Nesia is the city known for its constant travles through the sky and across many countries. Those who know of the city's approach before hand welcome it with open arms as a trade city. Even the nomads of the Gourim Plains will stop traveling to sell the rare pelts of Hourdin. Nesia is the most diverse city and a member of no nation, it has always been neutral in wars and acted as a hospital for the injured. Those who live in the city vary from wood elves to golems who have been given free will. Although every race has a hatred for some other race, they always live peacfully around each other is Nesia. No country or army has tried to assault Nesia before and nor do people intend too. Nesia is a city the benefits from diversity and countries benefit off of what they bring to offer.
Despite this, Nesia is a city with secrets that everyone wants. Spies exist in Nesia's research and development division to report on the findings as to why Nesia floats. These countries employing the spies only want one thing, a floating fortress like Nesia. Deep in the bowels of the city, people slave away to keep clean water and food production at an all time high. These people often stay in their position and never leave these jobs until they die. People disappear to reappear in slave markets such as the ones in the Folgth Empire. Mercinaries are hired to kill off particularly troublesome council members should they not listen to the people. In many ways, Nesia is a dystopia and a false hope for those seeking redemption for in Nesia, you will only find damnation.
But people have not given in to the hopelessness yet, there still exist those few who are unwilling to fall into damnation. These people are street corners preaching of the coming redemption of their God who will wipe all heritics out of Nesia. The redemption will not be of a godly sort though. Forces act from within to pull together those who believe in Justice and all that is good. Going under the name Condemnation, this rebel force plans to take Nesia by force and to condem all who do not transfer to their religion. Condemnation is led the self proclaimed Prophet of the Light, Brun Hightower. Brun is a dwarf who is blind but claims that he was blinded by the Sun God Helim as a mark of his transition to prophet and Judge of good and evil.
Then there are the guilds which aim for control over the city as their own. Each guild has its own purpose in the city and each which to have the city as theirs to rule. Yet one guild stands above all others, Inferno Hall, in their goal of not taking the city as theirs but instead of ridding the world of beasts so great and so terrible that they have claimed the titles of Titan. InfernoHall is a hunter's and adventurer's guild who was formed just three years ago but has already earned fame by defeating a Basilisk named Fang, whom had killed fifty other men who had tempted him. So which side are you on? Are you those complacent enough to not care about the city, those who believe in righteous justice by the hand of their god or are you one who seeks a life of adventure and danger? This is for you to choose and every decision you make shall influence the fate of Nesia.
Races:
Any race you can think of exists in Nesia with only a few rules from me. There will also be a list of character created races.
1. No plain traveling beings.
2. No sterotypical winged beings.
3. No undead beings.
4. NO BEINGS WHICH CAN CONTROL FREE WILL!
If you wish to have a race outside the normal races here is the form to make them.
Name:
Lifespan:
Religion:
History:(keep it brief)
Specialty: (Magic based, melee based, trade skills based and etc.)
Dislikes:(Races they dislike)
Likes:(Races they like.)
Appearance:(Picture or description, perhaps a little of both)
The Dragoth Species/Race
-- Physical Characteristics --
Other then the following, Dragoth are Human in appearance.
Hair - Colors range from white to light blonde, and light shades of blue, gray, green, purple, and pink. Very rarely light reds. Never black or brown.
Eyes - Come in all colors of the rainbow. Many have vertical slit pupils, or no pupils at all. Heterochromia is not very rare to see in the Dragoth race.
Skin - Skin colors range from white, Ivory, pale, alabaster, peaches, light tans, and in some of the old noble families darker beige. Under moonlight Dragoth people have a slight glow to their skin. On nights of the new moon (no Moon in sky) Dragoth skin glows silvery, and a pattern of scales appears, until the sun breaks the horizon.
Blood - Dragoth Blood is blue in color and also is the most deadly poison in the world.
Half-Dragoth -- One parent of Dragoth race, and the other not, equals half-bloods. They are born sterile, and appearance wise look completely human, with few Dragoth traits. They can speak dragon like the Dragoths, but no other magical like things are inherited. There blood is purple in color and has healing properties when drank, and is used as an antidote to all poisons.
-- -- -- -- -- -- -- -- -- -- -- -- --
- Basic Info -
Dragoths are not affected by any poisons.
Typical life span is to age 120 - 130 years old. When bound to a dragon add 400 years.
They are only race that can understand and speak to dragons (this is done telepathically)
The Dragoth people can form a sacred bond with a dragon, if the dragon chooses so. With this bond their life span become much longer and the ageing process slows dramatically.
They are cold blooded in the same way as reptiles so they live in the desert heat rather easily.
They are known for being fast, agile, very flexible, with quick reflexes and abilities to see in the dark.
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- Magic -
There are many different abilities unique to the Dragoth Race, though out of the list of abilities, each dragoth person only has up to Two of them. Some magic and abilities are as follows:
- Chameleon Camouflage
- Control and manipulation of fire/lava/heat
- High Stamina
- Summoning of snakes that can be made to attack.
- Omnilingualism: Can speak, write, understand and communicate in any language.
- Retractable fangs that secrete a venom that can be deadly to some, but mainly just paralyzes the victim for a number of hours.
- Rapid Healing
- Dream walking: user is capable of entering the dreams of others.
