We're live! The Gems are all together at Shadow Worth, and the Drakken are all in the capital.
Character Ratio:
If you are planning on having a Drakkan at all, please complete that CS first. The faster our Drakken are up and accepted, the quicker we can work on pairing you guys up.
Keep in mind those of you that have already stated your intent for Drakkan characters will get priority. We will cut off applications for them if we get too many.
~Libby
Drakkan Age:
GMs have come to a decision that minimum age for a Drakkan character needs to be 100. That is when they are considered full grown, mentally matured, and are accepted by Drakkan culture. If you have any further questions about the aging cycle please feel free to ask.
Hello, this is another revamp of the roleplay created by the wonderful [@MyLalia].
For those who have been with us since the beginning (or an earlier reboot), there is much you will recognize, as for those who are just joining please note the following:
This is is a dark and mature roleplay. The themes of death, torture, forced marriages and war are but a handful of the things that can be found within these walls.
My name is Libby and I will be your conductor on this wild ride. I also have a pet Ellion that is sometimes helpful but mostly derails plot lines because she is bored and I wasn’t paying attention enough. Do not trust. (Really, don’t trust her. She wrote that to make me look mean I swear. ~Libby)
Jokes aside let’s go on a little adventure.
The Players
These fair creatures known as the Gemmenites (or Gems for short) hail from a country known as Gemmenia. While they look human in most physical aspects, each one is born with the power to call upon one of the four elements: Water, Fire, Earth, Air. With this power they can guide their aligned element to perform various tasks for them, however, their powers are limited by their own constitutions. If used for too long, or requests are overly complicated, the Gem can end up doing harm unto themselves.
Gem's appearances are varied as they come in various hair colors as well as skin tones. One of their common, unique features is their glittering skin. It is usually very subtle and is most noticeable when in the sunlight or by firelight. As for their lifespans, the average Gemmenite might live to somewhere between 100 and 150 years of age.
Also important to note that Gemmenites are a very community oriented society. They do not condone violence and have gone to great lengths in order to avoid war. They have no formal army, and most Gems to do not know how to fight (though most do not want to anyway). It is because of their close-knit nature though, that is comes as no surprise that they gather their strength from their fellow Gems, and thrive when working together toward a common goal.
Gems live in something like a paradise called Gemmenia (Rolling green hills, crystal clear waters, and beautiful cities)
Gemmenite court members are voted in from Grand families, but if a common Gem receives support from the people. They to can be voted into the court.(A grand total of seven Gems of each type are on the council at any one time, with the exception of the ruling element, which only has three council members and then the king or queen presiding over each council session.)
Gemmenite royalty is a long line of rulers that are usually water Gems as they are usually wise. (There has been families of other elements, usually they ruled when they're most needed)
Gem's are peaceful beings, and don't like fighting. That is why they give some of their daughters to the Drakken, so that they get much needed protection.
Female Gemmenites become of age for the Reaping at 18yrs-21yrs
Most are taken at 18yrs, as most Drakkan males don't want anything older.
Gem's usually marry other Gem's of the same element (so wind with wind, water with water.) So their children will be of the same element.
A two different element Gem pairing will result in the child getting the element of its same gendered parent.
In uncommon cases the child of two different element Gems can get the same element of its parent of the opposite gender. But again this is uncommon.
There has been cases where the above have been disregarded and the child having a completely different element than either of the parents. This is really rare though
Gems have a trio of Goddesses and one God (Naia - Goddess of Water and Wisdom, Auram - Goddess of Air and Liberty, Pyrus - God of Fire and Strength, Vivari - Goddess of Earth and the Great Mother)
Gem brides have been known to set up small shrines/altars in secret within their husband's estates to retain their native faith. Typically things do not go well for the brides if these shrines are found.
Vivari the Great Mother
Vivari was the founder of all the races.
When the world was young and fertile she gave birth to many creatures; most she loved and nurtured.
These loved ones were the first races, beautiful and gentle, they represented their mother's gentleness and kindness.
But the Great Mother's violent side became manifest in her next children, who were vile and delighted in attempting to destroy or enslave the other races.
Three of these children, Drun, Krenta, and Sorrak, became gods themselves, having drawn great power from the suffering they caused.
