still follow their Mother. Nearly as old as the Elven-Kind and the Velkari, Hydrians are much older than their mammal cousins The Beas Kin. The Velkari once enslaved Hydrians during their rule over Triton. With the help of the Elves, they managed to break the Velkari's Dominance over them, as they drove The Velkari back underground into the Shallow Gate. Many Velkari, in fear of the Hydrians snake like agility, and dragon-like fury, retreated overseas or into the deserts, instead of returning to their Capital "The Shadow Empire." The Hydrian's "Deathscales" are highly respected as some of the greatest assassins in Triton. Hydrians don't live past fifty. Hydrians, as stated before, worship the "Great Hydra Mother." an Empress rules over her children, like the Great Hyra Mother.
A fairly old Beast Race. Beast Kin are often wolf-like, cat-like, ape-like and anything in between. They reside in the Nakara Jungles, enjoying a rather peaceful, and calm society within Yasha. their biggest battle was "The Defense of Yasha" when a Undead legion Army, and a 4 packs of Manticores stormed to takeover the Beast-Kin Capital, underestimating the Strength of The Magi, they were utterly defeated. The Beast-Kin, were the first to rally the other races into war with the Dark Ones. Beast-Kin believe in the "Golden road of Everlasting Enlightenment", often learning to use magic as a natural force. An Emperor rules Yasha.
Over time, Feral Harpies became more civilised in nature, breaking off from their more savage cousins, intergrating a civilised society for themselves. This lead to them migrating to Yasha, and joining the Beastkin's capital, becoming more civilised, even earning the Beast kin's respect, despite them having differing spiritual practices. Harpy-Kin was their given name, to differentiate them from their more wild, savage cousins, becoming a avian beast kin subspecies. As stated they have different beliefs in spirituality, being more athiestistic, and less monk like, but, they do seek the deities for guidance, believing them to be once powerful beings that lived long.
the opposite effect has happened to the first Beast Kin race, while some harpies grew more civilised, More animalistic, and more feral looking Beast kin grew to think that they must be more battle ready, and become more war like, but this was met with a negative response from their cousins, who first stripped them of their rights, then shunned them into more of a slum area of Yasha, eventually the more agressive faction fought back, only to be queled with the help of the Harpy-Kin, being exiled from Yasha, becoming even more tribal and brutal in nature, they became to he "Feral-Kin" Larger, stronger, and more beast like. they eventually assimilated into the savage Harpies, taking over unclaimed territory in both the Durge Mountains and the Nakara Jungles. Eventually they soon found leader, a most uncommon sight, a Griffin Feral-Kin, he killed the Harpy Queen with ease, and established himself as a "Messiah" amongst both Harpies and Feral Kin, gathering the largest tribe out of the the scattered Feral-Kin, that is, until a single Feral Kin decided he had enough, Atilax rebelled, seeing this Griffin kin as a "Lying slanderer" eventually gaining his own Tribe, and becoming "Atilax The Feral." The civil war is still ongoing.
Like The Velkari, they are the oldest race of Triton, as they lived upon this land centuries before the younger races. Before the Dark Elves rebellion against the united Elven-Kind, they were all classed as one, despite the three distinctive differences between the sub-races. The Old Elves, or more commonly known as "Desert Elves" were the first, ruled under a Sultan within Barren Wastes, as they left the known lands of Triton, ashamed of their cousins, watching them unite with Humans against The Dark Ones.
Desert Elves live the longest, it is common for them to live upwards of four hundred years of age. Magic is in their blood, as as such they are great, and powerful sorcerers within the Ruined Lands. their animosity for Triton as only grew, seeing the united lands as nothing but a joke, they want to rule Triton, and unite Elven-Kind once again, whilst pushing the humans out of Damaska Plains, their true home, but another, almost forgotten race, want to conquer Triton.
the next Elves are the Wood Elves, the second oldest of Elven-Kind. they grew and lived within Elvenwood, becoming great archers, and hunters, wearing the infamous "Cockatrice Skin" Armour to wage with a great protection it holds. They are ruled by a court, not so much one person, but four powerful "Princes" and "Princesses" that established the Elva'Sheal Ruling Court.
Dark Elves are the youngest of the three. Originating from The Hydrian Marshes, Dark Elves are considered by wood elves as "Cursed" by the Dark Ones. They are secretive of their history and past, and thus it is not known who rules over them, most say it is the "Shadow Guild" themselves. They have their beliefs in numerous god-like beings they call either "Father" or "Mother" spirits, that govern the world and keep the balance in order, the opposite to the Dark Ones, who want to spread chaos and discord through out the lands.
Dwarves traveled to Triton through the Barren Wastes, before the humans appeared. Aided by a a race of giant, almost rock-like beings, calling themselves "Titans", the first of the Dwarven settlements, Durga, was built inside the largest of the mountains, "Durge's Hand." The Titans taught the Dwarves how to create steel, strong like no other, and to fashion some of the most complex, and deadly machinery, both humans and Elven-Kind have had the unfortunate chance to see them in action. Dwarves are a proud, warrior based race, often looking for new ways to crush their foes, and to drink all the mead and ale they can. They worship The Titans as god-like beings who helped them become powerful today. They've begun the crafting of Golems, to try and recreate their Gods, in a living form. Dwarves are ruled under an Warlord, and his court.
Halfings are the youngest of the races, being taller than a dwarf, but shorter than a elf, they are considered a "Mix" of human and dwarf, as they look more human like. They live in small tribes within Elvenwood, shunned by humans and dwarves, Wood elves took them in their lands. They don't have a ruling body, or government, as they follow the Elven Court. They were once slaves, but have recently been freed, with the help of the Forest Rangers
A powerful race of war hungry demons, The Velkari are considered the most dangerous threat in all Triton. They have a very simple, yet bloody rule, unless a Knight-Lord proves himself worthy, by any means, they will rule as Overlord, and thus begin a new age of "The Great March" upon Triton. The Great March, is simply, a march, as Velkari travel past the Shallow Gates, upon the surface of Triton to conquer the lands, and rule with an "Iron Fist" in a new bloody age. Without an Overlord, Velkari are split into various clans, ruled by a Knight-Lord, the most powerful of that clan, who then actively seeks out to prove himself Overlord worthy, sometimes by waging war upon other clans. Velkari cannot die by diseases, or old age, they are immortal, unless killed in battle. it's not known exactly how many exist.
In truth, the Velkari known for the Great March, are one of two dividing factions of Velkari. Sailors, Pirates, and the odd dockworker have tales of "seafolk", Mermaids, or more commonly, Merfolk. Truthfully, they are "Sea Velkari" amphibious in nature, and less volatile than their cousins of land. Long ago, they made the bulk of the Velkari Navy, but decided that going to war constantly was both a terrible idea, and herecy towards their "Sea Mother", The Goddess of oceans and Mutiliation, and as such a bloody, but brief civil war arose between them, until a truce was called, The Velkari left for the Shallow Gates, whilst the Sea Velkari entered a reclusive state away from men and the other races, to live in the oceans, and worship their goddess.