- Limb Regrowth
- Pain Immunity
- Shapshifting into a lizard/snake/falcon/hawk/frog
- Elasticity: to stretch, deform, expand, or contract one's body into any form imaginable.
- Hair Manipulation: user has complete control over their own hair, allowing them to freely alter, grow out, chance texture, color, etc. They hair can be made to be whip-like and used as a weapon.
- Enhanced Senses
All Dragoth have the abilities of casting magic (Like a Witch with spells and potions). Some are stronger then others. Plam, crystal ball, and tarot card reading, is a big part of their native culture. Magic Potion brewing, spell casting, curses, hexes, scrying, and Divination among other magics is a daily part of their lives.
-- -- -- -- -- -- -- -- -- -- -- -- --
* Modern Dragoths live mainly all around the Desert and Jungle areas alongside the other races, and follow the typical human cultural and Traditions. So the following does not apply to them very much.
* Native Dragoth's are nomadic and follow their ancient ways, and traditions of the Dragoth people.
-Dress - Traditional Dragoth clothing is a mix of Egyptian, Grecian, and Asian style. Beading and embroidery are a big part of the typical female clothes.
-Foods -
Animal Foods - Javelina, dove, quail, snake, weasel, Deer, Tortoise, Hare, Addax, Bighorn Sheep, Ostrich, and Emu meat. All bird eggs, and Goats milk.
Fruits - Pomegranates, Prickly Pear, ground cherry, rock fig, dates, Pitaya, acai, wild grapes, Lime, kiwano, marula, lemons, grapefruit, bananas, guavas, pineapples, mangoes, and Jujubes.
Vegetables - Cactus, Corn, Jalapeno, Bell Pepper, onions, Chile Pepper, Habanero, tomatoes, wild plants, potato, olives, carrot, and Garlic.
Bread - Is made from ground corn/nuts. tortilla, Corn meal breads,
Other - Wild almonds, Sunflower seeds, Wattleseeds, coffee, chocolate, honey, ginger, mushrooms, nut butters, mint, lavender, vanilla, cinnamon, and other desert/jungle growing herbs. Poison plants & animals are very typical foods eaten by the native Dragoth.
-- -- -- -- -- -- -- -- -- -- -- -- --
-Nomadic Living-
Dragoth people are nomadic and typically move locations every 2-5 years. Living and roaming all around the Calliope Desert, and jungle areas. Some tribes move seasonally, and spend the cooler winter months in the north volcano mountains.
Housing - The housing the Dragoth people live in is called a yurt, and is built off the entrance of their caravans.
A yurt - is a portable, bent dwelling structure. The frame consists of one or more expanding lattice wall-sections, a door-frame, bent roof poles and a crown. The self-supporting wood frame is covered with pieces of woven grass/straw fabric, animal hide, and a felt like fabric made from sheep and goat fur, after all that it is then covered with canvas, for water proofing. The frame is held together with one or more ropes or ribbons. The structure is kept under compression by the weight of the covers, sometimes supplemented by a heavy weight hung from the center of the roof. A yurt is designed to be dismantled and the parts carried compactly on camels, yaks, or atop caravans, to be rebuilt on another site. Complete construction takes around 2-4 hours.
The Caravan - Every family has a caravan that is lived in while traveling and moving to a new site. When they settle in a place, they build their yurt (hut/tent) around the entrance of the caravan.
Yurt Interior - Like this
1. expanding lattice wall-sections
2. bent roof poles and a crown.
3. Smoke hole. Smoke from the fire comes out through the opening. During monsoon season it is covered to prevent rain from coming in.
4. (there is no #4 in pic, but bare with me) The walls normally are decorated with intricately woven tapestries from ceiling to floor. The dirt floor, normally is covered in animal hides and large straw woven rugs.
5. Fire pit. A dug out hole in the ground lined with rocks. The fire pit is used for cooking and heat.
6. Support poles, they have hooks on them for hanging blankets and wet clothes.
7. Oven, and burners. Made of metal it is used for cooking.
8. Clay bowls, pots, and stone slabs are put atop the oven for cooking, boiling water, and warming food.
9. Clay/wood pitcher. Holds the fresh drinking water for the day
10. Table and chairs - Used for eating meals together, playing card games, doing crafts, and so on.
11. The frame is held together with one or more ropes or ribbons.
12. A heavy weight hung from the center of the roof.
-- -- -- -- -- -- -- -- -- -- -- -- --
-Traditions, Ceremonies, Religion, and beliefs -
Coming of Age traditions and ceremonies -
Age of Maturity is considered age 15. It is a time when a Teen is considered spiritually and physically mature. The youth is then responsible for stating on his or her own behalf whether or not he or she wishes to remain a member of the Native Dragoth community. If the choose not to they are still welcomed as family and such but are not apart of the Ceremonies and other spiritual things. If they choose yes which is the typical answer: On their 15th birthday, the child undergos a ceremony called Masha, where they are initiated into the Tribe as an adult. They adopt a traditional Dragoth name which is added onto their Birth name. example: John Smith, Becomes, John William Smith. This name is only used in ceremonies, spells, and when inside the temples, and is typically only told to close family members, spouses, and infants.
