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.
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.
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.
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, "Charming"
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 Humani blessed by the Angel himself, or are children of Nephilim before them.
Nephilim are marked by their pale skin and graceful, angelic features. Symbols of power, like ink black tattoos can often be seen adourning their skin, each symbol granting them effects passed down by Raziel himself.
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.
To become nephilim, a humani seek out the nephlilim stronghold, the Insitite, to be transformed by Raziel. If deemed worthy, said humani 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. The common folk have given these beings the name "vampire."
The Revenant shun the light, and will seldom leave their keep while the sun shines. Because of this, they are dealthy pale and struggle to see in such harsh light.
The Revenant are a very proud group, looking down at 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 can never leave your new family, as the punishment is far worse than death.
The race of man, whilst born with no great physical attributes of their own, they are able to practice all forms of magic and mastery of one as well as weild most weapons. Beyond this, they can be changed into many other races such as:
The stoic and industrious race of dwarves are intensely proud and stubborn. Standing an average of 4-5ft, they are adept miners and smiths although have no magic of their own. In place of this, their rune magic carved into armour and weapons grant greater protection and strength than normal metal.
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.
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.
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.
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-weilding humani.
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.
Lycans are a cursed race of beings that can shift from their Humani form to that of a 'werewolf' at will. In this form, they are granted superior speed and immesurable strength.
Lycans can never learn magic, although their physical attributes make up for it. They can only more of their kind through biting a humani.
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)
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 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.
The lake is believed to harness a mystical power that will heal those who know how to summon the spirit of Terra itself.
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.
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.
Dead lands 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).
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.
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 Overseers
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
Alithe, The Angel of Entropy.
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, "Charming"
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.
Factions
The Nephilim
The Nephilim are keepers of Raziel's law; his divine children. They are Humani blessed by the Angel himself, or are children of Nephilim before them.
Nephilim are marked by their pale skin and graceful, angelic features. Symbols of power, like ink black tattoos can often be seen adourning their skin, each symbol granting them effects passed down by Raziel himself.
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.
To become nephilim, a humani seek out the nephlilim stronghold, the Insitite, to be transformed by Raziel. If deemed worthy, said humani 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.
Please note: All characters are to start Neutral unless previously approved in either faction.
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. The common folk have given these beings the name "vampire."
The Revenant shun the light, and will seldom leave their keep while the sun shines. Because of this, they are dealthy pale and struggle to see in such harsh light.
The Revenant are a very proud group, looking down at 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 can never leave your new family, as the punishment is far worse than death.
Races
The race of man, whilst born with no great physical attributes of their own, they are able to practice all forms of magic and mastery of one as well as weild most weapons. Beyond this, they can be changed into many other races such as:
- Vampires
- Nephilim
- Werewolves
- Hags/Witches
The stoic and industrious race of dwarves are intensely proud and stubborn. Standing an average of 4-5ft, they are adept miners and smiths although have no magic of their own. In place of this, their rune magic carved into armour and weapons grant greater protection and strength than normal metal.
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.
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.
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.
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-weilding humani.
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.
Lycans are a cursed race of beings that can shift from their Humani form to that of a 'werewolf' at will. In this form, they are granted superior speed and immesurable strength.
Lycans can never learn magic, although their physical attributes make up for it. They can only more of their kind through biting a humani.
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.
Character Sheet
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]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)
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]
Locations
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.
N/W - Lake
S/W - The Institute
S/E - Graveyard
Terra has been relatively untouched by man, having only a handful of clearings in the entire forest.
Compass Directions
N/E - WellboroughN/W - Lake
S/W - The Institute
S/E - Graveyard
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.
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.
The lake is believed to harness a mystical power that will heal those who know how to summon the spirit of Terra itself.
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.
None yet.
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.
Dead lands 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.