Wight Elves ~
As a civilisation, they are newcomers to the frontier of Dophyisa. As a species, however, the Wight Elves have a history which spans back nearly a thousand years, which may be longer than any other species in the area. Their earliest records show that the original Wight Elves, small and frail beings, lived in their current homeland of Talhah for many years, although it was not in peace. They were slaves to the original natives, great Giants which stood at eleven feet tall, and had an empire spanning most of Dophyisa. Once the empire fell, the the capital lay in ruins, and from its ashes rose several factions composed of Elves and Giants, willing to work together solely for survival. These factions soon grew into settlements, built into the ruins of older cities, and the once bitter species that roamed Talhah blended into one. They became the Wight Elves, and when the city states unified just under a century ago, they became the modern rulers of a single Talhah.
While the Wight Elves may have distinctly elven traits, the name elf is more of a tradition than an accurate naming scheme. Giant blood has diluted their elven heritage too much, and they are far closer related to them than the elves. They stand at seven to eight feet tall, long and thin limbs that are draped with snow white skin. Strong, sharp features mark their faces, with softly pointed ears and eyes that range from dark brown to vivid green. It is believed to be very important to maintain one's hair in Wight society, and men often spend considerably time grooming their beards.
Their society is modelled mostly around the remnants of the old world, and the empire of their giant ancestors. Talhah is reminiscent of Ancient Greece, and is currently ruled by a pantheon of eleven men and women. If it were not for the unification of the Talhan states, these pantheon members would be the current rulers of each of the eleven dissolved city states. These pantheon members are guided by half a dozen men and women each, which are decided through public vote. Unlike other species and races which are often adept with magic, it is rare in Talhah and often shunned. While this has weakened the Wight Elves in some respects, it has strengthened them in others. Using ancient Giant technologies as bases, the Elves have built marvellous contraptions of brass and steel. While their craftsmanship does not rival the dwarves, their technology does.
A seafaring race that live near the sea between the Far Eastern Lands, and Triton itself, upon small islands surrounding the large coast of a yet undiscovered land. While mostly human in appearance, they are very tanned, and have peculiar bone protrusions from their forehead, sometimes creating a faint bone ridge. These often look like horns or bone plates which often mistake them for Velkari when they sail in the night. While these islands are small and homely in some cases, they live most of their lives upon the ships they have built. Maldraadi make up for most of the piracy in Triton, often Triton ships are attacked, not understanding the tongue they speak in. Trained at birth, most of the warriors are exceptionally skilled and strong, often with dual wielding weaponry as their specialty. A Cheiftan Lord rules above the various clans, selecting two more to be his adviser, and commander, along with his own clan to lead the Maldraadi.
A culturally focused Race residing in the Veruvian Isles, the Capital being Kubrala. they love the arts of music, painting, sculpting and anything in between. Often famous for their cuisine, and jewelcrafting, Khulverians are a wealthy race. Angular features, Reddish hair and golden skin and lean body shapes, they don't "shame" themselves by manual labor, or "peasant" work. They prefer to enslave others and use them as their work force, often under a certain magic. This magic was crafted by the older Soul Magisters, a rune set upon the slaves that if they tried to leave the walls of the city, their insides burn up, becoming nothing more than ash. Khulverians keep this side of their customs to strangers, as most think they are just working for their masters. They have a knack for the Dramatic, and flamboyant garbs, often jeweled and brightly coloured. they have tamed the fearsome Drogore, replacing horses as their mounts of choice. They are ruled under the "Grandis" court, five masters, the most powerful being the "Grandis" Master.
A shamanistic race that are spread far across from the Far Eastern Lands to Triton. It's very difficult to determine how many exist, Ryukai state that "A vast ocean of Oklu will rise to lay destruction like the Velkari before them" as a prophecy to something big. they are strange mix of a lizard features and mollusc like features to make a strange creature, often alien compared to others. they are lead by a Shaman.
"The demon bards of the floating gardens of Shell'mac. they are a mysterious, feminine looking race that are hide from attackers, preferring to smoke and sing while they drink and play music for most of their lives. they are the creators of "Bard Magic" and many of the ancient tongue songs still played by Bards to this day.
The Feudal empire of the East, a powerful, and advanced nation, that have kept to themselves until twenty years ago. Ryukai have a vast, nearly war torn history, that precedes even the Elven-Kind and Velkari, by only a few centuries. During their growth as a powerful race, they ran into just as old race, known as The Giants, believing them to be intelligent Do'Sun(Large warlike beasts), Ryukai saw them as a threat, and thus launched a campaign, to at least keep them in check. Ofcourse during when the war was at its worst, The Velkari joined in during their "Great March" period, to conquer all of Triton and rule as the superior race. While the Velkari pushed forward killing the Giants, they suffered heavy losses on their own side, and thus were driven back to Damaska and it's neighboring lands by the Ryukai. In terms of their belief structure, Ryukai are athiestic, believing in not a powerful god or spirit, but they do worship the "Four elements" Fire, Air, Water, and Earth as each have four spirit animals, Ryukai train as elementalists, warriors that manipulate the element their heritage is from. While human in shape and appearance, they differ in some ways, to which they have runs etched into their bodies, sometimes resembling horns, or spikes, and the higher the social standing and rank of a Ryukai, the more detailed tattoos they have upon their body.. The empire can be split into four distinct but similar nations:
Ryukai of The Flame - Often known as the "Blaze Monks" Believed to be born by the flames of Mount Jyoku(a once frightening Volcano). Their eyes are a fiery red, with a tanned skin(sometimes reddish in colour), they are often trained with bladed weaponry, included Katanas, Voulges, Spears, and sometimes Naginatas. They often use their element to coat their weapons in flames, in a frightening manner, which lead to the creation of the Velkari Weapon "Flameberg", but unarmed Flame Ryukai use fire as a powerful bomb often launching flames that either burn alive their targets, or explode on impact. Their runes are shaped like small, horns or spikes, enhancing their speed and power when wielding their weaponry, which are placed upon their bodies for varying effects. They associate themselves with the following animals:
Ryukai of Earth - Often known as the "Guardian Monks" , more muscular than the other Ryukai Elementalists that make up the Empire, being more of labor workers, and making the bulk of the heavy troop and infantry of the Ryukai Army. they are often seen as the Working class of the Empire. Many Earth Ryukai are trained with larger, heavier weapons such as Warhammers, Battle Axes, Maces and the spiked variants. Those that don't use a particular often use their elemental magic more defensively than the others, often creating large constructs of rock from the ground as a barrier. Their spirit animals included the following:
Ryukai of Air - Often known as "Lotus Monks", are of a primarily slender, but athletic build, relying on their greater reflexes an agility for various tasks and missions. Lotus Monks often work in conjunction with the Water Ryukai in terms of strategy, and tactics. Some Lotus Monks are considered nobility, especially compared to Flame and Earth Ryukai monks. Many train in uncoventional combat, using deception and tricks to lure their enemies into a false sense of security, only to take down with blinding speed and deadly precision. Their weaponry is a mixed, for its called "tools" rather weaponry for starters, this includes short katanas, Kusari-Gamas, cat claws, and throwing knives, and many more ranged weaponry, mainly the "Rope Dart", a tool used for various purposes. They often focus on assassination, and sabotage missions, and scouting than the other Elementalists. Their signature animals are the following:
Ryukai of Water - Also known as "Rain Monks", tall and slender, often looking frail to the eyes of others. Water Ryukai are not frail, they are considered the most noble of the elementalists, and are often given sheltered lives away from the rest of society, to be educated as strategists, and advisors for The Emperor. Most weaponry are simply staves, and a unique weapon to them known as Whip Blades, a sword that break down into a whip with ease. Most Rain Monks are considered more as healers, and support mages, helping the other elementalists in time of battle and war. Their spirit animals are the following:
The Deathscale Order -
A secret order that dates back close to the Origins of the Hydrians themselves. When a Hydrian nest hatches, only two, out of a nest of five will bare a birthmark shaped like a half moon, with a reddish shade to it. These young are taken to be trained as deadly Assassins, The Deathscales. Unlike other Hydrians, they develop their natural abilities, by shadow spells, and vigorous training, becoming more flexible, more agile, and deadlier.