The ritual for the young Dragoth male involves shaving his head, and for the young dragoth Female to receive there first haircut. Both genders take off their Nicco, an amulet worn to mark and protect underage youth, which one then burns in dedication to the gods, they then bath in the sacred hot spring, that the Dragoth Temple is built around. They dress in the traditional formal garment, and walk the spiral staircase to the top of the temple with, chosen family members and priestess/priest behind them holding candles. Ones at the top they pray to the Gods for an hour or more, and then they ring the bell to signify they are no longer a child. They leave the temple, The family and friends gather for a celebration feast and dance that last all night. They are given a small blessed stone called a Caffa, it is used like a worry/pray stone, and is kept in they pocket/bag from then on.
Marriage traditions and ceremony -
Native Dragoth brides pick not one wedding dress, but three. First, the bride wears a simple white gown for the ceremony and vows in the temple. Next, the bride swaps into a traditional dragoth wedding Gown, an embroidered, slim-fitting frock that's usually dyed a Dark Blue for during the festivities, dances, and feast. Blue is a strong, lucky color in Dragoth culture. Finally, the bride ducks out of the Festival at midnight to change into a third dress, this one is a short casual two colored dress made by the grooms mother, grandmothers, sister and other relatives. Each of the two colors represent the birth stone color of the bride and groom.
Grooms have also have three outfits for the wedding. Starting with the simple white ceremony outfit, that is wore into the temple for the ceremony and vows with his bride. Next he changes into the traditional wedding[ robe, and boots for the festivities, dances, and feast. Lastly at midnight he changes into a tunic and cape, in the colors of his and his wifes birth stones. This outfit is made by his bride's mother, sister, grandmothers, and other relatives.
The Vow Ceremony is held in the temple. The groom and the bride each walk down separate paths that form into one, where they clasp hands and walk to the alter together as family and friends stand on both sides of the path, holding flowers/candles, and humming the marriage song. When the couple reaches the alter they kneel down in front of the high priestess who then places her hands on each of their heads. The humming stops, and the priestess begins chanting the scared marriage prayer to the gods, and then she goes on to give the couple their unique blessing (fertility, longevity, protection, luck, prosperity, happiness, harmony, friendship, vitality, honesty, hope, etc...). Then the priestess ask them to rise to their feet, which they do, and she ties a rope around their grasp hands. She then pours pomegranate wine over their bound hands, and asked the bride to say her Vows, and then the Groom. They then kiss, and all of the family members and friends cheer, and whistle. The newlyweds then each take apart the bound rope around their hands, and kiss again. More cheering. The bride and groom followed by there closest relative leave the temple and head to the village center were the wedding festivities, dances, and feast is held. The newlyweds then separate to change into the second outfits, joining everyone in the celebration feast, they sit next to one another. After the feast there is dancing, and such to be had. this goes on until midnight, when the newlyweds then separate again to change into the last outfit. The music and dancing slows, and lanterns are lit and left to float into the night sky. family, Relatives, and good friends, give gifts, and blessings to the couple as the leave to their homes. The couple then spends there first night together in their new home.
- Funerals -
After the death of a Native Dragoth the funeral begins, the body is laid out in the temple on woven blankets made from dried vines and left for two day and two nights, for people to mourn and pray over. In the morning on the third day, the body is cradled in the woven blanket and carried by four priest to the spiritual ground behind the temple. Family and Friends dress in black and grays as they follow behind. The priests place the blanket & body in the large hallowed stone table full of dry woods and herbs. The spouse/parents/next of kin have sew together the deceased old clothes into a quilt which is stuffed with dry grass and leaves. The quilt is placed over the body by the family. The priest and priestess chant the departing prayer as they poor blessed oil over the body. The body is then cremated, the oils and herbs turning the flame blue. After, the ashes are collected and mixed with clay, and are made into beads, then painted by family members and hung in a tree, or cactus.
- Temple -
Priest & Priestess - They live in the temple and dedicate their lives to the gods. They hold/preside all of the ceremonies in the temple. Are keeper of the Dragoth ancient artifacts, sacred items, Historic scrolls, forbidden spells, and written prophecies. The spend most of their day praying, blessing, and making fancy bound books for the Dragoth people to write family trees, stories, Information, legends, and history in. They wear plain white robes though many embroider on them.
Dragons - are considered to be earthly gods, and are sacred beasts. Dragoth people believe that dragons are there ancient ancestors. The Dragoth people can form a sacred bond with a dragon, if the dragon chooses so. With this bond their life span become much longer and the ageing process slows dramatically.
Afterlife - Dragoth believe that when they die their soul goes to live with the gods in the sky Kingdom, unless the gods decided they are not ready, then they are instead reborn.
Temple - There are three Dragoth temples Two located in the Calliope desert, and the last one in Volcanic land of the north. They are large, tall, made from stone, and always built aound a hot spring. The Nomadic Dragoth always live with in a three days or less journey from a temple.
Second Name - When adopting their second name during the Masha, they are always traditional Dragoth names. (Spanish and french names/words = Dragoth Names)
Name: Mirn
Physical Characteristics:
Hair: Mirn hair is fine and silky, more often than not either a shade of white to dark blonde. Black has been found, but it is considered insulting to their goddess and many of these Mirn choose to be bald.
Eyes: Flat dull gray without exception.
