The Torn Realms of Terra have forever been fractured lands, whether in outright war or on rarer occasions, tense and mistrustful ceasefires. The people and places of these lands ravaged by an endless struggle, the only struggle. Light against Dark, Nephilim against Revenant.
Since memory began Raziel has created order out of the chaos of the realms, forging iron-bound law to land and creature alike, lighting the blinding fires of civilisation. His children held up the beacon, and enforced the laws upon all neutral races against the darkness of Alithe, the shadowed one and her monstrous children. It had always been this way, Raziel against Alithe and those born otherwise stuck in between.
The Chaos of Alithe and Raziel's Order sparked the creation of the world: Alithe created the land, that at the time resembled a wild mess of what the religious would call "Hell," and Raziel's order tamed the land and created the races, born to uphold the peace. However, this displeased Alithe, who now challenges Raziel for control of the land so she can return it to it's "proper" image.
Two ancient beings, the embodiment of Law and Chaos, Raziel and Alithe, destined to be at war until the end of time itself. There will be no victor, as one cannot exist without the other...
They oversee life and death, bestow and revoke power, create and destroy...
Full Name: Raziel
Age: Unknown, beyond recollection
Birth Date: N/A
Race: Angel
Alignment: Creator and Leader of the Nephlim
Hair Colour: Silver
Eye Colour: Lightning Blue
Face Shape: Angelic, slender
Skin Tone: Fair
Height: Varying between 6ft and 20ft
Weight: N/A
Body Type: Slender but muscular, for lack of a better expression; Angelic
Natural Markings: N/A
Scar(s): N/A
Tattoo(s): The original versions of his children's runes.
3 Words: Will Of Iron
Like(s): Order, Peace, Alithe's lands burning.
Dislike(s): Chaos, War, Alithe's lands not burning.
Colour(s): Electric blue, White
Time of Day: Sunrise
Food: Angels do not eat.
Animal: Eagle
Place in Terra: The Institute
Raziel's past is constantly questioned. He has existed longer than all memory can serve and has remained unchanged. Obviously there have been many questions of whether he serves God as the Humani religion claims, however he has never mentioned anything of a God and his Nephilim children revere him and him alone, reporting to none higher.
aziel resides now in what can only be assumed as Heaven, returning to earth when necessary to oversee his rule of Terra and aid his Nephilim children. His aspirations remain the same, as if carved in stone. The peace shall be kept, the darkness kept at bay. The Accords shall, as always, be upheld.
Raziel; The Avenging Angel and force of order, however harsh in this word. He is the ruler and creator of the Nephilim, his divine children and enforcing soldiers of his Law. Eternal and unforgiving, his Law has held a hard peace.
Full Name: Alithe
Age: Unknown, lost in history
Birth Date: N/A
Race: Angel
Alignment: Mother and Creator of the Revenant
Hair Colour: Black
Eye Colour: Hazel - may turn black when power is elevated.
Face Shape: Angelic, heart-shaped
Skin Tone: Fair
Height: Varying between 5ft and 20ft
Weight: Unmeasured
Body Type: Slender
Natural Markings: Nil.
Scar(s): Nil.
Tattoo(s): Nil.
3 Words: Sarcastic, Manipulative, Ruthless
Like(s): Chaos, War, Causing trouble for Raziel
Dislike(s): Raziel, Order, Peace
Colour(s): Black, Red, Purple
Time of Day: Midnight.
Food: Angels do not eat.
Animal: Cat (namely her familiar, Tzeen)
Place in Terra: The Wasteland
Special ablilty/ies:
> Life absorption
> Size manipulation (can grow and shrink in size at will)
> Soul-stealing (self-explanatory)
> Mental control of others.
> Reality-bending.
Alithe's existence is a mystery, and there have been many rumours passed down through the ages regarding who she actually was: Was she a fallen angel, hell bent on revenge? Did she serve what the Humani called "the Devil"? The truth of the matter was that she was born out of Chaos, born as it's very embodiment. Alithe created Terra to be her domain, until Raziel had taken over, rebirthing her domain into a land of peace.
Alithe now only controls a small part of Terra, and she aims to reclaim it no matter what it takes.
Alithe lurks Terra's dead lands, now and again hiding inside of a mortal shell to tempt the mortals to her Villa in order to steal their humanity and forcibly gain their loyalty. In her free time, she simply causes Chaos for the pure reason to just irritate Raziel and make him have to clean up the mess.
> That one time Raziel through a match at her.
> The revenge she got by hiding a shadow demon inside the suit of armour in his study.
The mother of Chaos itself, the head of the Revenant who shun law and light. She takes power and life, leaving nothing but empty shells wherever she may roam... None but the unliving has ever laid eyes upon her, leading some to believe that she doesn't exist.
The Nephilim are keepers of Raziel's law; his divine children. They are citizens blessed by the Angel himself, or are children of Nephilim before them. Nephilim see themselves as righteous soldiers of Raziel, and therefore they often act far superior to the neutral races and despise The Revenant, children of Alithe, beyond all measure as they are sworn enemies. They reside in the Institute, a great church fortress built upon hallowed ground, fortified to defend against the legions of darkenss.
Although the Nephilim have always been few in number, since the last great war against Alithe's dark forces some 500 years ago, there are fewer than ever. It is only through a respectful fear and great personal power that they hold the accords and laws governing the tenuous peace among the distrusting neutral races going though now even this influence wavers as they are spread thinner and thinner. No longer do they have the power to challenge Alithe directly and worse still, as tensions rise there are those among the Neutral races that believe the Nephilim no longer have the power needed or even the right to govern and protect the realms. Many have forgotten the danger of Alithe and her minions and governing bodies vie for ever greater control and influence among the realms, splintering the races further.
To add to the distrust against the Nephilim, they are given near ultimate authority over law, able to act as judge, jury, and executioner. Although each Nephilim is free to choose most aspects of his or her armament, there are a few key features that define them out of any crowd:
* An ashen white cloak as standard (Some Nephilim choose to adjust it's length and alter in different ways). The cloak is imbued with a few enchantments such as waterproofing and the fabric equalling armour in combat.
* Tattoo-like markings of the Runes handed down from Raziel, granting various powers and abilities (will be discussed later)
* The Braidh: The Braidh is a blessed artifact forged specific to each Nephilim that holds two forms. It is able to take the form of a hand and a half sword, as well as a slender long chain only just thicker than a silver chain necklace. In both forms the braidh is embewed with a number of useful traits. Although not all a known, it is known that the Braidh is able to cut through any enchantment and there has yet been an armour to successfully turn aside the Braidh in sword form. Not only this but the Braidh is the primary tool in capturing criminals, as once the Braidh has been wrapped around the wrists of a being whilst in it's chain form, all strength and power is sapped from them, rendering the being helpless. As the Braidh has been forged to the fabric of each nephilim, all it's powers become inert when not weilded by its rightful owner.
To become nephilim, a character must seek out the nephlilim stronghold, the Insitite, to be transformed by Raziel. If deemed worthy, they will be transformed into a nephilim. The process is dangerous and there are those that do not survive.
i: No race may kill humani but the humani themselves.
ii: None shall consort with that touched by Alithe or darkness
iii: To attack the Nephilim is to attack Raziel himself.
iv: Treaties signed in witness of nephilim are to be upheld as law.