Horrified at what she had created, the Great Mother birthed three others, Naia, Pyrus, and Auram, to try and stop the three hated ones. Into these three good children she poured all of her strength.
They were to bring balance, but her violent children were themselves too strong, and created their own children from the flesh of their Mother, weakening her. From the Mother's flesh many vile races were born, overpowering the Elder children. They nearly destroyed their Mother and younger siblings.
As a final bargain, Great Mother Vivari offered her vile sons valiant, strong enemies to fight in the south, the place that was blighted. But in exchange for this hunting they had to keep their offspring away from the north.
They agreed, but Vivari knew her children would test her will and power, so she made the Great Spine to at least forestall the inevitable.
The mountains of the Spine were as high and as deadly as the one who made them; as protective of the Gemmenite realm as any mother would be to her favorite daughters.
To the north of these mountains Vivari and her three children ruled justly and brought prosperity back to their lands.
Auram, goddess of Air and Freedom
Auram is the youngest of the Mother's godly children.
She is creative and rather quiet, always there but rarely noticed unless she's in a temper. Kind of like the element she embodies. Similarly, she is able to change her nature within seconds.
As an individual she is less powerful than her siblings, but when she is matched with either her brother or sister she makes them stronger. As what is a raging ocean without the mighty wind? What is a raging fire without the wind to fuel it?
Naia, Goddess of Water and Wisdom
Naia was the first of her Mother's children.
Naia, like the waters she governs, is largely calm. It takes a lot to rile her up, but when she does, like a great ocean churned in a storm, her wrath is a force to be reckoned with.
Naia was named the keeper of histories and wisdom for her element's stability. While one choice may have been earth, it was determined that even mighty mountains eventually crumble and shift, but water stays forever. Even through drought, storm and flood alike, water is never destroyed; simply changed of form and moved someplace else.
Water gems are the only ones known to bring their babies through a type of baptismal ritual. Depending upon the clan, a water gem baby will be blessed by the water in the village's most precious reservoir (be it a fresh spring, a fertile ocean, or a cleansing waterfall, it makes no difference so long as it is vital to the settlement). More on this later.
Pyrus - God of Fire and Strength
Middle child of their mothers second birthing of godly children.
Pyrus is the ridged back bone of the group, a fearless fighter/warrior and easily set off. He gives strength to the weary and warmth to those that need it,
He is the only male god in the Gem gods pantheon and is the protector his sisters, mother and the people.
Fire Gems make up the majority of military and city guard roles.
Towering over many of the realm's other races, the Drakken are an ancient race of large, horned warriors. They too have the ability to control the elements, however, unlike their Gemmenite counterparts, have access to two different elements instead of just one. This can lead to an overall weakening of their power or control, though many make up for this with physical strength and battle prowess.
As mentioned before, the Drakken are a much larger race than most. With heights averaging near the seven foot range, they barely have need for their war toned muscles to earn them the intimidation factor. Hair color and skin tones rarely differ from Drakkan to Drakkan, their environment dulling them over time. They are known for having either greyish, or tanned skin which are frequently decorated with tribal-esque tattoos and battle scars. Common hair colors are black and white, however, since breeding with Gemmenites has begun, other colors such as auburn and the occasional golden blond have been known to occur. While their skin tones and hair colors might leave one less than impressed, it is actually their horns that really set them apart. Sprouting from the sides of their skulls, these horns come in a huge variety of shapes and styles as well as colors. They are as unique to a Drakkan as a fingerprint is to a human.
(Author's note: Due to cross breeding with conquered nations, there are a few genetic anomalies that have popped up among the offspring. This however should be treated as a rare case, as Drakkan genes are the dominant ones. This includes race classification and element alignment.)
Many see the Drakkan race as being very selfish and barbaric, however, they are surprisingly organized in their chaos. They have a primarily patriarchal society, though, female Drakken are given just as many rights as the males. Most disputes and decisions are settled using physical means, with the spoils going to the victor. They do have a king, whose family oversees the war plans against other nations alongside the various clans that make up Drakka. And if need be they will step in to settle a dispute that has gotten out of hand between his subjects. Also important to note that due to their beliefs and societal norms, any Drakkan that is born weak, sick, or too much like their conquered breeding partner is immediately surrendered or abandoned and will not be raised as a legitimate child of that Drakkan.