They develop a Poison Gland, to which they can spit out venom, or bite, to inject it into their victims. To become a fully fledged Deathscale, a group of 13 younglings are sent within the darkest and deepest swamps of the Marsh Lands, to hunt down a Swamp Kraken, the Marsh Lands most cruel beast. Out of 13, only 3 have known to return. They are then sent out from the Marshes, to start their life as an Assassin for hire. They eventually come back within their last years to train the new recruits. After a certain age, they forever leave their home, to explore the "Basilisk Shrine" a temple The Deathscales have protected for centuries.
The Mages of Soul Spire -
The Soul Spire is a large, Tower situated near the human capital city. This Tower is home to Mages, and is often thought to be a small city in itself. Mages from all races, and all walks of life are welcomed here, so long as they don't endanger anyone, with their experiments. From the Healing powers of a Healer, to the darkened arts of a Necromancer, many Mages come here to learn, and to better their abilities as powerful conjurers of magic.
Beast Tamers of Durga -
Durga, is known to be the largest Dwarven Settlement within the lands, and the Durge Mountains. Within their ranks of warriors, one is held in high regard, The Beast Tamers. Warriors that have developed an ability to train some of the foulest, or majestic beasts in the lands. the most common are Griffins and Ogres, in which they use as a Cavalary, and a Heavy Artillery units in war. The faction was founded by Emerus Max, a simple retired warrior turned Farmer when he befriended a small, young griffin. He eventually taught his children, and then others interested in taming the wild beasts of the lands, untill Emerus established the Beast Tamers Farms.
The Shadowblade Guild -
It is a known fact that The Dark Elves live with humans in their capital city, but a lesser known fact, is the existence of The Shadowblades. Founded for the sole reason to hunt down The Deathscales, Shadowblades are Assassins that use magic as a primary weapon, rather than the Deathscales more natural abilities and bladed weaponry. The most a Shadowblade will use are two Daggers. Trained in the dark arts of sorcery, they can enchant their tools with deadly spells and curses. Little is known still of their inner workings. They are known to dissapear in a dark mist. Since their beggining, they are known more to be Thieves, than Assassins.
The Knight's Legion of Damasca -
The largest Capital City, Damasca is home to the Knight's Legion. Founded by the "Four Damasca Lions" four great knights that united the races against the Undead Army of the Dark Ones, The Legion, have taken their honor, and spirit, only to make a large small army. The Legion train Knights, simple enough, from Barbarians ot Mystic Knights, they join this legendary faction, for the sole purpose of stopping the advance of the Undead legion, a counter forged by The Dark Ones themselves.
Forest Ranger's Camp -
It's often known that The Forest Elves have been in a Civil war for sometime, Between the Elven Striders, and the Forest Rangers, who were once the same. Forest Rangers, much like their counterparts, are brilliant masters of the Bow, Archers of near perfect accuracy of marksmanship. they roam the forests as its protectors, for they will hunt down anyone, or anything that threaten these forests. Often keeping to themselves, Forest Rangers rarely venture out of the woods.
Temple of Magi -
Beast Kin, are known for their belief in the "Roads that lead to Enlightenment", and as such are known as The Magi. Monks that seek wisdom, and to strengthen their spirit through long meditations, vigrous physical training. They are peaceful, prefer to shun weapons, but their martial Arts, and powerful mysticism, is enough to protect themselves, their loved ones, and their home from would be attackers. they are often Underestimated by the other factions.
The Fiend-slayers -
Humans call them "Monster Hunters", Elves call them "Witchers", Dwarves call them "Arrogant pricks with too much power". Warriors, Hunters, all trained from a young age to hunt monsters, and their more evil counterpart, Fiends. They are an order that lie in secret, trained in both magic, and bladed combat. The most common aspect to a Slayer, is the use of a regular sword, and a Silver crafted sword.
The Merchant Trading Company -
All merchants within Triton, have some business with The Company, either to actually start up their own shop, or to get wares from the varying lands that make Triton. They make sure people are buying their products, from the cheapest loaf, up to the most expensive crossbow, fishers, blacksmiths, alchemists, and general goods shops are all linked in some way, through the The Company.
The Bard Houses of Triton -
Not so much a faction, but a number of individual houses who train their Bards, to sing, to write, and every now and then, assassinate. Each house have a small number of family members, and friend members, those who are trained by that house but are not connected by blood. They sing the tales of ages past, wars won or lost, and sometimes the funny ill-fortune of some drunkard.
The common deity the humans associate themselves with. Known as the "One True Lord", "The All-Maker" , "The Great Shepard", Metatron is your run of the mill God. Being something that the humans had taken with them when they first arrived on the shores of Triton, many of the other races dismiss this belief simply because this deity does not make himself known.