Skin: Skin colors are as varied as humans, ranging from white to black. Darker skin is preferred, and is often seen as a sign of having earned theirLithos’ favor in a previous life. All Mirn share a similar scare design, two circles interlocked with each other, a line bisecting them (the placement of this mark is random). The Mirn believe this to be the sigil of their mother goddess, and it is consider a huge insult to look at this without expressed permission, and a killing offense for non-Mirn to touch it. (The sole exception to this rule are lovers, though often too much protest by the Mirn in question)
Basic info:
The Mirn are a monogendered species. Any gender characteristics that they may have are largely vestigial, but do tend to closely match humans. However, due to the process by which Mirn are born, and their uh….equipment shall we say, many consider the Mirn to be an all-male race. The Mirn, for their part, do not consider this to be true or at all accurate.
Mirn also tend to be preternaturally attractive in one respect or another. This manifests itself in anyway, even smell. However, more people are slightly disturbed by this trait than aroused, and Mirn do try and take some steps to suppress this trait when dealing with non-Mirn.
They are deft and dexterous as a general rule. Their race is somewhat famous throughout Avrith for being highly flexible and agile fighters and dancers.
Magic:
Mirn are incapable of using magic in any capacity.
Religion:
Without expectation, the Mirn worship their goddess Mirnala, for whom they are named. She is a creator god, initially described as a woman with flowing black hair, and the lower body of a snake that stretches infinitely. The following is considered the ‘first’ story in their extensive theology.
“She(Mirnala) and her sister/lover, Lithos, made love, and this was believed to be the beginning of everything. Lithos enjoyed the beginning, for it was empty and vast. To her, the empty was but a canvas, awaiting her paint. And so, Lithos began to create, bringing forth stone, water, fire, and air. She traveled far into this new emptiness, filling it with her great gifts.
However, in her rush, she forgot to bring her sister. Mirnala was a weak goddess, who needed her sisters great power to protect her from the things that came before.(note: Mirn mythology never expands on what this passage means.) Fearful and lonely for her sisters touch, Mirnala realized she would have to create a great work of art for her sister to notice. But, as was said, Mirnala was weak, and could not bring forth water, stone, fire, or even air.
Thinking for a long time, she removed her breasts. From this she created the earth and the sun. But this did not bring Lithos back. Mirnala worked her fingers raw upon the earth, creating mountains with her once soft hands (which, upon bleeding, created the oceans.) She then created the first animal (made from her tongue), the first bird, the first fish and so forth until the world was as it is. Yet still this did not bring back her lover.
Crying and fearful of being left alone, Mirnala removed her eye and a single strand of black hair. She tied the hair to the oceans and to her eye, so that they might be connected. It is to this that Lithos returned. Mirnala attempted to show her beloved sister her work, but she had given up so much that Lithos did not recognize her lover. Lithos examined the beautiful moon, and became mad with jealousy, angered at this ugly creature before her.
“How dare you, vile thing!” She would bellow, “I shall lock you in a cage and take this for my sister, so she might know my love for her.” And so she did, taking her great axe and cutting Mirnala in twain, locking her torso in an unopenable cage.
Lithos took her prize and then searched for her lover. It too many ages, for the universe is vast, before Lithos realized her mistake. She returned quickly to the earth, begging for forgiveness from a lover who could not hear her.
Lithos tied the moon to the oceans yet again, crying as she did so, for she could not open the cage. The tears that fell upon the ocean created the brine, and those tears that fell upon the land created the Mirn. Through tears, Lithos commanded the first Mirn to pray to her sister, so that she might know her regret and sorrow. And so we did and so we shall. Then Lithos removed her eye, for it meant little, and tied it to the moon, saying to the first Mirn, “I shall be with my sister again when all is at the end. Till then I shall sleep, but you shall be my lullaby. Do this and you shall not truly die." And so we did. And so we shall always."
Mirn religion is also marked for two important ceremonies, the ‘Trials of True Words’ and ‘The Immaculate Return’. The Trials of True Words are considered a rite of passage for all young Mirn. It begins with a four week long fast, filled with spiritual reflection and meditation. Then, after a much deserved meal, the young Mirn are sent out into the world to earn themselves a title (see language notes). This trial also influences their social status within Mirn society. The greater the deed is the more extravagant and complex the title becomes.
The Immaculate Return is a far more somber event that spans a life time. After completing the first phase of the Trial of True Words (at which point they are considered an adult), the Mirn in question is asked to deposit reproductive fluids into a sacred jar (often made by their own hands during the fast). The jar is taken by the temple priestess. It is logged and stored in dark chambers beneath the temple until the individual’s death, at which point it (and the individual’s body) are placed in stone tub. The tub is filled with a holy mixture of spring water and other ingredients (all kept secret by the temples highest clergy) and then sealed away for two years. At the end of the two years, the tub is opened, a new born baby Mirn being its only contents. Mirn believe that, should one not perform this act, they will lose Lithos’ favor and not be reincarnated.
On the subject of magic, the Mirn are a surly lot. While they see magic as incredibly powerful, they cannot utilize it. However, this is a good thing in their eyes, as magic is the right of gods and gods alone. Instead, they focus themselves on martial warfare as a matter of meditation and self-defense. They have a love for thrusting weapons, rapiers and spears being wielded with uncanny speed.