On average they can live to be over 700 years and like the Gemmenites, they bear many resemblances to human beings.
The Drakken live in a harsh environment (deserts, rock filled lands, forests filled with horrible creatures)
Very few livable places in Drakka.
The Drakkan Court is made up of War Lords (Who are heads of grand standing families). The War lords' families have their own mini court which take care of strict family things that don't need to go to the high court.
These War Lords and important family members are usually the ones allowed to take mates. So most of the children belong to these few. (Almost like breeding a small army)
Any of the Grand standing families may challenge the Kings right to rule. This is rarely done, and has only been done 4 times in all of Drakkan history. (As only the strong can rule Drakka)
There are Drakkan females but they are rare as they too love to fight. (plus the Drakken seem to produce more males than females, hence why they take brides elsewhere)
The Drakken are also not the kindest creatures, living in some of the harshest terrain and having an inbred need to cause chaos makes them difficult.
The Drakken have a trio of Gods (Drun - God of War, Krenta - God of Death, Sorrak - God of Prolificity)
Though they have this trio of Gods, they also have lesser Gods. The one most mentioned in Drakkan writing is known as Norric, he is said to be the bringer of darkness and a servant of the God trio.
To ensure that a Gem bride is not stolen or if she happens to run away, some Drakken give them a special mark to let others know who they belong to. (this can be a brand, tattoo or anything that can be seen)
Krenta - God of Death
Sorrak - God of Prolificity
Drun - God of War
Norric - bringer of darkness and a servant of the Gods
If you don't recognize the name, do not fret as this is a brand new addition to the Prized Bride universe. As they are not quite playing an active role right off the bat, they will not be available for player creation until later on. That being said, they do play some part in the version of history we are going with for this revival so we figured we might let you know a little something about them beforehand.
Not much is known about the Anathos as they are an ever evolving species. According to ancient historical records the Anathos were a bug-like humanoid species, although due to their diverse nature, it may be more accurate to refer to them as a culture than a race. Anathos have the ability to breed with just about any other species and have the genetic talent for assimilating the best features from those pairings. In more current times, their appearances match closer to their conquered races' than their original, but it is still possible to find individuals that have still maintained some of the original features.
Staying somewhat true to their bugish nature, all Anathos are essentially one large family. Everything is done for the good of the whole and there is not much in the way of free-will. Rumors speak of a queen that is more or less a god to her people, and has immense sway over their lives... This however has never been substantiated. All decisions seem to go through a set of Anathos that closely resemble priests. They are the ones that determine when breeding is allowed, and who it will occur with. Those children are then taken and redistributed to designated caretakers where they are closely observed until they have matured. Once old enough they are placed into their roles based off of their observed talents and strengths.
Those that develop divergent minds, or are severely flawed, are not banished like other species tend to do. Instead they are contained and put to use elsewhere, cut off from the rest of the colonies and are banned from breeding.
Much like the other races of this realm, the Anathos retain some touch of magic... however there is not much documented on this. Information on how much of the population as well as the extent of their abilities have been lost to the modern races. It is because of this lack of information, and the ever changing physical appearances, that the Anathos are often considered a legend or myth by younger generations.
History of the Gems & Drakken
As far back as anyone remembers, there have always been the Gemmenites and the Drakken. The Gems are a passive but proud people, quite content in their ways of life. Innovative and patient, they are incredibly good at working with and alongside one another. As the 'first children' of Vivari, the Gemmenites are considered immensely beautiful in the eyes of many of the other races. This has made them targets over the years but their pacifist nature has lead them to develop other skills to aid their survival.
Many of their cities have become famous for their advancements in the arts, medicines, and even agriculture. With these skills they have managed to create many allies in which they rely on for protection in exchange for their services in diplomacy. All these factors considered, it is no wonder the Gemmenites have been able to maintain their land's vitality and thrive because of it. Made up of a few large cities and plenty of scattered towns and villages, the Gemmenites live their days out in peace and abundance in a land often referred to as a paradise.