The Blackened Sovereign
Many of the townsfolk and farmers will tell you that the Fiend Riders are bloodthirsty, savage, and merciless, when in reality they act more like an army of Reapers that travel across the lands. Their leader, Blackened Sovereign is the only being even The Dark Ones, and rightfully so. The legend is that the first Blackened Sovereign challenged Death himself to a duel, he was on death's door and looked for a quick way to extend his life, even just by a year. The duel was nothing for Death, until The Sovereign conjured a forbidden spell, something that even Death was not prepared. The legend itself is older than humans and halflings, and over time the truth was lost as there are many versions of the legend that are told across the land, even a Bard Song was written in honor of The Blackened Sovereign. He has taken the mantle of Death himself, and often uses his rule and power to take those on death's doors, and give them an ultimatum; Join him as a Rider or take the journey through the next life. Most consider him evil and tainted for worship, but he does have a cult that follow and want to spread the word that he isn't an evil monster like the some of the Dark Ones.
The Dark Ones
Often called Gods, Devils, and Mighty Beings of destruction and chaos. The Dark Ones are powerful beings associated with a force or aspect of this world. In the past, there was 20 Dark Ones that made their home in the Soulspire, but that number slowly dwindled until the Race's unity and their siege upon the Tower. They possess God-like powers, but they are not "Gods" suffice it to say. 5 still live in this world, Victus, second oldest and most powerful was slain by the hands of a band of misfit heroes. They are as follows:
Imperius The Lord of Knowledge, and the Master Fate - The most powerful and oldest of all Dark Ones of the past, of the present, and of the future. Residing in a realm of his creation(Fate's Nexus). Most other Dark Ones considered him close to being part of the Ancient One's Pantheon( a group of old, ancient deities that The Dark Ones worship, and often keep in control of). He mostly dismisses the mortal affairs unless they seek him out for knowledge or to know their fate. Even more rarely he will bestow a "gift" to someone who intrigues him.
Dohmin and Druga The Lords of Pain and Pleasure - Brothers that often act as one Dark One seperated into two forms, one for pleasure and pain. They don't consider themselves to be god-like beings. They prefer to see sadistic or masochistic acts of the mortal races, enjoying and taking pleasure from them. Despite this, they rarely make themselves known.
Spirabila The Queen of Life and Lust - Youngest of the remaining Dark Ones, and currently the most active. Spirabila often searches for unsuspecting travelers, offering them shelter from a storm, or asking help from them, but what she really wants, is to take their life, and keep their souls as one of her "play things" for as long as they keep her attention. As well as stealing life, she can, if she really wanted to offer a bargain to whomever prays to her, to the Disdain of the Blackened Sovereign. Out of the all the Dark Ones past and present, she often refers to herself as a goddess.
Kun'paetku, Lord of Corruption, Master of Flesh, The Soul Eater - Ryukai legend states that a young Blacksmith crafted a weapon of unequaled might, a blade that can slay a Dark One. His love was eaten by Ryasha The Soul Eater, a terrible Dark Spirit that enjoyed the taste of souls and human meat. The Blacksmith challenged Ryasha to a duel, but as Ryasha was slain, he bestowed the Blacksmith with his terrible power and energy. The Blacksmith became Kun'paetku, Lord of Corruption, and the God worshipped by Oklu and Do'Shun alike. He leads his loyal servants, and often grants them powerful magic known as "Voodoo" to the Oklu Shamans.
******Work in Progress******
Like the races, I will add the description later. * indicates a fiend. will add more as it goes along
The reason I don't mark these beautiful, if deadly creatures with a star, is that I would consider Dragons to be another race. Their size ranges from being no bigger than a Chimera to the same size as a Kraken. Most Dragons are solitary, often living within old ruins, caves, and temples, to find peace, or to guard treasure. Many warriors don't want to seek a fight with thise potentially dangerous beasts, but there is one thing of great value, aside from those protecting a mountain of riches, that is Dragon's Fire.
Most warriors, knights, and more, know that if one can coat their weapon and armor in the flames that spew forth from a Dragon's mouth, their equipment become forged by Dragon's flame. A blessing that makes the sword, armor, and what not unbreakable.
Dragon's are intelligent creatures, though few will speak to anyone, preferring to make a meal out of them, unless you are deemed worthy, by either solving a riddle, or besting one in combat. Wise Dragons are centuries old, some even older still, unless they are young, in which case they are arrogant, powerful, and damn well hungry.
It's rare for a dragon to die, let alone of old age, or by "passing on" a term used for dragons that set themselves on fire. What's left within the ashes are two identical babies, sometimes human, other times elven, or dwarven. they known as Dragon Kin.
Don't let their enchanting songs get to you, for Harpies are truly seductive, and evil. Much like their coastal cousins, The Sirens, Harpies are a twisted form of a Bird and a female. Their talons are surprisingly sharp, enough to match the steel of a blade with just as much vigor and swiftness. While a Siren lures its prey, the Harpy hypontizes their prey in an unresponsive state, to which they then feed. they are often seen within woodland areas, but other variants, Like Snow Harpies, roam the mountains. They all follow a Queen, these are twice the size, and twice as vicious.
Sky Serpents -
If one is to explore the Nakara Jungles, one must be preparred to face these slithering, floating snakes. These creatures are not so snake like as their names suggest, appearing more like a snake like lizards with the ability to seemingly fly without wings. They can be as big as a dog, to the size of a large horse, but each one can spit out a acidic stream, that can burn the toughest leather, and the blackest steel. They seem to enjoy the taste of young children, which adds to their more sinister nature. The only sure way to kill one of these creatures is to strike its head clean off, but that's easier said than done.
Intelligent, sinister, an abomination mix of a goat, a lion, and a snake. These creatures are possibly one of the more frightening Fiends that exist. possessing the upper body and head of a lion, plus a goat's head upon the back, with the lower end of a goat, and a snake for tail, these creatures, are deadly by all acounts. Don't let the goat head fool, though, they can cast spells of varying power, making them that much more sinister. I would advise any traveller to stay away from a Chimera den, for their young...are just as vicious
These large, dimwitted beasts can be easily avoided, if one's smart enough. Large tusked, towering, walking beasts of immense strength and stamina, one must still be cautious when dealing with these brutes. they often keep to themselves, collecting unwanted, thrown trash as "shinies", sometimes they have been known to take young females away, it's just something about beautiful young women they are attracted to.
Although they are docile and dimwitted, their strength, and unrivaled anger make them a force to be reckoned with. Be cautious when striking them in their eye, for although you can potentially blind them, they will enter a frenzy, striking the area around to find you, and crush with their fists, or clubs, I've heard stories that the Beast Tamers once used these creatures as large battering rams in battle.
If chimeras, are frightening abominations, than a Manticore is something of a devilish sight to behold. Cruel, calculating, and intelligent, Manticores, are ever more vicious, deadlier, and more frightening than chimeras, but they are more secluded aswell. A man's face filled with razor sharp fangs, upon a body of lion, possessing the wings of a bat and a tail of a scorpion, these beasts are a cruel, twisted version of a Chimera. Manticores are maneaters, and they don't just hunt for food, they do for the pleasure and fun, making their intelligence much more frightening. One must prey to never meet these monstrosities in their lives.