Language:
Mirn language does not make any use of pronouns. Instead, they refer to each other by a title earned in the Trails of True Words. Anyone who has yet to complete this trial is called a ‘Gy’thua Mirn’, or ‘young daughter of the Mirn’. This doesn’t tend to translate well into other languages, giving the Mirn a reputation as arrogant or long winded.
An interesting note is that, while other races consider the Mirn to be a male only race, all positions of honor (When translated) use effeminate titles. The head of the temple is the high priestess while lower clergy are referred to as priests. Mirn political figures often use the title matron.
Government:
Mirn settlements are led by a tribunal of elders made up by the high priestess, the grand matriarch (who is chosen by title) and the Lunar Matron. While the high priestess and grand matriarch serve for life, the Lunar Matron is swapped out every eight lunar years. The newest Lunar Matron is elected by vote, and proven by a trial of meditation.
The Lunar Matron is responsible for domestic affairs, ensuring the people are happy and healthy. The Grand Matriarch handles external political affairs, acting as both military general and diplomat. While the high priestess is technical at the top of the hierarchy, their position is often to break ties between the Grand Matriarch and the Lunar Matron and serve as the moral guide. The tribunals of all the Mirn settlements communicate regularly, though meetings of more than one or two tribunals are rare.
The Mirn population has always been too low to warrant creating their own nation, and as such they have frequently moved from nation to nation. As such, they often latch on to existing nations in exchange for modest trade. At the moment, the majority of Mirn live in Avirth, who won their loyalty after their exile from the lands of Folgoth.
Marriage and love:
Love with the Mirn is sacred and has few restrictions; however, they lack any formal marriage ceremonies. Instead, couples often tend to just begin cohabitation. If a non-Mirn somehow woos a Mirn, or vice versa, the non-Mirn is adopted into their society, however they cannot hold positions of political power.
Tortuskan
--Physical Characteristics--
Tortuskae are humanoid in terms of sizing and appendages, but have the following different traits:
- Very dark green/brown skin that has a reptilian texture
- A black/beige exoskeleton encompassing their torso and back, with the back plate being significantly more dense
- Grow to be slightly taller and more muscular than most humans
- Expanded lung capacity and respiratory efficiency, resulting in a greater ability to hold breath
- Hardened, beak-like mouth
- Moderately webbed hands
- Vertical eye slits that can see in the dark and underwater, with iris colour encompassing shades of green, amber, and lavender
- Black, oily blood
Miscellaneous Traits
- LIfe span of 80-150 years
- Depending on the variety (desert, swamp, rain forest, or tundra) they have adapted to either be warm blooded or cold blooded
- Highly malleable brain, making for quick and easy learning
- Quick sprinters, with good coordination and reflexes
Culture
- Clothing -Desert Tortuskae tend to wear flowing white gowns, swamp Tortuskae wear black, dark blue, or dark green silk robes, rain forest Tortuskae often wear multicoloured, floral sets of pants and shirts, and tundra Tortuskae wear silvery blue robes over a layer of insulated padding.
- Food -Tortuskae are omnivorous, eating whatever their local foods are, preferring dark meats, red meats, fish, aquatic plants, riverside plants, and fruits. Desert and Tundra Tortuskae of course are more inclined to eat cacti, insects, arthropods, and wolves, deer, foxes, and birds respectively.
- Housing -There are two main kinds of Tortuskan housing. The more common of the two consists of a village of wooden (or adobe in the case of Desert Tortuskae) cabins often built like a fishing village surrounding a body of water. The slightly less common consists of singular caves carved out underground, often under the roots of a tree. This style of architecture cannot be used by Desert Tortustan because you know... sand. These cave interiors often consist of a central water bowl which is filled daily by a selected member of the family. Built into the walls are long, thin slots to serve as beds and a fireplace used for cooking and brewing.
- Interaction -In the village style groups of Tortuskae, the people are often charismatic and neighborly to one another. Within the cave style of living, the culture is often based around only trusting your family, and interacting little with other families. These families often steal from others, though do not dare to steal from a family in a nearby village for fear of retribution from the entire village.
- Religion -Most Tortuskae are atheistic, though those living near other races' encampments often will assimilate their religion should they interact enough.
- Magic -Magic is highly engrained in Tortuskan culture, and is used freely and publicly. Often as a rite of passage within a family (more often practiced within the cave-style society) the parents of a child will engrave runes into their shell, more on the back than the front. As a result many Tortuskae have access to certain spells.
Origin
The Tortuskae were created when a wizard got drunk and tried to combine a handful of turtles with a human family that he didn't like. 34,000 years later they have evolved into the sophisticated and independent beings that they are today. However, as a result of their origin, Tortuskae often are predisposed to dislike humans.
Lifespan: Nobody knows, not a single one has died of old age. Its believed to be around 80 years.
Religion: Most Vigintians completely lack any beliefs (I don't mean atheism, they literally have no beliefs.), as they simply don't have the brain power to question their own existence.
History: Originating from the swamps, Vigintians quickly became dispersed throughout Villujia and Nesia.
Specialty: With their friendly nature and ability to multitask, most Vigintians are shopkeepers.
Dislikes: Vigintians are very friendly, and have no reason to hate other races.