Living to the East of this said paradise, separated by a mountain chain known only as The Great Spine, are the blightened ones. Forced to spend their days in what many consider a wasteland are the Drakken. These are a people born from blood and thrive on war, known for their brute strength and ruthless nature. While they are capable of living several centuries, they found killing each other could be just as satisfying as killing everyone else. Living in the shadows of Paradise, they make do in a land of rock and monsters; a land where only the strong can survive. It took a a true crisis for the Drakkan race to come together as one, but lo and behold, they managed to do just that.
During some of their explorations southward, the Gemmenites happened across a new people know as the Anathos. Being the peaceful creatures they were, the Gems opted to leave them be and return home in good faith. This good faith was not shared. The Anathos, conquerors by nature, followed the Gemmenites north to their homeland where they amounted an attack on the nearly defenseless people. Being an unknown enemy, their allies scrambled to help, but many attempts were unsuccessful and many died as a result.
Around this same time frame, the Drakken began realizing their own troubles. Their independent and pillaging ways had lead to a shortage of female Drakken. Those that were left seemed able to bear only male children with the occasional female. Because of this the Drakkan race was staring down extinction within a century or two.
A Drakkan hero by the name of Toran the Bold discovered a Gemmenite woman that had been forced to flee because of the Anathos invasion. What exactly that had occurred between the time they met and the time that she bore his three sons is a complete mystery to all. However, this pairing had given the Drakkan people hope... and more so, a plan. News of her had rallied most of the families beneath one crown. It was their plan to track down the Gem's homeland and simply take what they desired, however, this particular Gem came with a warning. She warned them of the Anathos that plagued her land and attacked her people mercilessly, and how they sought only to see the world under their control. Seeing opportunity, the royal family learned from her diplomatic ways and offered a compromise.
Freedom and protection for all in exchange for the lives of a few. The Gem's had no choice but to accept.
It has been written that the Drakken fought with a ferocity never before seen by the Gemmenite people, and with a unity never before seen from the eastern lands. They fought more savagely than the invaders from the south, and despite their best efforts to assimilate the warrior race, the Anathos found themselves severely outmatched. Witnessing such bloodthirsty and war addicted behavior, the Gems began to wonder what exactly they had gotten themselves into, however... It was not in their nature to back down from a promise.
With the war won, the Drakkan lords came to the courts of the Gemmenite royalty, swords still stained with the blood of their enemies, and eyes burning with excitement. Everything about them was intimidating, and when they finally spoke, there was not much to do but listen. Many looked around in confusion as the warriors demanded their hard won prize, all eyes turning to the king Nixus, who had no words to speak. A single nod was all the Drakken required before they began grabbing the most beautiful daughters from the court. For a brief moment, the parents of the these Gems broke from their usually peaceful nature and rose up in protest. They were furious that they had not been consulted of such a decision, but they were quickly silenced. Toran the Bold left the court with a single threat, complete annihilation of the court and of the country if they did not comply with their end of the bargain. This, however, was not the end. Not by any measure, for the next words he spoke have bound the two nations ever since.
"We will return in one year's time. If our brides are not ready we will consider it an act of war."
It has been nearly four Gem generations since the war, though the Drakken still have living memory of its glorious achievements. The Anathos have remained dormant in their defeat for over a century, however something in the wind is stirring. The Drakken were never meant to be a united people. The Gem's were never meant to live beneath the weight of chains. And the Anathos? Well, they've never yet been denied a victory. Peace is faltering and freedom calling... Which way will the tides roll, that is up to you.
Element Magic in Detail
If you have any questions or would like to propose an idea that doesn't fit into these guidelines as stated, PM @Obscene Symphony or DM her on the Discord server. She'll help you out.
Gems and Drakken have the ability to control the four elements: Water, Air, Earth, and Fire. Gems have a somewhat weaker command over only one element, but because of their connection to the elemental gods, can in general exercise finer control. Drakken, on the other hand, have a stronger command of two elements; however, due to their disconnection from the elemental gods, usually have a harder time exercising fine control.