Swamp Krakens* -
The Hydrian Marshes, are arguably the deadliest lands in Triton, for they are home to something more terrifing than a Chimera, more Sinister than a Cockatrice, and crueler than a Manticores. Swamp Krakens are a smaller varient to the Kraken, but are also slightly different, for they possess snake like scales, and keep their bodies truly hidden in the depths of the marshes. luring any passerby with a pheromone that changes their exposed tentacles into a beautiful woman, they are lured within the depths, and are slowly drained of their life, and blood, whilst drowning with the marsh. I would advise anyone(aside from a Deathscale, or a Hydrian) to stay clear of these marshes.
Ogres are the much larger, Marsh Variant of the Trolls. Standing several feet higher than a troll, but a couple of feet below a Cyclops, Ogres are a beast you best not run into. While Cyclops' and Trolls are common within mountainous regions, their cousins make their home in The Hydrian Marshes. Hunched over like apes, resembling a larger, more primitive looking trolls. Ogres are powerful yet agile beasts, towering over a man, but still quick enough to grab one, much like the Cyclops, they too find the female species attractive to the point of abducting them from villages and settlements. They often live in caves, or make a "Wood Den" to live in. they can live up to 100 years of age, unlike the Trolls which is 30, and Cyclops, which is 25.
A deadly fiend species, with a deadly gaze, and a frightening intelligence. While larger than a Chimera, and a Manticore, Cockatrices are a very secluded, and reclusive species, only defending it's habitat, and treasures from looters and explorers. Cockatrices, are Native to Elvenwood, and are often the prized by the Rangers in making powerful armours known as "cockatrice-Skin." Their intelligence is more frightening than a manticores, but it's their gaze, which is their true weapon, for anyone who gazes upon them, are slowly petrified, often taking hours, in an agonizing fashion. their appearance is that of a Wyvern, with a head of a rooster.
A Truly horrific sight to behold. Beholders are a truly evil, frightening creature to look at. A large round eye, with it's eyelids fill with teeth, plus tentacles potruding from the round eye body, this creature is a true abomination. Highly Intelligent, and powerful sorcerers in their own right, these fiends can actually be reasoned with, but don't expect good in return, for they will stab you in the back if given the chance.
The ultimate seige weapon of the Dwarven Beast Tamers. Trolls are hulking brutes, that love to fight, eat, and to break things, and not in that particular order. They are the smallest in their family, Ogres being of meduim size, and Cyclops the largest of them, but Trolls are still not to be taken lightly. with a more ape like appearance, and a third eye, Trolls are the intelligent ones of the family of "Man-Beasts" that live in Triton, and are surprisingly the most common. Cyclops stick to the mountains, Ogres live in the Marshes, Trolls are found from Damaska, to Nakara Jungle, of course depending on the region, they will be slightly different. They are often sort after by Beast Tamers, for a pack of them used in a seige, is possibly just as frightening as a Rabid Cyclops charging full speed at you.
Sabre Wolves -
While regular wolves cane be vicious across Triton, especially if one is left to survive in the harsh lands without food or water, their Elvenwood cousins are a different breed entirely. Sabre Wolves are larger than regular wolves, and possess deadly sabre fangs, but it's their intelligence that is their main weapon. Smart enough enough to understand human speech, they have been known to plan out efficient ambushes, and to employ a deadly cunning when fighting would be hunters. Forest Rangers are trained to be weary of Sabre Wolves, and to always carry a dagger. The speed of a dagger is a safer bet than the a sword's speed.
"The First Vampires" were followers of Spirabila, but Victus offered them power. In exchange of their loyalty he would offer them the gift of the night, a power he stole from Spirabila's very own Dark One Father. To move in the dead of night like a shadow and too see the night as if it's day, to have strength and speed to match a Velkari and to have a powerful form that would represent that power and enhance it. However the change of loyalty did not go without it's problems. Spirabila cursed her followers, for as long as they remained in their current form, they would need to feed on blood and hide from the sun's light. Vampires are not a creature you want to cross, most hunt packs and often hunt very well. their greatest weapon is their ambiguity, for you may never know who is a vampire and who isn't.
"Kings of Snakes" and a title deserving of these wretched, slithering monsters. Children of the Gorgon Queen, these creatures are huge in size compared to Sky Serpents and Feral Pythons. they can reach the size of dragons if old enough and sport a horned Crown upon their heads, regarding their nickname of Kings. Unlike the Cockatrice Gaze, A Basilisks Gaze can do a number of things such as sending one mad, hypnotized under the control of the Basilisk, and even turn to stone. Older Basilisks have often learned the native Triton languages, even developing their own. they are extremely clever and can eve be reasoned with if one is ready to trust a Snake.
Winged beasts as large as a horse and sometimes bigger, Griffins are very majestic creatures to watch. Part lion and part eagle, they are powerful beasts and proud of their size and strength. Griffins possess an intellect unlike or other creatures, they can be reasoned with to form bonds. Beast Tamers treat them with the utmost respect, bowing to them so that a Griffin bows back. That is a sign of allegiance to a Griffin and his tamer. They are the chosen mounts of the Dwarven Beast Tamers and as much make the tales of the Beast Tamers full of impossible odds, and feats of unbelievable bravary.
Elder Griffins* -
Marsh Worms -
Fiend Riders* -
Wrath Wyrms -
Emperor Phantasms -
Cursed Born -
Black Blood Abomination -
The Story So Far
20 years have passed since the slaying of Victus, a Powerful, and mad Dark One who was hell bent on spreading chaos upon Triton, unleashing hordes of unspeakable horrors, such as Vampires, Undead legionaires, and powerful Fiends to spread his corruption. Fortunately, a Fiend Slayer, A dark Elf/halfing Hunter, a Dwarf, and the sacrifice of a MoonBlood Beast kin. Halflings have finally been freed from slavery, but chose to live equally among the Forest Elves with labour work and hunting. Vampire clans have gone into seclusion, their defeat during their unity with their god, Victus, lead to them being exposed, and hunted down by the Deathscales, and Magi Monks, a first for both species. The Knight's Legion drove back the forces of the undead, scattering them, to the point of undead being no more than a common nuisance, remnants of the Undead Legion stil exist, but not as tactical as before.
A new threat, looms over the horizon, an invasion that has already begun, Desert Elves, united by their High Sultan "God", Laseif Kelzan, A dragon kin Elf, has started his campaign, a campaign to drive out humans, dwarves, and beast races from Damaska and Triton, establishing a new age of all Elven-Kind, and age they think will bring Triton back to it's former glory, before the Velkari march once more. This is the tale of an Elven Captain, and his diverse crew of the "Ave Maria."
Here's the CS!