The Revenant are the children of Alithe, to whom they owe their power to. Alithe has bestowed the gifts of supreme strength and speed to her children, but at the cost of their humanity. Revenants shun Raziel's light, and will seldom leave their keep while the sun shines.
Revenants are described as dealthy pale and white eyes that struggle to see in harsh light. Their necks and chests are covered by heavy, lightning-like scars gained from the brutal turning process - which most will show off proudly. Revenants dispose of most of their personal possessions, save for their weaponry - as everybody is the same to Alithe, everybody must dress accordingly. Revenants are equipped with black armor, and they are protected from Raziel's light by dark, thick cloaks that cover most of the creature's body.
The Revenant are a very proud group, looking down on the law-abiding Neutrals and especially the Nephlim. Revenants are fiercely loyal to their "mother," and seek to destroy the Nephlim and their leader, Raziel - letting Chaos reign. They reside within a seemingly abandoned Villa deep within the darkened Wastelands, where life no longer exists.
To join the Revenant, one must find the abandoned villa and seek out Alithe: You will then lay down your life to serve her for the rest of eternity. The transformation is painful to say in the least, and you may never leave your new "family", as the punishment is far worse than death.
Life Expectancy: 80-100yrs.
Primary Habitat: Wellborough and the farmlands.
The race of man, whilst born with no great physical attributes of their own, they are able to practice most forms of magic as well as wield most weapons.
As the humani tend to abuse Terran lands for their own gain, they are generally viewed as a nuisance to many of the other races. This isn't to say that the humani are not respected - through eons there have been many humani heroes, from Ruilles the Brave to the formidable Luc Beastbane.
Life Expectancy: 70-80yrs.
Primary Habitat: Volkungthad
The dwarves are one of the oldest Terran races, held up in the caverns of Volkungthad; they are an interesting race, and it has long been argued as to whether they stole the runes of Raziel to model their own after or whether the designs were given by Raziel himself; but it is likely that we shall never know the truth as Raziel seems to have a grudging acceptance of their race and the dwarves hold their secrets well.
Dwarves stand on average between 4-5ft, but their size should not make you underestimate them as their bodies are made up of corded muscle, making them some of the heaviest set of the mortal races. It is assumed through observation that the average dwarf lives up to about 160 however the royals seem to live much older for reasons unknown. Rumour has it that the extended life simply comes from their absolute stubbornness to not die, let alone risk handing the throne to another clan.
There are 3 main clans that head the 3 guilds of the dwarven empire:
The Stonebreakers head the mining guild that endlessly delves deeper into the depths, hauling out vast quantities of valuable raw material that is coveted by the rest of the races in Terra.
The Goldenbrights head the merchant guild, with all trade and commerce falling under their jurisdiction. It is through the Goldenbright's that the dwarves trade their precious materials and from them that most lorekeepers (Much like a lawyer for internal disputes and recording grudges) are drawn.
Finally, the Soothammers head the engineering guild, which not only is in charge of all technology development and hall maintenance; they also run the world renowned brewery in which ale that is coveted second only to gold is brewed and held with the lesser batches being sold to the outside world.
Each guild is run by a council made up of lesser family lines and the main family acting as a Thane. All 3 main families kneel to the High King who is currently High King Groumrick of the Soothammer line however he is old and rumours whisper of his reign coming to an end.
What must be remembered above all else is that the dwarves are an incredibly stubborn and absolutely bureaucratic race. Each family retains a lorekeeper to hold their Book Of Grudges. These immense books weigh and tally every slight against that family and guild. The high king himself has two lore keepers, one to hold the Great Book Of Grudges and another to hold the Book Of Lore, in which all protocols and laws are written to the letter. Through eons of slights and claims to land rights and the like, as the High King nears his end, the 3 clans scramble to call forth ancient claims and rights that they believe lay their claim on the throne. This squabbling seems to be without end and there are those that fear the disputes will fracture their kingdom, yet no-one will back down.
Though the dwarves rarely interact with other races, the flame spirits are a different story. Since anyone could remember (and the dwarves would know), the spirits had acted as neigh on slaves for them. Within the depths of the dwarves' immense furnaces, the flame spirits provide and tend to the flames so that industry may continue.
Life Expectancy: 250-300yrs.
Primary Habitat: Deep Terran Forests.
The elves stand taller than the humani, averaging 7ft with their own slender beauty.
They tend to hold disdain for those who destroy their forest home and use their speed and martial ability coupled with nature magic of which they are adept.
Life Expectancy: 190-200yrs
Primary Habitat: Norione Village
A winged being that stands only the size of a humani child. The fae are rather mischievous, but not malicious. Much like the elves, the fae live in the forest, and even aid the changing seasons with their magic.
Fae are highly allergic to iron, as it burns them to the third degree.
Life Expectancy: 60-65yrs
Primary Habitat: Aelarian Penninsula
Creatures of intense curiosity and suspicion, the Corvi are are humanoid race of bird like creatures. They are adept rogues and pickpockets. They're winged and able to take flight however most magic is lost to them, only able to talk to their avine flu and manipulate shadows for cover to a minor degree.
Life Expectancy: 150-200yrs
To put it simply, an elemental is the embodiment of an element of the Earth. Their bodies seem to just be made from such elements, and they are at full control of their power, far surpassing that of a element-wielding Humani.
Due to their connection with the living earth, most elementals are either neutral or aligned with the Nephlim. The only elemental breed that would even consider helping the Revenant are the fire elementals, due to the freedom of engulfing the world in flame.
Depending on their birth element, elementals are settled in the following locations:
Earth - Forest/Wasteland, often settled with elves and centaurs.
Water - The Lake of Terra, and Norione Village.
Fire - Underground, often settled along with the dwarves.
Air - Closely associated with the corvi, they live among them in the Aelarian Peninsula.
Life Expectancy: 45-50yrs
Primary Habitat: Deep Terran Forests
Horse body from the waist down, the Centaurs' are a free and spirited race, quick to love and quick to hate. Impulsive and throwing themselves fully into all they do.
Centaurs lean away from all magic, keeping to their physical abilities and weapons. There are few better with a bow or spear.
Life Expectancy: ????????
Primary Habitat: Deep Terran Forests
Treants are the ancient animate and sentient tree race.
They stand on average at 9ft tall, and are able to manipulate their wooden body to their will. They may, albeit rarely, form themselves to even be non-humanoid; for example they make take the form of a giant snake or a boar. They tend to be friendly to all, except perhaps lumberjacks.
(Note: You don't have to use every section, but it is preferable if you fill out as much as you can.)
[OPTIONAL: insert character image here]
Full Name: (self-explanatory)
Age: (self-explanatory)
Gender: (self-explanatory)
Birth Date: (dd/mm)
Race: (self-explanatory)
Alignment: (Nephlim, Neutral, or Revenant?)
Hair Colour: (self-explanatory)
Eye Colour: (self-explanatory)
Face Shape: (heart-shaped, oval, round, etc.)