No character can create their element out of nothing. In order to control an element, that element must be nearby**. This also means that one's command of their element does not extend indefinitely; instead, they have a certain radius around themselves in which they can exercise their power. (This is not a harshly defined distance and will be dealt with case-by-case).
Different people have different levels of control, and control takes practice. The act of using one's element can happen by accident (for example, when experiencing strong emotions) but such outbursts lack control. Exercising specific control requires a conscious effort - just like anything else, the more complex the task, the harder one must focus.
Using elemental magic draws on the energy of the user. Extended or overly intense use of their element can cause exhaustion, overexertion, and in severe cases loss of consciousness.
**See the Fire section for specifics.
The limits and specifics of control by element are as follows:
Water
Water can:
Be moved, shaped and controlled without physical contact. Can be heated or cooled, requiring more or less energy depending on the difference between the water's original temperature and the one trying to be reached (as a general rule, it is easier to cool water than heat it). This includes freezing and boiling. Can be controlled in solid, liquid and gaseous form.
Water cannot:
Be controlled in huge quantities. Be made any harder than ice. Be heated any hotter than boiling temperature while still in liquid form, and not heated much further as steam.
Air
Air can:
Be moved and controlled without physical contact (although admittedly, characters are in physical contact with air most of the time). Be heated to an uncomfortably warm temperature, and cooled to an uncomfortably cold temperature, using comparatively less energy than heating or cooling water. Be blown around with the maximum force of a strong enough wind to knock a person off balance. Be used to alter the trajectory of airborne items such as arrows, with effectiveness decreasing as the weight of the object increases. The item will only be affected by this within the user's radius of control.
Air cannot:
Create hurricane-force winds. Lift people or heavy objects off the ground. Be made liquid or solid. Tear clothing (although it can blow clothes around).
Fire
Fire can:
Be lit and extinguished by a fire user (this encompasses fire of their own creation and of outside creation) Allow the user to heat objects, but not cool them. Be created at different temperatures (within the range that fire naturally occurs) with practice and focus. Be "thrown" or otherwise moved/controlled without physical contact.
Fire cannot:
Control lightning. Burn cold. Make the user immune to fire damage (although touching the flame of a candle will probably not hurt, and a fast reaction time and certain level of skill may allow an individual to take control of external fire or prevent fire from touching them).
Earth (Drakken)
Earth Drakken can:
Move and shape mineral material (rock, metal, etc.) without physical contact (the level of shaping achievable depends on the malleability of the substance). Heat and cool mineral materials to an uncomfortable levels (but not to a point where they can cause burns or frost damage). Create small fissures in the ground.
Earth Drakken cannot:
Create earthquakes (this would require an army of cooperating Earth Drakken). Control plant life. Create gaping cracks in the earth.
Earth (Gems)
Earth Gems can:
Affect plant life (encourage growth, nurse plants back to health, etc.). Connect with animals (more like an empathy and mutual understanding). Control small quantities of earth (sand, dirt, etc.) Move existing plants a little (for example, raising a tree root to trip someone, or wrapping someone in pre-existing vines).
Earth Gems cannot:
Control or speak to animals. Significantly accelerate growth (for example, grow a plant from a seed to an adult plant in the space of a day). Move rigid plants (no having tree branches punch your enemies).
Plot:
Our story here will be taking place over three arcs that can, and will, grow based off of the decisions made by you, our beloved roleplayers. For now, the first phase will be centered around the individuals. Whether you are a Gemmenite sacrificial bride, or a Drakkan lord looking to collect on your bounty... this is about establishing your character and their ties to one another. This is very important, so we urge you to take it as seriously as possible. It can, and most likely will, determine how this RP will unfold through future arcs.
Due to their kind nature, Gemmenites don't appear to last very long in captivity. They have begun longing for freedom as it denied to them the very day they are chosen and married off to their new lord 'husband'. Gem brides, however, are very well aware that without their sacrifice there would be war and the deaths of their friend and families while still ending up in the hands of Drakkan warriors.
Whispers have begun to surface from those who have forgotten the threat of the Anathos, some even believing them to be a Drakkan-created story meant for intimidation purposes. It is these people that have determined it is time to stop selling Vivari's daughters in exchange for false protection. Will your Gem risk it all in the hopes of freedom, or will they perhaps find a degree of comfort with the new life chosen for them? Or will they yet find another way, a third choice, still yet undiscovered?