Name: Dakeer "Silver Tongue"
Dakeer considers himself a charmer, flirtatious and playful, when the mood is right. Carefree, and calm minded, He is less strict when it comes to his crew of the Ave Maria. He does, however expect discipline and respect amongst his crew, to which he expects the same given to him. Well mannered, respectful, disciplined, all traits he has kept from his Elven Ranger days, for he quit the Elven Rangers 5 years ago, to be the captain of his ship. Although seen as a generally humble and charming guy, he does hold hidden resentment for both his brothers, and mother
Captain of the Ave Maria/Elven Duelist
Dakeer started training at an early age with the Elven Ranger Corps, Archery, Alchemy, and Dueling, are his main skills. He is considered one of the best Elven Duelist of Sheal, known to the masses the situation and look for breaks, and cracks within the defense of his enemies. He isn't a stranger to fighting multiple enemies, but he does more on one on one combat, thus using more of Duelist swordplay. His Archery is something that is above average compared to the ordinary Elven Rangers, since he was a Major prior to job change to a Captain of a ship. He dabbles in Alchemy, mainly to cure ailments and poisons when dealing with assassins or natural causes from poisonous plants. He also has an affinity with animal life, for he seems to have an understanding, able to communicate and and even converse with animals, as this is apparent with his Sabre Macaw, "Wind", a friend he has known for ten years.
He carries a elven sabre, an assortment of bows and different varying arrows, including rare Dwarven crafted armour penetrating arrows. Also carries an assortment of charms, and ointments for varying effects for his sabre and protection against certain fiends.
His mother, was one of the ruling Princesses of the Elven Court in Elva'Sheal, his father was a common elf, a ranger within the Elven millitary. This lead to ridicule against his father, himself included when he was born. Dakeer was considered a "Bastard" son, unfit for the right to rule within his mother's family. He saw first hand the true law of which the Court governs Elvenwood, and this lead to his rebellious nature for royalty, or any ruling government. From an early age, he was trained as an Elven Ranger, and at a young age(unheard of within the ranks of the Rangers) he was accepted, passing with flying colours. His life within the Rangers was more accepting than a life as a normal citizen, developing bonds with his comrades, and even his superiors.
He became a very popular Ranger Captain after years moving between squad, settling in with a group of misfit Rangers, some deemed too reckless, others too cowardly, but he turned them around into a fine band of Rangers, earning praise from their superiors, and respect from their follow Rangers. It was then tensions rose within the Nobles who supported the Halfling Slavery and those that were against it. Dakeer had always thought of it as something of a taboo, he did not want to be part of it either way, yet he did. A young Halfling was accused of stealing bread, caught by the guards, and given a severe punish, Dakeer stepped in, giving them a beating they would not forget. This lead to his suspension within The Rangers. He knew something had to change, and so he would change it for the better, getting involved in this word of wars. It split the Rangers down the middle, half supported Slavery, the other didn't, and Dakeer became a leader of sorts for those against it. He eventually enlisted the help of Jarren, Ros, Togrin and Yan Zhe, they were on a quest to slay Victus, and Dakeer offered his help in the time they would strike at the Maddened Dark One. After the civil war ended Halflings had finally been given their own freedom to which they continued to do their jobs, wanting to help the Forest Elves with labour they wouldn't be able to do easily. Dakeer left the city, preferring a life of adventure.
For twenty years after that fateful end of civil war, Dakeer traveled on many ships, learning to get his own "Sea Legs" and learning ways of being a captain of a ship of his own. He finally gathered enough coin, and had his own ship built by a friend, "the Ave Maria" a ship he was proud. Finding a crew and a group of reckless adventurers willing to travel across the seas for treasure.
V Work in Progress. V
Name: Luca Belmont
Luca was trained by the infamous Fiend Hunter, Jarren Belmont, his father, making him quite confident in his ability in combat wielding a sword. Being young, and often seen as a brash individual to some, Luca is a prodigy in the field of magic whilst still a learning novice in many spells and arcane incantations. He is quick to boast about his skill in magic, yet when asked to perform such a feat he often freezes up and chants the wrong spell, sometimes with disastrous effects. Luca will fight if need be, if a little scared to at first, considering this a weakness his father would look down upon. He cares deeply for his Father and Mother, and feels obligated to lead a life they would be proud of.
Grimoire of Battle Magic - Allows him to study upon the books content to perform spells and arcane magic of a warring/combat nature, either for defense or offense.
Fiend hunter Sword - A gift from his father, Jarren Belmont. A silver blade used for hunting down creatures of a particularly deadly nature.
Guardian's Sigil Pendant - A gift from his mother, "Ros" for protection against harmful spells.
Black Oakwood Staff - A fine crafted staff used to channel magic with efficiency and accuracy.
Name: Thron Kailoh
Short tempered, and blunt, but also a silent giant. Thron was born into Kailoh Clan(head of the clan being the Commander of the Chieftain Lord) as the middle son and trained in the art of Maldraadi dual combat. Even at a young age the Maldraadi Warrior "Prince" was a force to be reckoned with, more so compared to his peers. However, whilst most Maldraadi cared nothing for tactics and strategy, Thron was different, he knew that true strength came from body, and mind in unison, to which he began to hone his mind like a sword, and train to the best of his abilities. He has a sense of honour that's built like a wall, and preferring upfront combat, as appose to backstabbing and sorcery. He also feels the need to protect the young girl under his care, a Young Damaskan Noble who's family was killed.
Class: Maldraadi Warrior
Thron's father trained him personally, giving him lectures on where to strike an armoured foe, how to wear light leather armour for speed, and for it to be loose for power and flexibility. Middle son of the Kailoh Clan, he was often treated by others as a no one, the Clan already had the son, and then after Thron, the daughters to be married off. While most noble Clansmen yearned for attention, he did not, preferring to train in combat and strategy, to hone his skills and to make a name for himself purely by reputation and skill. Being trained personally by his own father, he developed an unbreakable bond with him, both father and son loved each other dearly, Thron became the son his father was fondly proud of. However, Thron was accused of killing the Chieftan Lord's heir, an accusation where the only solution was Exile from the Maldraadi isles. Thron left his home and travelled with a band of Maldraadi Pirates, crossing over to the Triton Sea. There he engaged in piracy. looting, pillaging at the age of 15 for ten of his years. during that time he met a group, sent to kill the Dark One, Victus. taking the advice of a Fiend slayer, and a Flame Ryukai Inventor, he stayed with the crew, to only better his skill at fighting.
It wasn't long before he decided to leave the company of his fellow crew mates to explore the lands of Triton as a "Sellsword" to gain a few coin. It wasn't long before he was nicknamed "The Manbeast"for his ferocious anger, and deadly skill with his father's Kuldasa, a Maldraadi blade the noble clanswarrior wield.