Likes: Everyone
Appearance: The Vigintians are an amphibious race, having porous skin that is various shades of green, purple, and black, and webbed hands and feet. Their most defining feature is their number of limbs. They have 2 legs and 18 arms, totaling 20 limbs in total. Due to their bodies development having so many legs, other parts, such as their brains, are underdeveloped compared to other races. This underdevelopment makes them extremely stupid and clumsy. This leads to the high mortality rate of Vigintians. It is not uncommon, while walking down the street, to see a dead Vigintian just laying there.
Lifespan: Centuries if well fed.
Religion: Generally none, though the occasional stray Kitsune has been known to turn to common religions of the lands they live in.
History: Kitsune are an ancient species that are spread very thinly across the world. For a very long time Kitsune were hunted as monsters and demons due to their feeding habits which often saw humans, elves, and other common humanoid species drained of their life energy. Kitsune are usually part of a larger clan, and abide by the rules and treaties formed by the elders of their clan. The clan system eventually allowed the species to make peace deals with the races of the world, with the majority of the clans banning feeding on intelligent life and limiting their diet of life essence to wild animals and livestock. Kitsune with no clans are referred to as strays, and often try to simply blend in with the local populations which usually prohibits them from feeding on citizens.
When feeding, a Kitsune may either remove the entirety of a beings life force and kill it, or take only a portion leaving the victim alive and able to recover after some time depending on the individuals vitality. To a kitsune feeding entails using a natural born magical gift to slowly remove the energy from a creature and transfer it to themselves. It’s a usually non-violent system that leaves no visual wounds on a victim, the only signs usually being a faded and withering corpse. Younger kitsune require a substantially longer period of time in order to extract the essence, though the art is usually perfected around middle age and a victim of human size can be drained fully in roughly a minute.
Kitsune “age” groups and rank are determined by the number of tails a kitsune has. From one tail being the youngest and or least experienced kitsune, to nine tails being the oldest and or most experienced kitsune. In a clan system the Nine-Tails are generally the leaders, elders, and advisors. One and two tailed kitsune are usually general laborers, farmers, or merchants. Kitsune with three tails are generally considered experienced enough to do what they want under the clans jurisdiction, and in other cultures would be referred to as the general “adult” population.
Specialty: Magic runs through a kitsune’s veins, though older and wiser kitsune are substantially better at wielding it than those that are younger and less experienced. Kitsune primarily use the energy they syphon from other living creatures in combat to power their magics. Kitsune focused on combat use a strange mixture of close quarters fighting with weapons and their inherent magics, younger kitsune specifically focus more on the weapon fighting while older members of the species prioritize magics.
Kitsune Specific Magics – Fox-Fires: A Kitsune can create flames using their energy, the number of fox-fires is dictated by the number of tails a kitsune possesses. A single tailed kitsune, usually the youngest and least experienced of the species, can create only a single flame that is substantially weaker and harder to control than those of an elder.
Spirit Syphoning- The primary form of sustenance for a kitsune relies on their Spirit Syphoning abilities that require direct contact with a creature in order to begin transferring life energies from that creature to the kitsune. The size of the creature determines the speed at which a kitsune can drain energy, and also impacts the how much energy said creature can have drained from it before feeling weak. As a combat tactic Kitsune in close quarters usually make quick rapid attacks, syphoning bits of energy with each physical contact in order to strengthen their attacks and weaken their opponents.
Dislikes: Varies from clan to clan, or by individuals. Most Kitsune despise anyone and anything that attempts to oppress their species and destroy their freedoms.
Likes: Again it varies wildly, Though most good natured clans of Kitsune despise the clans that tend to have darker purposes and intents, like those that see other species as nothing but a food source.
Appearance: Kitsune are very human in appearance, and are only set apart by a few obvious things. A kitsune has large, fox like ears coated in a soft fur that usually matches their base hair color. They possess a number of tails, from one to nine, that determines their age and experience
Magic:
Magic is limited to two types; Rune magic and Rift Magic. Rune magic is the natural type of magic which allows the user to focus small amounts of Rift magic into a center set of Runes to determine a spell or enchant an item. Rune Magic takes a long period of time to learn and often the older mage is the more runes he knows. Rift magic is only accessible by one in three hundred thousand people. Rift magic pulls power directly from the Rift between the material world and the other planes of existence. Rift magic can manifest itself in the ability to control their element surroundings without the use of Runes. Rift magic takes decades worth of training to be used in combat situations.
Nesia:
Nesia is ruled by a council of leaders.The council consists of elected officials from thirteen sections of the city but they don't have supreme power. There are also the General of Defense, Merchant officials, Religious officials, Guild reps. and Workers reps. These people will influence each decision the council makes and will often be the deciding votes on the decision of the council. There is the Chairman, an elected official who has been approved by the people and council, who can break a stalemate or deny the passing of a vote should there be proper evidence against it.
Nesia has a military force of two hundred elvish archers, six hundred Swordsmen(various races), fifty wizards, twenty ballista, twenty catapults, and a few mercenary companies which make one thousand hired soldiers. Nesia mostly exports Abforth, a special crystal dust used to enchant weapons. It also exports corn, wheat, barley, choice beers, and weapons. They generally have imports such as furs, feathers, wood, stone, and tobacco. The darker side of things include exports of slaves, opium and Virbrium, a crystal know for its silent vibrations and used as an explosive.