The Gems are not the only one seeking freedom, though. Drakken too have a choice to make. Many voices have begun speaking up, calling to return to the ways before the war. The days where absolutely everything was left up to the strong, no allegiances or promises owed to anyone. Days where a man could take whatever he wanted, whenever he wanted. It is only a matter of time before civil war breaks out, and the king keeping that peace is dying from the cruelest fate of all... Old Age. Can his sons keep hold of the crown, or will all he built die with him?
His eldest son (who will be played by the wonderful Libby) is to ascend the throne after his father's death. Taking closely after his father, this son bears much in the way of physical prowess and political drive. Aside from the ever looming civil unrest, the young prince has but another problem to address with his reign. While Gem brides have been producing children for the Drakkan lords, over the years there have been fewer and fewer desired results. Some attribute this the culture shock and being forced to live in a much harsher environment from their homeland. Other blame it on the race's frailty. It his suggestion that more brides be requested to increase the number of wives Drakkan lords can take, thus increasing how many, and how often, children can be produced. It will also be helpful in replenishing the ones that are dying off due to stress or overexertion.
His youngest son (played by the amazing Ellion) has other ideas. This prince has a vision for a future where Gemmenites are born and bred within Drakka's borders. It is his belief that the burden should not be the brides' to bear alone. A Gem who has never known freedom cannot miss it, cannot long for it, and thus should not die from having lost it. Stronger Gem's bred for a specific purpose, raised in the environment and amongst the culture... Thought to make the perfect slave race worthy of the Drakkan people.
Which side will you support, Drakkan? Demand more, or play the long game and make your own? Will you follow either at all?
Other Information:
Drakken may have more than one Gem bride, so if there are loads of Gems and fewer Drakken, that is fine.
Drakken get two elements, Gems get one.
While the Anathos are listed as a species, they are not a character you can play just yet.
Drakken will be mostly male, however we will allow one (MAYBE two) female Drakken, due to their limited existence. Female Drakken are considered a male Drakkan’s equal in every way. If there is a Drakkan wife, she is as much the husband as the husband. I don’t know how else to explain that. (Libby says they kick ass, and take no shit. Very Spartan.)
Male and female Gem’s are about 50/50. While you can request to play a male gem, I really don’t seem them coming into play until at least phase two or three. So yeah…
Where You Come In:
For now, we'll all be starting as either a Gem or a Drakkan. Drakken can come with past wives (living or dead) or this can be their first batch.
{Name Here}
Race: (input here) Age: (input here) Element(s): (Drakkens two or Gems One) Height: (input here)
Bio: (You can write as much as you like, but seeking 1 paragraph minimum. Be sure to include personality traits, and how they acquired them.) Other: (input here) Adult Content Preference:
If you wish to play a Gem, you have two choices. The first being that you are a brand new bride and all that goes with that. Your husband will be chosen for you by either Libby or Ellion (probably a decision between the two of us), and while we do on occasion take requests… We think it is more fun, and a more authentic experience if you just let us do it. Enjoy the challenge of working with another character that might not click with yours at first… Might even to push your decisions in a way you might not have originally planned. ;)
Your second choice would be to play a bride who has already been paired with and living with a lord for some time. If this is what you decide to choose, then you may be in control of choosing your own husband. Both players need to be okay with this, and will be asked to collab on a back story... Or at least be on the same page concerning the time spent and relationship between the two characters.
New Gem brides will start the roleplay off in a keep of sorts, taking place a brief time before the Choosing Ceremony. In it, Gem characters will get the chance to interact freely with one another. This time should be spent developing relationships with the other Gem characters. These ties can end up influencing decisions later on, so as we have asked before... Please try and take this seriously. We will also be using this time in order to give what will be a crash course in Drakkan culture as what will be expected of Gems as Drakkan brides.
As for the Drakken and previous wives (if any of you choose this route), your characters will being doing something quite similar to the 'new Gems'. You will be arriving in the capitol city to participate in a... party of sorts. These events are held every year before the Choosing Ceremony, and should be used to set the family dynamics. Which Drakkan families get along with which... Who is seeking backing for a particular petition or motion? Make some friends or enemies, that is all up to you.