Grif of Hearts - Agaue Dorcia Del'rhodia
Hellis - "Child"
Nox - Nerinai Raunthu Kurvenas
Korean 242 - Orgon Karr/Orgon "The Slayer"
Rtron - "Durin"
FoxLeFay - Osayathery d'ar Solokiav
Spots reserved for:
Last edited by Darkdrago666; 3 Weeks Ago at 05:22 PM.
"The root of all fear is imagination"
Originally Posted by Jorick
Originally Posted by Jorick
Right. I think I'll start on the map, just so I can get that out of the way.
Reserve a spot for me please. I have some interest in this RP.
Thank you Lillian Thorn for making my signature and Svenn for my avatar.
Realm Of Drageloc (SG): Realm of Drageloc (SG)
My Website Drageloc: Drageloc
I will sit in a chair and reserve me a spot.
Done by Bela <3
Original images done by Elia
Reserve for me as well.
Oh i'm so on this. <3
I don't bite...I nibble.
Originally Posted by Ozymandias
Name: Agaue Dorcia Del'rhodia
Race: Xelysis, Wight Elf
Behind the wooden mask, frayed clothing and natural survival instinct, Agaue is quite clearly a Wight Elf from the region of Talhah. Bordering on seven feet tall, she is a slender figure made of muscled but still rather lanky limbs, towering over most other mortal species but not over her own people. Everything about the Wight Elves though, from their grace to their usually diplomatic nature, seems to have been completely lost on her. Agaue's flesh, what would have once been clear, snow-white skin has been left mattered with unsightly scars and scratches which are usually along her arms and wrists, many of which are too neat to have been anything other than self-afflicted. What truly points her out as a difference though, an oddity, at the lines marking her skin. Looking almost like healed over scars, the repaired flesh is grey like ash, and spiral round her body in delicate swirls. As much as Agaue has tried, no amount of healing can remove these wounds. They are part of her.
Her face, usually covered in a decorative wooden mask, manages to remain mostly untouched thanks to the protective cover, although her sharp elven features have still been weathered. Thin, pale lips and a sharp nose mould her face, along with a pair of lightly pinched ears. Eyes, rimmed with dark circles, are a thick bronze colour, flecked with darkened patches. The one thing that does still remain close to Agaue, forced into habit, is the treatment of her hair. Thick, black/grey locks sprouting from the back of her head, is a cacophony of braids that weave back into a bun, kept neat and well groomed. Some whole strands of her hair fall straight down, refusing to be kept back in an organised fashion and are decorated with beads and small runes of varying colours as is common in Wight Elf territory.
Personality: What was once a cheerful and otherwise sane being, perfectly ordinary and content with life as it was, was crippled and slaughtered long before her time. While Agaue had managed to maintain a sensible and rather pleasant disposition for a while after her “infection”, the disturbed thoughts and wishes of the Dark Ones has left her a shaken creature. Agaue is quiet, almost deathly so, often afraid that the Dark Ones will twist her words, and those that she does speak are often stuttered or very brief. Time away from the modest settlements of Talhah where people thrive, Aguae has derived herself of a lot of human contact. Unlike some who it might turn aggressive and territorial, Aguae simply struggles to manage in larger groups, particularly in the company of strangers. The whispers of insanity, falling from the lips of the evil gods themselves and spilling straight into her mind, trickling through her thoughts like a stream, are constantly distracting the girl. Prolonged thought is difficult without distraction, and so often her movements or actions are irrational and unplanned. While she tries to block them out, which often results in a painful migrane, it is not unknown for her to spend hours listening in on their conversations, their juicy tales of chaos can be impossible to resist, and it is only the words which pierce straight through her that are difficult for Aguae to take. Briefly words of her old self will break through, often without warning or reason, and will simply be in those brief moments where Aguae does not feel pinned down by the Dark One's will.
Class: Soothsayer – cursed one.
Skills: Agaue's primary skill is that of survival. In many Wight Elves their survival instinct is beginning to dim, replacing itself with logic and reasoning, but in Agaue it has been forced to thrive. Mostly taught to her by an “old friend”, Agaue is fairly proficient in the art of staying alive without relying on civilisation, such as hunting for food both animal and vegetation, finding clean sources of water and crafting shelter. Her more unique skills, however, were born from the Dark Ones, either as a gift or a curse for Agaue. They granted her two abilities, both unique and useful. The first is the ability to soothsay. Using runes, and occasionally other mediums, Agaue has the ability to throw questions into the wind and receive answers. This can answer simple questions, usually those with only two options, and works as her guide to the world. Becoming reliant on it, Agaue would be lost without this ability. The second is a cruel twist on the ability to heal. Instead of repairing flesh, forcing wounds shut, Agaue can transfer organic matter from one point to another. If an ally bears a knife wound, she may repair that wound quickly and without effort, but the damage is transferred to her, healing the target but wounding the host. Whilst painful, it has its advantages in combat. If wounded in a fight, Agaue can transfer that wound to a nearby foe, healing herself and damaging her opponent.
Equipment: Unskilled in the use of weaponry, the only thing Agaue carries that could be considered a weapon is a single knife, fashioned out of a sharpened stone and string for a handle grip, which is then in turn holstered to her right arm. It is designed more for harvesting animal hide and wood than armour or flesh though. For more practical use, the back pack slung over Agaue's shoulders contains just about everything she might need for survival. Crafted from animal hide and sewn together rather hap-hazardly, it holds long-lasting food, water skins, rope and a sleeping bag, along with a few of the local coins should she need them. Her most prised possessions, the half a dozen stone runes which Agaue uses for her clairvoyancy, rest in a small satchel inside her left sleeve. They are carved from stones into a bow tie shape, and are marked with different runes. Three are made of black stone, patterned with white runes, and the other three are made of bone, kept white but etched in black.
SpoilerAgaue's tale begins in Talhah. It does for many Wight Elves, as few leave the country permanently, finding few other places that suit their needs. She was born in the north, specifically a region called Dalophyn that is well known for its port towns, thriving trade industry and deliciously warm weather, which itself is built atop the ruins of an equally prosperous port town once owned by the giants. She found herself settled in a comfortable if hectic life, although it was not without its twists and turns. Her parents were rather wealthy individuals, her father working in the upper echelons of the Myrsi o Trepol Xelysis and her mother a medicine worker of considerable skill, which placed her family in the higher reaches of the social classes. It came with all of the benefits that one might expect, and with the bounty of Talhah at her family's fingertips her life seemed settled and slightly spoilt. That last one was certainly true.
Along with her brother Massius, her fraternal twin with a knack for just about anything he set his mind to, they spent most of their childhood thrown back and forth between their tutoring at home and the training at the juvenile branch of the Myrsi o Trepol Xelysis. It was hoped that they would one day follow in their father's footsteps, and maybe even surpass him when the time came. Even from an early age they seemed to have the talent for it, and like any good parents would the two children were pushed on to the best of their ability. Agaue knew she was lagging behind her brother in a great many aspects, but they dragged themselves through the mud and ash together.