Skin Tone: (fair, olive, tanned, etc.)
Height: (centimetres AND ft/inches)
Weight: (kg AND lbs)
Body Type: (petite, slender, muscular, etc.)
Natural Markings: (beauty spots, birthmarks, etc.)
Scar(s): (where are they and what do they look like?)
Tattoo(s): (where are they and what do they look like?)
3 Words: (What 3 words would best describe your character's personality?)
Like(s): ()
Dislike(s): ()
Want(s): (What is your character's ultimate goal?)
Fear(s): (What do they fear most in the world?)
Colour(s): ()
Time of Day: ()
Food: ()
Animal: ()
Place in Terra: ()
Special ablilty/ies: (What can your character do that most can't? Do they have a special power?)
Good at...: (What can your character do well? Cook, hunt, drink anyone under the table?)
Bad at...: (What is your character not so good at doing?)
Good Habit(s):()
Bad Habit(s): ()
(Where was your character born? What was their childhood like? What did they do to get where they are now?)
[At least 3 paragraphs]
(Where are they now? What do they do? What do they hope to achieve?)
[At least 2 paragraphs]
(What specific memories of their past stick into their mind? Good and bad.)
[Can be in dot points]
The land of Terra is predominantly forest, which covers at least two-thirds of the land. The land is surprisingly tranquil, given the everlasting war for control of it.
Terra has been relatively untouched by man, having only a handful of clearings in the entire forest.
E (Underground) - Volkungthad
N/W - Lake of Terra/Norione Village
S/W - The Institute
S/E - Graveyard
The floating city situated above Terra was created and is maintained by Air Elementals and home to the Corvi population. Due to the strong gusts and the sheer distance up, it is impossible for any other race (including the winged fae) to reach the Peninsula without the aid of an elemental or Corvi.
The dwarven city is buried deep within the earth, carved out of rock and flame. Due to the rich mineral deposits, Volkungthad is a rich mining city, the perfect home for the hardy dwarves and flaming elementals.
Nestled among the nature of Terra's vast forest lays the town of of Wellborough. Initially just a human settlement, it has slowly developed into Terra's capital city: Wellborough is neutral territory, under the protection of large runic structures that momentarily dispels all a being's magic power, only waring off once they leave town.
Pinned up outside the tavern is a roll of parchment with bounties upon it. Here people can post up new hits or take on those hits for rewards.
On the outskirts of town stands The Silver Swan Inn , more commonly referred to as simply The Tavern, where travellers from all walks of life stop by for a hearty ale.
The interior is reminiscent of an old lodge, having been built with old oak from the forest. A large stone fireplace takes up a whole wall at the rear of the tavern, accompanied by large arm chairs and fur rugs.
The Tavern is owned by a young Humani woman named Skye, having inherited it from her elderly father.
Full Name: Skye Fostiere
Age: 26
Birth Date: 01/12
Race: Humani
Alignment: Neutral
Eye Colour: Blue
Face Shape: Heart-shaped
Skin Tone: Fair
Height: 5'3" / 160cm
Weight: 60kg / 132lbs
Body Type: Petite
Natural Markings: Nil.
Scar(s): Nil.
Tattoo(s): Nil.
Like(s): Foxes, flowers, serving customers
Dislike(s): Brawls, war
Time of Day: Dusk.
Food: Anything lemon flavoured.
Animal: Fox
Place in Terra: The Tavern
Last Seen: South-Eastern Wellborough
Reward: 300gp Dead, 450gp Alive
The butcher has plagued the South-Eastern slums of Wellborough. This killer has no preference when choosing his victims, and will murder and mutilate them in the most barbaric ways possible, and will leave the skinned and scattered corpse on the steps of their home.
Suspect is armed and incredibly dangerous - approach at your own risk!
The lake of Terra lays not far west from the capital, and is the largest lake in the entire land. The lake is the largest clearing in Terra, and a popular relaxation location for citizens. Situated above the waterfalls is Norione Village, home to the fae and water elementals.
The lake is believed to harness a mystical power that will heal those who know how to summon the spirit of Terra itself.
TO THE INSTITUTE
[A sign in staked into the ground, leading to the continuing path]
Upon hallowed ground is protection and refuge offered in Raziel's name to those worthy.
Children of Alithe be warned, beyond lies your destruction.
------------------------------------
EXTERIOR:
The walls to the institute are solid blessed stone and are covered with Raziel's markings to reinforce them. The gates are solid iron with the same markings etched upon them. The Institute lies upon hallowed ground that burns and forbids dark beings.
INTERIOR:
The white-stone walls are lined with bookcase after bookcase, overflowing with ancient books, tomes, and scrolls. Nephlim are expected to live in the Institute, so the entire lower-west wing is reserved for boarding rooms.
Walking into the blessed building feels like walking into the heavens themselves; the building is light and decorated with tapestries and high-quality handmade furniture.
There is only one graveyard in Terra, and it is located as far south as the population could possibly push it, which ended up on the very border of Alithe's haunted wasteland. All dead is buried here, regardless of race or faction, even though it is blessed by Raziel to keep the dead down.
TO THE VILLA
[An old sign marks the opening of a pathway, barely standing straight in the rotting soil]
The barren wastelands lay beyond. A trecherous path for those seeking Alithe and her Villa.
Nephlim beware, your end is imminent upon setting foot on this land.
The head lands are haunted by shadow beings clad in large black cloaks. They don't seem to attack Neutrals unless provoked, though they will attack Nephlim on sight. It is extremely difficult to to survive a shadow demon attack or to kill one (but be warned, kill one and more will come).
Since memory began Raziel has created order out of the chaos of the realms, forging iron-bound law to land and creature alike, lighting the blinding fires of civilisation. His children held up the beacon, and enforced the laws upon all neutral races against the darkness of Alithe, the shadowed one and her monstrous children. It had always been this way, Raziel against Alithe and those born otherwise stuck in between.
The Chaos of Alithe and Raziel's Order sparked the creation of the world: Alithe created the land, that at the time resembled a wild mess of what the religious would call "Hell," and Raziel's order tamed the land and created the races, born to uphold the peace. However, this displeased Alithe, who now challenges Raziel for control of the land so she can return it to it's "proper" image.
1) Respect the GMs - their word is law.
2) No God-modding, Meta-gaming or anything of the sort.
3) No killing off other characters unless permission is given by both a GM and the player.
4) If you join at least try to be active. If you struggle to keep active then please at least let us know so we can deal with the absence/lack of activity accordingly and so we do not assume you have abandoned the RP. Let the GMs know if you're going to be away from the RP for a week or more, just so we know that you haven't left and kill off your character.
5) Gore and Mature themes are allowed to a certain extent but isn't the main focus of the RP. Anything sexual must fade-to-black and taken to PMs. No-one wants to see you gettin' it on.
6) You may create as many characters as you can handle, however CS's must be approved by a GM before you can role-play with that character..
7) Be sure that you give some notice in the OOC or PM before joining interactions between other players - they might have already had the interaction planned out and may not wish for an interruption.