If you are a new member to this RP, this note isn't so much for you. However, if you would like to compare some of its workings and history, feel free to enjoy.
This is the third reboot of this particular idea (Original --> Reboot V1. ---> V.2 ---> Now). It is a beloved concept that has always attracted some of the best writers we have ever met. So many talented and dedicated RPers have participated over its iterations. Unfortunately, due to some previous events, and loosely laid out guidelines, for one reason or another... it has sadly died. Being so near and dear to our hearts, we really wanted to give it another chance at life, but we have decided that a couple of things needed to change to help assure its success this time around.
Previously, we have seemed to have lost focus on what the RP is really about. We kept getting stuck on Choosing Ceremony, and ended up in isolated groups. This time around we want to focus a little more on building the world and the relationships across the families. That way everyone has some connection to another, and we can keep things moving smoothly where nobody ends up feeling left out. This will be done by allowing both parties time to create ties with their own races and essentially take their first steps toward your desired sides. Then by introducing your partners, you may end up being persuaded to change your ways in a very authentic and natural way. We have done this because, while bride and groom interactions are important, it is not the only thing going on... And tends to be the main killer of interest.
Secondly, we will be implementing guidelines to help the flow of posting. This can be tricky as everyone has a different posting speeds and style, however we want to prevent stagnation. Specifics will be given momentarily but these are the two biggest factors
- We will be running on a real time post limit. (Please note this is not a posting order, or quantity limit.) -In order to move things along, we as the GMs will have set plot movement dates. (These will be edited only if we feel that there is good reason to not yet move on. We do not wish to hold up the group if a couple of people can't' wrap up their shenanigans.)
^^These were another primary reason for previous reboot deaths, and we want to be sure it doesn't happen again. Made it not so fun for the other players, and we want everyone to have an amazing experience with this game.
Rules:
1. Character Limit- We want this to be an expansive world, with lots of little parts working together for a larger whole. We will not be heavily enforcing a character limit... However, please create responsibly. Too many times have we seen people make more characters than they can handle (Trust me, I understand character creation fever well ~Libby). If we feel you cannot handle your character load, the GMs will take action and remove them from play.
Additionally, we will need certain ratios to be maintained. At no time should our Drakken out number our Gems. Female Drakken characters and male Gemmenite characters should be few and far between with 'petition' to the GMs making a case for either.
2. Posting Limit- As mentioned previously, the GMs will be running off of a real time (or RT) posting cycle. The expectation is at least one post every nine days. We aren't going to be super mean about it if you require a little more time, however, we would like to hear from you by day six if you are going to need an extension. If you don't think you will be able to consistently keep with this pace, as much as we would love to have you, this might not be the RP for you.
We are totally okay with double posting, and have no limit on how many times you may post within those nine day segments. If you have a character ready to go, feel free to post for them. We understand that sometimes partners aren't always on the same schedule, and writer's block is also a thing. Just don't let those other circumstances hold everything up. With an RP like this, it's a little difficult to get spammy. Let's keep it lively in here.
There will be events that happen on preset dates (in RL) to move the plot along. We aren't going to have anymore six months single nights. We have set the dates and we aren't changing them.
3. Communication- This was originally going to be roped in with #2, however, we think this deserves its own section. Communication is key in an RP such as this, and we take it very seriously. Ellion and I are very understanding of RL circumstances, as we have faced many of our own. Work, school, home... It doesn't matter to us, so long as you talk to us. If you need a couple more days to post, let us know and we'll work it out. However, if you delay a response that holds up your group, more than once without warning, by more than three weeks... then you are out. It is unfair to the other players who are here and waiting.
If we do not hear from you within the nine days, your character will be puppetted by a GM to move the story along. If we do not hear anything from you after two weeks, we will have considered you uninterested. After the third week, your character will be written out and you will not be allowed to return.