As they aged, moving through their teenage years, they continued to show great promise in all fields that the Pact taught. They were often considered a pair of madmen, specifically Massius, who spent half of his time rambling on about how science would one day be strong enough to defy even the Dark Ones. It was Agaue who kept him tightly on a leash, knowing such ideas to be foolish. It would, unfortunately, lead to the downfall of both of them. Massius, in his lust for knowledge, had begun experimenting.
Agaue doesn't quite know what he did. What kind of vile concoction he must have brewed to get his results, even she couldn't guess and she was the closest to his equal anyone knew of. Whatever it was it certainly was not anything of mortal brood. There was no doubt it was magical in design, both the creature spawned and the ritual needed to bring the demon to life. A black mass, surrounded by writhing appendages of ashen flesh, glistening thorns, teeth and claws. It could only be described as something out of a nightmare, but as Agaue turned to face her brother she saw little more than a giant grin splattered across his lips, no fear in his eyes. The beast before the two of them spoke in strange tongues, a language that bore no resemblance to anything that Agaue knew of and she doubted anything spoken in the mortal world, and yet each mutter was as clear as daylight. Its name, Imperius, a Dark One who embodied knowledge and destiny. Massius' quest for knowledge had dragged him to the very fountain of it.
Imperius continued to speak, his tone seemingly both calm and one from a wise man but furious at the same time. There was no facial expression for Agaue to judge, and slowly his speech became more fragmented, as if giving up trying to mimic mortal speech, and soon she lost track of the creature's voice entirely. It became nothing but a sickening wail. Massius, however, seemed transfixed on the monstrosity before him, but it was easy to see he was becoming more and more sickened by his decision. His face turned from awe to horror, and for a moment Agaue could almost feel Imperius staring at both of them with its eyeless body, her own vision engulfed by the Dark One's power. Agaue felt her life, her very essence torn from her body, her strength vanishing back into the abyss. She struggled, but it was no use, and even though Agaue's body and mind told her that same thing over and over she continued to fight it. She just felt herself frozen, the cold biting at her numb skin. For a moment, Agaue believed herself to be dead. But if that were true, where was the next existence? The world beyond the one she called home? If this was it, Agaue had been sorely mislead.
What she woke up to was blurry and faded, a living nightmare filled with shadow. Her balance lost, her vision vanished and her stomach voiding its contents. She stumbled back and forth, unaware of her location, although she was sure that she was no longer within the confines of the Pact's school grounds. She felt the breeze brushing against her hair, thick trees striding in the way of her path and cold hands gripping at her legs. But Agaue kept running, unable to do anything else.
She woke up in what appeared to be a cave. Agaue lay on the floor, her body supported by a light smattering of grasses and moss, and the room if you could even call it that, illuminated by the faintest cinders that flickered in the corner. Her legs felt weak and she could barely drag her eyes open, but she did her best. Agaue glanced over her body, assessing the damage without the energy to move. Her limbs were now lined with bizarre markings and lines, forming eloquent patterns across her flesh in a sickening grey colour. Her mind was in a much worse state, still filled with delusions and hallucinations, watched as a great beast stumbled into the cave, standing tall on two legs and its body wrapped in thick vines and plant life. Without the energy to resist the creature or the nerve to choose whether it was real or a trick of her mind, she simply lay there groaning, preparing herself to be cut into pieces and become the creature's feast.
But it did not threaten her. It provided her with food, water and medicine. It was her guardian angel, nursing her back to health by tending her wounds and curing her sickness over the course of the next few days. If it were not for him, Agaue would surely be dead, and it is a debt she has yet to repay. When Agaue felt she would be able to take the trek home, wherever that might be, she was met with disappointment. The beast had purposely chosen this as its home because of its distance, and did not know the direction to the nearest town let alone Talhah, assuming she was no longer in the country. Furious and unwilling to give up, she stubbornly set out in a single direction, her legs heading the long march home.
She did not last long, plagued with nightmares and visions of chaos and on the second day of her travels, without the skills to survive in such a treacherous environment she fell quickly, once again waking up in the home of the plant beast. He had rescued her from scavengers for a second time. With little other choice, she was forced to learn the ways of the land. The beast was unwilling to leave its home, even to escort Agaue out of the forest, but was willing to teach her the extent of survival. A subject that was unclear to her, but a fast learner she was willing to be taught.
And so she did, and picked it up rather quickly. It was during these tests that she realised that Imperius had not only dragged her from her home, but had left her with his mark, the veins of black that covered her body. The Dark One of destiny had left her with the ability to read changes in the world around her. To make remarkably accurate guesses by simply waiting and watching. How appropriate. While inefficient, she soon learned to hone the talent through the use of runes, and later learned of her ability to transfer organic matter from one point to another, inflicting damage on targets and repairing it on herself, or even visa versa. Imperius had dug into her flesh far more than she had realised, and to this day Agaue is unsure she has revealed all of the power he has cursed her with.
It had been no less than a year before Agaue finally believed it was time to leave. She did not want to make the goodbye prolonged, and so a simple nod and a smile was all she gave before wandering off into the wilds, past their known territory and into the unknown. Agaue walked.
It took many days before the trees even began to spread thin, and even longer before she could safely say she had left the thick jungles and swamps she had lived in. Once free of the forest's confines, it was not long before she had found herself a place of civilisation. A small townstead that she had never seen nor heard of, and while Agaue did not speak the language of the natives she was able to procure herself a map. If it was correct, she had not just left the country but she had moved across seas and islands to reach a point almost on the other side of the Triton sea. She barely recognised the map of the Talhah, the tiny peak at the bottom of the map, but with a map she now knew which direction to head.
Travelling west took weeks, far longer than Agaue had ever anticipated, and even with her movements swift and efficient it helped little. By the time she reached the borders of Talhah she felt as if it had been far longer than a year. It had been a lifetime, and Agaue was a very different woman now. The idea of revisting home was terrifying. Would she even be accepted? Magic was and still is considered a great taboo among Wight Elves, as were the Dark Ones, and Agaue was now a boiling pot of both. Would it not be better to leave them thinking her to be dead or simply missing than pulling up the old wounds of her original disappearance. Did she even want to go back? Her life had been... good, almost, with the beast. It was intruiging, and a message that the world was not in her books. Her kin could be the inventors, Agaue wished to travel.
And so she did.
Last edited by Grif of Hearts; 4 Weeks Ago at 06:02 AM.
So I got the go ahead to join this :3
I shall update this with my actual bio later.
made by the ever charming and talented Lillian Thorne.
Can't wait, sugar.
I need to finish my CS, don't I?