8) If we feel you as a person will not fit into the RP, we have the right to reject you from the RP. We may also reject any characters we feel do not fit into the RP also. This however will be down to your attitude and how you act towards others and the GM's and if you are arguing something about your character with a GM that has been rejected/asked to change.
9) Please do not continuously speed-post: For extended conversations between two people or small groups (that are done in private places so there wouldn't be a chance for others to join in the conversation), please take them to the PMs. This also goes for smut. There will be no sex scenes in the forum. Firstly because it goes against the forum's rules, and frankly no-one wants to read it.
2) No God-modding, Meta-gaming or anything of the sort.
3) No killing off other characters unless permission is given by both a GM and the player.
4) If you join at least try to be active. If you struggle to keep active then please at least let us know so we can deal with the absence/lack of activity accordingly and so we do not assume you have abandoned the RP. Let the GMs know if you're going to be away from the RP for a week or more, just so we know that you haven't left and kill off your character.
5) Gore and Mature themes are allowed to a certain extent but isn't the main focus of the RP. Anything sexual must fade-to-black and taken to PMs. No-one wants to see you gettin' it on.
6) You may create as many characters as you can handle, however CS's must be approved by a GM before you can role-play with that character..
7) Be sure that you give some notice in the OOC or PM before joining interactions between other players - they might have already had the interaction planned out and may not wish for an interruption.
8) If we feel you as a person will not fit into the RP, we have the right to reject you from the RP. We may also reject any characters we feel do not fit into the RP also. This however will be down to your attitude and how you act towards others and the GM's and if you are arguing something about your character with a GM that has been rejected/asked to change.
9) Please do not continuously speed-post: For extended conversations between two people or small groups (that are done in private places so there wouldn't be a chance for others to join in the conversation), please take them to the PMs. This also goes for smut. There will be no sex scenes in the forum. Firstly because it goes against the forum's rules, and frankly no-one wants to read it.
Two ancient beings, the embodiment of Law and Chaos, Raziel and Alithe, destined to be at war until the end of time itself. There will be no victor, as one cannot exist without the other...
They oversee life and death, bestow and revoke power, create and destroy...
RAZIEL
Raziel, The Avenging Angel.
Basic Information
Full Name: Raziel
Age: Unknown, beyond recollection
Birth Date: N/A
Race: Angel
Alignment: Creator and Leader of the Nephlim
Appearance
Hair Colour: Silver
Eye Colour: Lightning Blue
Face Shape: Angelic, slender
Skin Tone: Fair
Height: Varying between 6ft and 20ft
Weight: N/A
Body Type: Slender but muscular, for lack of a better expression; Angelic
Natural Markings: N/A
Scar(s): N/A
Tattoo(s): The original versions of his children's runes.
Personality
3 Words: Will Of Iron
Like(s): Order, Peace, Alithe's lands burning.
Dislike(s): Chaos, War, Alithe's lands not burning.
Favourite...
Colour(s): Electric blue, White
Time of Day: Sunrise
Food: Angels do not eat.
Animal: Eagle
Place in Terra: The Institute
History
The Past
Raziel's past is constantly questioned. He has existed longer than all memory can serve and has remained unchanged. Obviously there have been many questions of whether he serves God as the Humani religion claims, however he has never mentioned anything of a God and his Nephilim children revere him and him alone, reporting to none higher.
The Present
aziel resides now in what can only be assumed as Heaven, returning to earth when necessary to oversee his rule of Terra and aid his Nephilim children. His aspirations remain the same, as if carved in stone. The peace shall be kept, the darkness kept at bay. The Accords shall, as always, be upheld.
Raziel; The Avenging Angel and force of order, however harsh in this word. He is the ruler and creator of the Nephilim, his divine children and enforcing soldiers of his Law. Eternal and unforgiving, his Law has held a hard peace.
ALITHE
Basic Information
Full Name: Alithe
Age: Unknown, lost in history
Birth Date: N/A
Race: Angel
Alignment: Mother and Creator of the Revenant
Appearance
Hair Colour: Black
Eye Colour: Hazel - may turn black when power is elevated.
Face Shape: Angelic, heart-shaped
Skin Tone: Fair
Height: Varying between 5ft and 20ft
Weight: Unmeasured
Body Type: Slender
Natural Markings: Nil.
Scar(s): Nil.
Tattoo(s): Nil.
Personality
3 Words: Sarcastic, Manipulative, Ruthless
Like(s): Chaos, War, Causing trouble for Raziel
Dislike(s): Raziel, Order, Peace
Favourite...
Colour(s): Black, Red, Purple
Time of Day: Midnight.
Food: Angels do not eat.
Animal: Cat (namely her familiar, Tzeen)
Place in Terra: The Wasteland
Skills and Attributes
Skills
Special ablilty/ies:
> Life absorption
> Size manipulation (can grow and shrink in size at will)
> Soul-stealing (self-explanatory)
> Mental control of others.
> Reality-bending.
History
The Past
Alithe's existence is a mystery, and there have been many rumours passed down through the ages regarding who she actually was: Was she a fallen angel, hell bent on revenge? Did she serve what the Humani called "the Devil"? The truth of the matter was that she was born out of Chaos, born as it's very embodiment. Alithe created Terra to be her domain, until Raziel had taken over, rebirthing her domain into a land of peace.
The Present
Alithe now only controls a small part of Terra, and she aims to reclaim it no matter what it takes.
Alithe lurks Terra's dead lands, now and again hiding inside of a mortal shell to tempt the mortals to her Villa in order to steal their humanity and forcibly gain their loyalty. In her free time, she simply causes Chaos for the pure reason to just irritate Raziel and make him have to clean up the mess.
Memories
> That one time Raziel through a match at her.
> The revenge she got by hiding a shadow demon inside the suit of armour in his study.
The mother of Chaos itself, the head of the Revenant who shun law and light. She takes power and life, leaving nothing but empty shells wherever she may roam... None but the unliving has ever laid eyes upon her, leading some to believe that she doesn't exist.
The Nephilim
The Nephilim are keepers of Raziel's law; his divine children. They are citizens blessed by the Angel himself, or are children of Nephilim before them. Nephilim see themselves as righteous soldiers of Raziel, and therefore they often act far superior to the neutral races and despise The Revenant, children of Alithe, beyond all measure as they are sworn enemies. They reside in the Institute, a great church fortress built upon hallowed ground, fortified to defend against the legions of darkenss.
Although the Nephilim have always been few in number, since the last great war against Alithe's dark forces some 500 years ago, there are fewer than ever. It is only through a respectful fear and great personal power that they hold the accords and laws governing the tenuous peace among the distrusting neutral races going though now even this influence wavers as they are spread thinner and thinner. No longer do they have the power to challenge Alithe directly and worse still, as tensions rise there are those among the Neutral races that believe the Nephilim no longer have the power needed or even the right to govern and protect the realms. Many have forgotten the danger of Alithe and her minions and governing bodies vie for ever greater control and influence among the realms, splintering the races further.