Nesia, being a floating island, has only one form of transportation; airships. These airships are small and generally manned by a crew of ten people. This makes them the victim of attacks by pirate airships, although they are are, and often lead to their destruction. For an airship to dock in Nesia, it must be approved by the council and have payed the three hundred gold fee.
Nesia uses the most generalized currency in existence, coin exchange. Copper coins are the lowest and platinum coins are the highest price. Copper goes to silver at one hundred and silver goes to gold and two hundred. Gold goes to platinum and five hundred.
Nesia has divided itself in to a sort of tier districts. Each district acts as a barrier to get to the next district. The first district is the Movir district known for being the buffer beetween the mainland and Nesia. Airships dock here and many trade products past through initial inspection before heading to the next district. The next district is the Vencian district which acts as the trade inspection district. This district sorts through every trade item going into Nesia to ensure quality and the lack of any dangers to the people of Nesia. The third district is the Falguard district, a common housing and market district. This district houses much of the population of the city and is the center of trade for Nesia. This district contains merchant guilds and some thief guilds.
The fourth district is the Lilt district where the major guilds are found. Guilds like Inferno hall are in this district along with libraries, churches and hospitals. This district also holds the militia training grounds. The fifth district of called the Heart where the political organizations like the council exist. There are housing for foreign emissaries and this is where god tree Karenthian exists. This tree is believed to have existed since the creation of time and was planted on the ground. When the tree grew, it held such power that the land it was rooted in grew and started to float. Those allowed in the garden which the tree resides in believe that they hear the tree whispering to them in the language of the ents which was lost centuries ago. Others simply hear wind blowing through the massive branches. The tree is tended to by races capable of long lives who apprentice at a young age. These races include dryads and wood elves who study the way the tree breaths to them the secret of its care. These people often are the greatest herbalists and are often asked questions on which herb to use when treating a difficult diseas.
The fourth district is the Lilt district where the major guilds are found. Guilds like Inferno hall are in this district along with libraries, churches and hospitals. This district also holds the militia training grounds. The fifth district of called the Heart where the political organizations like the council exist. There are housing for foreign emissaries and this is where god tree Karenthian exists. This tree is believed to have existed since the creation of time and was planted on the ground. When the tree grew, it held such power that the land it was rooted in grew and started to float. Those allowed in the garden which the tree resides in believe that they hear the tree whispering to them in the language of the ents which was lost centuries ago. Others simply hear wind blowing through the massive branches. The tree is tended to by races capable of long lives who apprentice at a young age. These races include dryads and wood elves who study the way the tree breaths to them the secret of its care. These people often are the greatest herbalists and are often asked questions on which herb to use when treating a difficult diseas.
The World of Villujia:
The five nations are the aristocracy of Frocina, the theocracy of Talian, the dictatorship of Folgoth, and the twin nation cities of Avrith and Garthet. Avirth and Garthet are both council led cities like Nesia is.
Forcina is a beautiful country which loves freedom of expression over everything else. The citizens of Forcina are as
varied in their race as they are in Nesia. Forcina has many port cities which border the Azure Seas and often trade with
Nesia for rare cloth. Their craftsmen have made all the airships that Nesia uses for transport and have flourished since
the creation of their relationship with Nesia. The capital of Forcina is Jult, a port city which harbors more than a few
thieves guilds.
The theocracy of Talian is based on the belief of a single goddess known as Corthia. Their appointed leader is the Prophet
Vince Boulian. Talian mostly consists of humans and a few elves but their religion mostly believes that humans are the
purest race. It isn't uncommon to see merchants from other parts of the world harrassed by the priests and common people. The other races that live in Talian are mostly servants and slaves to humans. The capital city of Talian is known as Focar, a wonderous port city with white marble buildings and statutes depicting Corthia.
Folgoth, despite being under tyranical rule, is one of the greatest nations that exist in Villujia. The common people are generally opressed by sever taxation while the nobles are some what well liked by the Tyrant King Cors Islan. Cors has since made the forces of Folgoth be the most powerful and advanced armies. The soldiers are equipped with newly made steam powered guns and cannons. They somtimes use airships as dropships for small forces. The people generally have a low mortality rate and have longer life spans than their respective races would have elsewhere. The capital city of Folgoth is Abras, a industrial city of smoke and steam.
Avirth and Garthet are ruled quite like Nesia is by a council. They exist as brother and sister cities in both trade and politics. If one goes to war the other one will go with them. The citizens of Avirth and Garthet are mostly home to humans, elves and a few hobbits. It isn't odd to see the nomads appear in the cities during the cold seasons of the plains. The city directly below is Avirth and the city below that is Garthet.
The Azure Seas are as beautiful as they are dangerous. This massive ocean which borders Villujia on the east and north east, is known for the sterling blue waters which shine in the day light like a sapphire. Those who sail out into the Seas know it's danger. The Seas are known for the occasional hurricane and typhoon winds. Many boats were sunk by the powerful winds and vicious rouge waves which swallow the vessels whole. Nesia floats through the clouds that often cause trouble to ships below and often have been the saviors of more than a few seamen who's vessel fails. In summer, ice bergs can be seen floating from the north east which give a beautiful sight of clear ice.