To add to the distrust against the Nephilim, they are given near ultimate authority over law, able to act as judge, jury, and executioner. Although each Nephilim is free to choose most aspects of his or her armament, there are a few key features that define them out of any crowd:
* An ashen white cloak as standard (Some Nephilim choose to adjust it's length and alter in different ways). The cloak is imbued with a few enchantments such as waterproofing and the fabric equalling armour in combat.
* Tattoo-like markings of the Runes handed down from Raziel, granting various powers and abilities (will be discussed later)
* The Braidh: The Braidh is a blessed artifact forged specific to each Nephilim that holds two forms. It is able to take the form of a hand and a half sword, as well as a slender long chain only just thicker than a silver chain necklace. In both forms the braidh is embewed with a number of useful traits. Although not all a known, it is known that the Braidh is able to cut through any enchantment and there has yet been an armour to successfully turn aside the Braidh in sword form. Not only this but the Braidh is the primary tool in capturing criminals, as once the Braidh has been wrapped around the wrists of a being whilst in it's chain form, all strength and power is sapped from them, rendering the being helpless. As the Braidh has been forged to the fabric of each nephilim, all it's powers become inert when not weilded by its rightful owner.
To become nephilim, a character must seek out the nephlilim stronghold, the Insitite, to be transformed by Raziel. If deemed worthy, they will be transformed into a nephilim. The process is dangerous and there are those that do not survive.
Raziel's Law
i: No race may kill humani but the humani themselves.
ii: None shall consort with that touched by Alithe or darkness
iii: To attack the Nephilim is to attack Raziel himself.
iv: Treaties signed in witness of nephilim are to be upheld as law.
The Neutrals make up most of Terra's population; most Neutrals avoid the conflict between the two factions, either out of fear or sheer disinterest. There are some, however, that have simply not yet joined a faction.
The neutral population is under the government of the Grand Council; the body of government consisting of a representative of each of the races. The Ground Coucil reside in a large Villa in the center of the capital, overseeing the daily life of their subjects.
Please note: All characters are to start Neutral unless previously approved in either faction.
The neutral population is under the government of the Grand Council; the body of government consisting of a representative of each of the races. The Ground Coucil reside in a large Villa in the center of the capital, overseeing the daily life of their subjects.
Please note: All characters are to start Neutral unless previously approved in either faction.
The Revenant
The Revenant are the children of Alithe, to whom they owe their power to. Alithe has bestowed the gifts of supreme strength and speed to her children, but at the cost of their humanity. Revenants shun Raziel's light, and will seldom leave their keep while the sun shines.
Revenants are described as dealthy pale and white eyes that struggle to see in harsh light. Their necks and chests are covered by heavy, lightning-like scars gained from the brutal turning process - which most will show off proudly. Revenants dispose of most of their personal possessions, save for their weaponry - as everybody is the same to Alithe, everybody must dress accordingly. Revenants are equipped with black armor, and they are protected from Raziel's light by dark, thick cloaks that cover most of the creature's body.
The Revenant are a very proud group, looking down on the law-abiding Neutrals and especially the Nephlim. Revenants are fiercely loyal to their "mother," and seek to destroy the Nephlim and their leader, Raziel - letting Chaos reign. They reside within a seemingly abandoned Villa deep within the darkened Wastelands, where life no longer exists.
To join the Revenant, one must find the abandoned villa and seek out Alithe: You will then lay down your life to serve her for the rest of eternity. The transformation is painful to say in the least, and you may never leave your new "family", as the punishment is far worse than death.
Her hand alights with verdant flames. A smile is your only warning.
She plunges the fire into your heart; those burning claws digging themselves deep into your very soul, which she will then effortlessly and mercilessly rip away from you. Your body and the spirit are torn asunder; you are a corpse.
What little remains of your essence is replaced with agony, as her magic fills you to steal its place. You are her will, and never may you escape her sovereignty.
Your mortal life becomes your immortal death.
She plunges the fire into your heart; those burning claws digging themselves deep into your very soul, which she will then effortlessly and mercilessly rip away from you. Your body and the spirit are torn asunder; you are a corpse.
What little remains of your essence is replaced with agony, as her magic fills you to steal its place. You are her will, and never may you escape her sovereignty.
Your mortal life becomes your immortal death.
Life Expectancy: 80-100yrs.
Primary Habitat: Wellborough and the farmlands.
The race of man, whilst born with no great physical attributes of their own, they are able to practice most forms of magic as well as wield most weapons.
As the humani tend to abuse Terran lands for their own gain, they are generally viewed as a nuisance to many of the other races. This isn't to say that the humani are not respected - through eons there have been many humani heroes, from Ruilles the Brave to the formidable Luc Beastbane.
Life Expectancy: 70-80yrs.
Primary Habitat: Volkungthad
The dwarves are one of the oldest Terran races, held up in the caverns of Volkungthad; they are an interesting race, and it has long been argued as to whether they stole the runes of Raziel to model their own after or whether the designs were given by Raziel himself; but it is likely that we shall never know the truth as Raziel seems to have a grudging acceptance of their race and the dwarves hold their secrets well.
Dwarves stand on average between 4-5ft, but their size should not make you underestimate them as their bodies are made up of corded muscle, making them some of the heaviest set of the mortal races. It is assumed through observation that the average dwarf lives up to about 160 however the royals seem to live much older for reasons unknown. Rumour has it that the extended life simply comes from their absolute stubbornness to not die, let alone risk handing the throne to another clan.
There are 3 main clans that head the 3 guilds of the dwarven empire:
The Stonebreakers head the mining guild that endlessly delves deeper into the depths, hauling out vast quantities of valuable raw material that is coveted by the rest of the races in Terra.
The Goldenbrights head the merchant guild, with all trade and commerce falling under their jurisdiction. It is through the Goldenbright's that the dwarves trade their precious materials and from them that most lorekeepers (Much like a lawyer for internal disputes and recording grudges) are drawn.
Finally, the Soothammers head the engineering guild, which not only is in charge of all technology development and hall maintenance; they also run the world renowned brewery in which ale that is coveted second only to gold is brewed and held with the lesser batches being sold to the outside world.
Each guild is run by a council made up of lesser family lines and the main family acting as a Thane. All 3 main families kneel to the High King who is currently High King Groumrick of the Soothammer line however he is old and rumours whisper of his reign coming to an end.
What must be remembered above all else is that the dwarves are an incredibly stubborn and absolutely bureaucratic race. Each family retains a lorekeeper to hold their Book Of Grudges. These immense books weigh and tally every slight against that family and guild. The high king himself has two lore keepers, one to hold the Great Book Of Grudges and another to hold the Book Of Lore, in which all protocols and laws are written to the letter. Through eons of slights and claims to land rights and the like, as the High King nears his end, the 3 clans scramble to call forth ancient claims and rights that they believe lay their claim on the throne. This squabbling seems to be without end and there are those that fear the disputes will fracture their kingdom, yet no-one will back down.
Though the dwarves rarely interact with other races, the flame spirits are a different story. Since anyone could remember (and the dwarves would know), the spirits had acted as neigh on slaves for them. Within the depths of the dwarves' immense furnaces, the flame spirits provide and tend to the flames so that industry may continue.
Life Expectancy: 250-300yrs.