These seas also contain many dangerous monsters including sharks and water dragons. There is even the occasional giant whales which give a splendid sight when they are migrating. The ports of the sea know to keep their ships well manned. The pirates of the Azure Seas keep their own territory where they harrass the ships which are transporting rare items from other sections of the world
The Gourim plains are the largest plains in Villujia yet are only interrupted by small hills a single mountain. These plains are the home of the nomads. Hourim roam the plains like buffalos roam the American plains, except they are far larger. The permanent establishments in the Gourim plains are mostly small settlements which were etablished as fronteir cities. These cities were abandonded by their respective countires and have become small states of their own right. Nesia trades with these cities and a few of the nomad tribes.
Factions:
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Inferno Hall- Inferno Hall is an hunter's adventurer's guild built three years ago which has recently gained its fame by defeating the Titan basillisk, Fang. Despite their recent upbringing, Inferno Hall has grown to be the largests and most rekowned guilds in Nesia. The guild holds fifty active members; twenty of them being hunters and the other thirty adventurers. Inferno Hall has a library containing subjects ranging from mundane politics to the largest beastiary in Villujia. Inferno Hall was created by Siris Colburn, Vihina Flors, and Corban Eris.
Corban is Inferno Hall's resident monster expert and is generally the person who hands out assignments to the hunters. Vihina is the head of Inferno Hall's mapping department and it is her job to draw maps of regions across the world. Should the adventurers of Inferno Hall ever require information on certain places, she is the person to go to. Siris is the 'leader' of Inferno Hall but actually is the accountant, his job is to keep the money flowing through the place by finiding commssioners who are looking for certain monsters killed. Siris use to be the driving force of Inferno Hall when he was younger, he was the leader of the group of thirteen men who took down Fang.
Inferno Hall- Inferno Hall is an hunter's adventurer's guild built three years ago which has recently gained its fame by defeating the Titan basillisk, Fang. Despite their recent upbringing, Inferno Hall has grown to be the largests and most rekowned guilds in Nesia. The guild holds fifty active members; twenty of them being hunters and the other thirty adventurers. Inferno Hall has a library containing subjects ranging from mundane politics to the largest beastiary in Villujia. Inferno Hall was created by Siris Colburn, Vihina Flors, and Corban Eris.
Corban is Inferno Hall's resident monster expert and is generally the person who hands out assignments to the hunters. Vihina is the head of Inferno Hall's mapping department and it is her job to draw maps of regions across the world. Should the adventurers of Inferno Hall ever require information on certain places, she is the person to go to. Siris is the 'leader' of Inferno Hall but actually is the accountant, his job is to keep the money flowing through the place by finiding commssioners who are looking for certain monsters killed. Siris use to be the driving force of Inferno Hall when he was younger, he was the leader of the group of thirteen men who took down Fang.
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Condemnation- Condemnation are fanatics who believe that the Sun God Helim will wipe all those who lead lives other than theirs. Condemnations is led by the Prophet of Light, Brun Hightower who happens to be a blinded dwarf. Brun claims that his blindness is a gift from Helim to appoint him as the Judge over good and evil. Condemnation believes that those who do convert and lead a life without alcohol, sex, and temptation are the holiest of beings. Condemnation has members close to two hundred people of every race.
Condemnation- Condemnation are fanatics who believe that the Sun God Helim will wipe all those who lead lives other than theirs. Condemnations is led by the Prophet of Light, Brun Hightower who happens to be a blinded dwarf. Brun claims that his blindness is a gift from Helim to appoint him as the Judge over good and evil. Condemnation believes that those who do convert and lead a life without alcohol, sex, and temptation are the holiest of beings. Condemnation has members close to two hundred people of every race.
The Council- The council of Nesia, located in the highest tier of the city, rules over all that happens in Nesia. If a guild wishes to be official, they come before the council to plead their case. The council has made all the laws that exist in Nesia and regulate that which comes into the city. The council consists of ten men or women, two from each district, who have shown an interest in politics and have pleaded their case to the council to be a member. Those who plead their case and win generally wait three to four years before they replace the council person from their district.
It is not rare to hear of the assassination of a council person when there was a person who had applied for their position and won but had to wait. The council is generally ruled over by the Chairman, a person who pleaded his case to the people and won their approval. The Chairman is the highest authority in the council with the ability to over turn any law made by the council should the evidence be against the law and it harms the rights of people. No law is passed with out the approval of those who sit with the council. There are many who sit with the council such as the General of Defense, Merchant guild reps. and foreign political representatives.
Foreign Representatives- Nesia is currently home to four representatives from the five nations. There is the Aristocrat Vince Bould from Frocina. The High Priest Coulburn from Talian. The Chairman of Avirth, Sylian Simt. The final representative is Prince Vina of Folgoth. Each representative has stayed in their own respective apartments in the fifth tier of the city and only meet each other when the council convenes. There is word going around that Vince and Sylian have been meeting in the garden of the Karenthian for the past week. When questioned they deny it but it is undeniable that Avirth and Frocina have always been great friends. Prince Vina is said to have had a weekly 'visitor' for the past three weeks. This visitor is believe to be a 'worker' from a brothel. Coulburn has been seen most of the time meditating by the Karenthian around noon till six o'clock. They say he wishes to hear the secrets that the tree has to tell of Nesia.
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