Primary Habitat: Deep Terran Forests.
The elves stand taller than the humani, averaging 7ft with their own slender beauty.
They tend to hold disdain for those who destroy their forest home and use their speed and martial ability coupled with nature magic of which they are adept.
The dark elves are the result of generations of Revenant-aligned elves escaping the lush lands of Terra, preferring to instead reside in the large deathly fields of the Wasteland. Due to their surroundings, dark elves evolved to blend in with their barren environment, the colour of their skin and hair blackening; however, there is a rare gene among some bloodlines resulted in all members of the family having absolutely no pigment in their hair. Due to their locality, dark elves are incredibly sensitive to light, and many prefer to not stray into the living Terran lands where the light hails supreme.
As dark elves hail from The Wastelands, they do not have close ties to the earth as their forest-dwelling counterparts; over time, dark elves have lost most of their affinity in magic - very few are able to conjure magic, and so the dark elves are viewed more as a fighter race than as mages.
As dark elves hail from The Wastelands, they do not have close ties to the earth as their forest-dwelling counterparts; over time, dark elves have lost most of their affinity in magic - very few are able to conjure magic, and so the dark elves are viewed more as a fighter race than as mages.
Life Expectancy: 190-200yrs
Primary Habitat: Norione Village
A winged being that stands only the size of a humani child. The fae are rather mischievous, but not malicious. Much like the elves, the fae live in the forest, and even aid the changing seasons with their magic.
Fae are highly allergic to iron, as it burns them to the third degree.
Life Expectancy: 60-65yrs
Primary Habitat: Aelarian Penninsula
Creatures of intense curiosity and suspicion, the Corvi are are humanoid race of bird like creatures. They are adept rogues and pickpockets. They're winged and able to take flight however most magic is lost to them, only able to talk to their avine flu and manipulate shadows for cover to a minor degree.
Life Expectancy: 150-200yrs
To put it simply, an elemental is the embodiment of an element of the Earth. Their bodies seem to just be made from such elements, and they are at full control of their power, far surpassing that of a element-wielding Humani.
Due to their connection with the living earth, most elementals are either neutral or aligned with the Nephlim. The only elemental breed that would even consider helping the Revenant are the fire elementals, due to the freedom of engulfing the world in flame.
Depending on their birth element, elementals are settled in the following locations:
Earth - Forest/Wasteland, often settled with elves and centaurs.
Water - The Lake of Terra, and Norione Village.
Fire - Underground, often settled along with the dwarves.
Air - Closely associated with the corvi, they live among them in the Aelarian Peninsula.
Life Expectancy: 45-50yrs
Primary Habitat: Deep Terran Forests
Horse body from the waist down, the Centaurs' are a free and spirited race, quick to love and quick to hate. Impulsive and throwing themselves fully into all they do.
Centaurs lean away from all magic, keeping to their physical abilities and weapons. There are few better with a bow or spear.
Life Expectancy: ????????
Primary Habitat: Deep Terran Forests
Treants are the ancient animate and sentient tree race.
They stand on average at 9ft tall, and are able to manipulate their wooden body to their will. They may, albeit rarely, form themselves to even be non-humanoid; for example they make take the form of a giant snake or a boar. They tend to be friendly to all, except perhaps lumberjacks.
When copy-pasting from code, the image link for the divider will be missing the http://. I cannot fix this as it appears normal in the edit tool, so make sure to add the http:// into your image links.
[center][b][h1][color=black]Full Name[/color][/h1][/b]
[i][OPTIONAL: insert character image here][/i]
[img]abhishek.mit.edu/images/line.png[/img]
[u][b][color=black][h3]Basic Information[/h3][/color][/b][/u]
[color=black][b]Full Name:[/b][/color] (self-explanatory)
[color=black][b]Age:[/b][/color] (self-explanatory)
[color=black][b]Gender:[/b][/color] (self-explanatory)
[color=black][b]Birth Date:[/b][/color] (dd/mm)
[color=black][b]Race:[/b] [/color](self-explanatory)
[color=black][b]Alignment:[/b] [/color](Nephlim, Neutral, or Revenant?)
[img]abhishek.mit.edu/images/line.png[/img]
[u][b][color=black][h3]Appearance[/h3][/color][/b][/u]
[color=black][b]Hair Colour:[/b][/color] (self-explanatory)
[color=black][b]Eye Colour:[/b] [/color](self-explanatory)
[color=black][b]Face Shape:[/b] [/color](heart-shaped, oval, round, etc.)
[color=black][b]Skin Tone:[/b][/color] (fair, olive, tanned, etc.)
[color=black][b]Height:[/b][/color] (centimetres AND ft/inches)
[color=black][b]Weight:[/b][/color] (kg AND lbs)
[color=black][b]Body Type:[/b][/color] (petite, slender, muscular, etc.)
[color=black][b]Natural Markings: [/b][/color](beauty spots, birthmarks, etc.)
[color=black][b]Scar(s): [/b][/color](where are they and what do they look like?)
[color=black][b]Tattoo(s): [/b][/color](where are they and what do they look like?)
[img]abhishek.mit.edu/images/line.png[/img]
[u][b][color=black][h3]Personality[/h3][/color][/b][/u]
[color=black][b]3 Words:[/b][/color] (What 3 words would best describe your character's personality?)
[color=black][b]Like(s):[/b] [/color]()
[color=black][b]Dislike(s): [/b][/color]()
[color=black][b]Want(s): [/b][/color](What is your character's ultimate goal?)
[color=black][b]Fear(s):[/b][/color] (What do they fear most in the world?)
[i][b][color=black][h3]Favourite...[/h3][/color][/b][/i]
[color=black][b]Colour(s):[/b][/color] ()
[color=black][b]Time of Day:[/b][/color] ()
[color=black][b]Food:[/b][/color] ()
[color=black][b]Animal:[/b][/color] ()
[color=black][b]Place in Terra:[/b][/color] ()
[img]abhishek.mit.edu/images/line.png[/img]
[u][b][color=black][h3]Skills and Attributes[/h3][/color][/b][/u]
[i][b][color=black][h3]Skills[/h3][/color][/b][/i]
[color=black][b]Special ablilty/ies:[/b][/color] (What can your character do that most can't? Do they have a special power?)
[color=black][b]Good at...:[/b] [/color](What can your character do well? Cook, hunt, drink anyone under the table?)
[color=black][b]Bad at...:[/b] [/color](What is your character not so good at doing?)
[i][b][color=black][h3]Traits[/h3][/color][/b][/i]
[color=black][b]Good Habit(s):[/b][/color]()
[color=black][b]Bad Habit(s):[/b][/color] ()
[img]abhishek.mit.edu/images/line.png[/img]
[u][b][color=black][h3]History[/h3][/color][/b][/u]
[i][b][color=black][h3]The Past[/h3][/color][/b][/i]
(Where was your character born? What was their childhood like? What did they do to get where they are now?)
[At least 3 paragraphs]
[i][b][color=black][h3]The Present[/h3][/color][/b][/i]
(Where are they now? What do they do? What do they hope to achieve?)
[At least 2 paragraphs]
[i][b][color=black][h3]Memories[/h3][/color][/b][/i]
(What specific memories of their past stick into their mind? Good and bad.)
[Can be in dot points][/center]
(Note: You don't have to use every section, but it is preferable if you fill out as much as you can.)
Full Name
[OPTIONAL: insert character image here]
Basic Information
Full Name: (self-explanatory)
Age: (self-explanatory)
Gender: (self-explanatory)
Birth Date: (dd/mm)
Race: (self-explanatory)
Alignment: (Nephlim, Neutral, or Revenant?)
Appearance
Hair Colour: (self-explanatory)
Eye Colour: (self-explanatory)
Face Shape: (heart-shaped, oval, round, etc.)
Skin Tone: (fair, olive, tanned, etc.)
Height: (centimetres AND ft/inches)
Weight: (kg AND lbs)
Body Type: (petite, slender, muscular, etc.)
Natural Markings: (beauty spots, birthmarks, etc.)
Scar(s): (where are they and what do they look like?)
Tattoo(s): (where are they and what do they look like?)
Personality
3 Words: (What 3 words would best describe your character's personality?)
Like(s): ()
Dislike(s): ()
Want(s): (What is your character's ultimate goal?)
Fear(s): (What do they fear most in the world?)
Favourite...
Colour(s): ()
Time of Day: ()
Food: ()
Animal: ()
Place in Terra: ()
Skills and Attributes
Skills
Special ablilty/ies: (What can your character do that most can't? Do they have a special power?)
Good at...: (What can your character do well? Cook, hunt, drink anyone under the table?)
Bad at...: (What is your character not so good at doing?)
Traits
Good Habit(s):()
Bad Habit(s): ()
History
The Past
(Where was your character born? What was their childhood like? What did they do to get where they are now?)
[At least 3 paragraphs]
The Present
(Where are they now? What do they do? What do they hope to achieve?)
[At least 2 paragraphs]
Memories
(What specific memories of their past stick into their mind? Good and bad.)
[Can be in dot points]
The land of Terra is predominantly forest, which covers at least two-thirds of the land. The land is surprisingly tranquil, given the everlasting war for control of it.
Terra has been relatively untouched by man, having only a handful of clearings in the entire forest.
Compass Directions
N/E - WellboroughE (Underground) - Volkungthad
N/W - Lake of Terra/Norione Village
S/W - The Institute
S/E - Graveyard
The floating city situated above Terra was created and is maintained by Air Elementals and home to the Corvi population. Due to the strong gusts and the sheer distance up, it is impossible for any other race (including the winged fae) to reach the Peninsula without the aid of an elemental or Corvi.
The dwarven city is buried deep within the earth, carved out of rock and flame. Due to the rich mineral deposits, Volkungthad is a rich mining city, the perfect home for the hardy dwarves and flaming elementals.
Nestled among the nature of Terra's vast forest lays the town of of Wellborough. Initially just a human settlement, it has slowly developed into Terra's capital city: Wellborough is neutral territory, under the protection of large runic structures that momentarily dispels all a being's magic power, only waring off once they leave town.
Pinned up outside the tavern is a roll of parchment with bounties upon it. Here people can post up new hits or take on those hits for rewards.
On the outskirts of town stands The Silver Swan Inn , more commonly referred to as simply The Tavern, where travellers from all walks of life stop by for a hearty ale.
The interior is reminiscent of an old lodge, having been built with old oak from the forest. A large stone fireplace takes up a whole wall at the rear of the tavern, accompanied by large arm chairs and fur rugs.
The Tavern is owned by a young Humani woman named Skye, having inherited it from her elderly father.
Basic Information
Full Name: Skye Fostiere
Age: 26
Birth Date: 01/12
Race: Humani
Alignment: Neutral
Appearance
Hair Colour: Strawberry BlondeEye Colour: Blue
Face Shape: Heart-shaped
Skin Tone: Fair
Height: 5'3" / 160cm
Weight: 60kg / 132lbs
Body Type: Petite
Natural Markings: Nil.
Scar(s): Nil.
Tattoo(s): Nil.
Personality
3 Words: Friendly Booze ProviderLike(s): Foxes, flowers, serving customers
Dislike(s): Brawls, war
Favourite...
Colour(s): BlueTime of Day: Dusk.
Food: Anything lemon flavoured.
Animal: Fox
Place in Terra: The Tavern
Wanted: Dead or Alive
Last Seen: South-Eastern Wellborough
Reward: 300gp Dead, 450gp Alive
The butcher has plagued the South-Eastern slums of Wellborough. This killer has no preference when choosing his victims, and will murder and mutilate them in the most barbaric ways possible, and will leave the skinned and scattered corpse on the steps of their home.
Suspect is armed and incredibly dangerous - approach at your own risk!
Wanted: Dead
Last Seen: Forests between Wellborough and The Lake
Reward: 180gp
Wanted group of bandits, headed by the Northern man, Udengrad: Constant nuisance to the guard and travellers, mugging all passersby of food and supplies. Will often beat weaker victims for sheer entertainment. Suspects are required to be culled.
Bounty Hunters must present Udengrad's bow to the Captain to obtain the reward.
Last Seen: Forests between Wellborough and The Lake
Reward: 180gp
Wanted group of bandits, headed by the Northern man, Udengrad: Constant nuisance to the guard and travellers, mugging all passersby of food and supplies. Will often beat weaker victims for sheer entertainment. Suspects are required to be culled.
Bounty Hunters must present Udengrad's bow to the Captain to obtain the reward.
The lake of Terra lays not far west from the capital, and is the largest lake in the entire land. The lake is the largest clearing in Terra, and a popular relaxation location for citizens. Situated above the waterfalls is Norione Village, home to the fae and water elementals.
The lake is believed to harness a mystical power that will heal those who know how to summon the spirit of Terra itself.
Norione Village
A tiny village situated above Lake of Terra's waterfall, which is home to the fae and water elementals. It is extremely difficult for other non-winged races to reach the village, due to the incredibly slippery climbing surfaces.
A tiny village situated above Lake of Terra's waterfall, which is home to the fae and water elementals. It is extremely difficult for other non-winged races to reach the village, due to the incredibly slippery climbing surfaces.
TO THE INSTITUTE
[A sign in staked into the ground, leading to the continuing path]
Upon hallowed ground is protection and refuge offered in Raziel's name to those worthy.
Children of Alithe be warned, beyond lies your destruction.
------------------------------------
EXTERIOR:
The walls to the institute are solid blessed stone and are covered with Raziel's markings to reinforce them. The gates are solid iron with the same markings etched upon them. The Institute lies upon hallowed ground that burns and forbids dark beings.
INTERIOR:
The white-stone walls are lined with bookcase after bookcase, overflowing with ancient books, tomes, and scrolls. Nephlim are expected to live in the Institute, so the entire lower-west wing is reserved for boarding rooms.
Walking into the blessed building feels like walking into the heavens themselves; the building is light and decorated with tapestries and high-quality handmade furniture.
There is only one graveyard in Terra, and it is located as far south as the population could possibly push it, which ended up on the very border of Alithe's haunted wasteland. All dead is buried here, regardless of race or faction, even though it is blessed by Raziel to keep the dead down.
TO THE VILLA
[An old sign marks the opening of a pathway, barely standing straight in the rotting soil]
The barren wastelands lay beyond. A trecherous path for those seeking Alithe and her Villa.
Nephlim beware, your end is imminent upon setting foot on this land.
The head lands are haunted by shadow beings clad in large black cloaks. They don't seem to attack Neutrals unless provoked, though they will attack Nephlim on sight. It is extremely difficult to to survive a shadow demon attack or to kill one (but be warned, kill one and more will come).
[Only accessible through the Wastelands.]
EXTERIOR:
Large stone walls, half hidden under untamed and thorned vines give you a feeling of dread. The large metal gate, decorated with skulls of the various races make your stomach drop from fear. The area just beyond emits an unnatural and unsettling darkness, hiding the remains of the Villa exterior. Though you can vaguely spot a large tower in the distance which you can only assume to be Alithe's keep.
For Neutrals and Revenants: The wind seems to howl as the large metal gate opens for you, daring you to come inside.
For Nephlim: A strange gust of wind pushes against your front, as if trying to force you away from the gate and it's contents.
INTERIOR:
As you enter the Villa, you are surprised to find yourself in what you assume used to be a home that was seemingly abandoned for generations. Debris and old furniture clutter the room, doorways collapsed and blocked. But fear not, hidden somewhere in this room is the entrance into the study.
STUDY:
[Only accessible through hidden path in Villa's Interior]
The final room before entering the domain of Alithe, and is the last chance for explorers to turn back, lest they not want to be recruited into Alithe's army. The study is in surprisingly good condition, almost looking like a waiting room, earning it it's nickname. The room is dimly lit by hand lanterns and candles, and the furniture is all decorated red - though one could not be sure if it was made red or stained red.
At the far end of the study lays a large and ominous black door, the brisk cold of death slipping through it's cracks and hinges.
EXTERIOR:
Large stone walls, half hidden under untamed and thorned vines give you a feeling of dread. The large metal gate, decorated with skulls of the various races make your stomach drop from fear. The area just beyond emits an unnatural and unsettling darkness, hiding the remains of the Villa exterior. Though you can vaguely spot a large tower in the distance which you can only assume to be Alithe's keep.
For Neutrals and Revenants: The wind seems to howl as the large metal gate opens for you, daring you to come inside.
For Nephlim: A strange gust of wind pushes against your front, as if trying to force you away from the gate and it's contents.
INTERIOR:
As you enter the Villa, you are surprised to find yourself in what you assume used to be a home that was seemingly abandoned for generations. Debris and old furniture clutter the room, doorways collapsed and blocked. But fear not, hidden somewhere in this room is the entrance into the study.
STUDY:
[Only accessible through hidden path in Villa's Interior]
The final room before entering the domain of Alithe, and is the last chance for explorers to turn back, lest they not want to be recruited into Alithe's army. The study is in surprisingly good condition, almost looking like a waiting room, earning it it's nickname. The room is dimly lit by hand lanterns and candles, and the furniture is all decorated red - though one could not be sure if it was made red or stained red.
At the far end of the study lays a large and ominous black door, the brisk cold of death slipping through it's cracks and hinges.
[Only accessible through the Villa's Study]
If one were brave enough to enter through the door, they would find themselves at the top of a large spiral stairway made of stone. They would have to travel down, through the dark stairwell, only lit by ominous purple flames that seemed to just float inside the small inlets, and were ice cold to the touch. At the bottom of the stairwell, one would find themselves in a large torture chamber: The absolute final chance to turn back was now.
In the next room appeared to be a large dining room, dimly lit by a chandelier that harnessed the very same flames from the stairwell. At the end of the room sits a humongous thorned throne, obviously Alithe's. Atop the throne was a giant black swan, almost half the size of the throne itself; on first inspection, it would appear that the swan was simply part of the furniture - until it's eyes glowed red. The large bird would come to life, and would speak in an eerily deep voice that boomed through the room. In the occasions that Alithe wasn't present, the black swan was seemingly the one in command.
If one were brave enough to enter through the door, they would find themselves at the top of a large spiral stairway made of stone. They would have to travel down, through the dark stairwell, only lit by ominous purple flames that seemed to just float inside the small inlets, and were ice cold to the touch. At the bottom of the stairwell, one would find themselves in a large torture chamber: The absolute final chance to turn back was now.
In the next room appeared to be a large dining room, dimly lit by a chandelier that harnessed the very same flames from the stairwell. At the end of the room sits a humongous thorned throne, obviously Alithe's. Atop the throne was a giant black swan, almost half the size of the throne itself; on first inspection, it would appear that the swan was simply part of the furniture - until it's eyes glowed red. The large bird would come to life, and would speak in an eerily deep voice that boomed through the room. In the occasions that Alithe wasn't present, the black swan was seemingly the one in command.
We are always accepting new players.
To begin with, no. I intend to have this as a long-running roleplay where people will have to earn their stripes, but we need to fill up sides first. However, if one was to start in a particular faction, in their intro post, they would have to explain how they got to where they were. Either way, it's a fair amount of work, just to make things fair.
Negative. This is more of a mythical rp with magic and handmade weapons (bows, maces, etc.). Over time, technology will advance.
Cross-race relationships aren't generally seen as strange, but cross-race breeding is incredibly difficult (hybrids are actually very rare).
They can only make strength/protection runes (dwarves can't create elemental runes unless an elemental assisted in it's creation).
You can start in any neutral territory (as long as it makes sense for you to be there), and bump in to each other.
Yes, the pillars ward the city against magic, built by Raziel in the cities making.
They have been and are still (although less so now due to dwindling number and influence) revered in a religious manner, being seen in times past as the saviours and unitors of the realms against Alithe.
Raziel typically grants the humani more protection, as he views them as one of the weaker races as they are not as closely tied to Terra as the other races. Any race can be blessed and become a Nephlim, though.
Yep, being a Nephilim increases lifespan: There is no set age as there hasn't been a nephilim to die a natural death. The oldest currently would be roughly 500 and acts as a librarian for the Institute.
That's because they're not good guys: They are enforcers of the law and keepers of the peace even if it means being the 'bad guy'.
No. Anyone from any race can belong to either faction. For example, an elf can be a Revenant and a lycan can be a Nephlim.
I have no preference at all! On the CS, the description must be filled, but you may also add a picture in the space under your name.
Yes and yes and yes (or you can say something funny like "they couldn't get him on the scale").
Not if you don't want him to be: The smallest lycans are the size of an average 16-year-old male.
There are typical no-godmod rules in place (except in the cases of Raziel/Alithe cause you know, world creators), but other than that, it's whatever your mind can make up. But please bear in mind that there will be stigmas and mob-mentality toward "eccentric" or "evil" magics like psisonics and necromancy. The only reason why the majority would find the former as strange is because Terra is very behind technologically (think 12th century).
Yeah, it's typically nature-based magic. The fae can be both male and female (they're like fairies and elves rolled into one).