This being said, if you are aware of something big that will be taking you away from RPing for more than one month, we will require that you write your character out until you return. If you are comfortable with someone else playing your character you may delegate, however, it is usually easier to write out for extended times then to swap writers. If you have an emergency and have no time to write out, Ellion or I can do it for you. So long as you give us a heads up, you will be allowed to return when everything on your end settles, and can write your character back in. ( I wish I would have done this when I went to Europe for two months. You don't have to think about it and you can hop right back in when you are ready. ~Ellion)
~Please note that we will be a tad more lenient with limits around high stress times: Exams, Holiday Work Schedule, etc...
5. Collaboration- While we promote cross player collaborations... We do suggest that you keep collab posts to a limit. Time zones have proven to be a tricky obstacle and have frequently slowed progress for months. If you know there will be some rapid fire dialogue for this one event, go for it. If you cannot get on the same page for a writing session then we ask you abandon the idea and change the scenario. Also keep in mind that your collab partner will still need to make a response to your stuff anyway, so it makes them a little unnecessary if you think about.
6. Dictatorship Leadership- For this version of the Reboot, WeepingLiberty (Libby for short) will be taking over as acting GM. Her word is final say, and most decisions will be run by her anyway as she is more active during the week than the weekends. Ellion will be acting co-GM and has the same amount of power. However, due to scheduling conflicts... Ellion is only kind of active during the week but is totally your weekend warrior.
"I'm Nadia Parnel. I- I like the woods, and quiet."
Nadia Parnel
Race: Gemminite
Age: 18
Element: Fire
Height: 5'4"
Bio: Nadia's parents were both Fire Gemminites who lived and raised her in a woodland cottage a little ways away from any towns or cities. They preferred the calm solitude that life in the woods offered as opposed to the busy life of a townsperson, and the relative safety of living like this. Her father worked as a merchant and so was away often, trading around the country, while her mother was a seamstress. Nadia eventually picked up the skills of both her parent's trades, learning how to make deals with people and how to make basically anything needed for the home that could be done with a needle and thread.
Nadia grew to be shy and nervous around other people at first, but good-natured enough that she would make friends easily. She didn't spend much time in town, but she was known around as a kind, well-mannered girl. She was taken in a reaping that was happening during a visit into town with her father, when a Drakken who was collecting another girl decided that she was a better catch.
Other: Though her element is fire, it doesn't seem to reflect in her personality as much as it does others of her element. She is shy and contains her thoughts and emotions very well, she does not call attention to herself on purpose and excels at blending in, at least among Gems. She is kind and gentle towards others, but also very fragile, both mentally and physically- she's afraid to use her power around other people. If someone were to say that Fire Gems are like a campfire or a blazing torch, then Nadia is a lit candle on a calm night.
I'm fine with PMs or Fade to black stuff.
"I could explain exactly how I feel about your offer, but, given the vocabulary and disposition you've shown yourself to have so far sir, you would likely only understand that what I say is directed at you, gargantuan brute."
Onyx Briyll
Race: Gemminite
Age: 18
Element: Earth
Height: 5'9"
Bio: A librarian's daughter, her mother died when she was too young to remember, and her father was always busy with work around the city's library, so she was pretty much on her own for most of her childhood. With nothing else to do whenever she got bored, she taught herself how to read. She soon fell in love with the fictions she found, mysteries and adventures all just waiting to be read, feelings and images expressed on paper. She spent as much time as possible in the library, and that's where she was when the Drakkens came for her, lost in a fantasy. She didn't fight being taken at all, but only made one request- that she be allowed to bring her favorite book with her.
Other: Onyx likes wordplay and writes poetry in her free time, her knowledge of books and fantasy making her very imaginative and childish when she wants to be. This fluidity of emotion and imagination makes it easy for her to come up with ideas and plans on the fly, and she's pretty good at lying too. She pictures herself as if the heroine of one of the novels she loves so much, and her confidence could be her downfall.
I'm fine with PMs or Fade to black stuff.
"Kendra Bell of Haarahle, m'lord."
Kendra Riu Bell
Race: Gemminite
Age: 18
Element: Water
Height: 6'0"
Bio: Raised on a small Island about 5 miles off the warm Coasts of Gemminia, Kendra's village was one of the few where the Gems refused to acknowledge the Drakkan or Reapings even existed. Kendra's parents never wanted her to fear for anything in her life, and so she didn't. She lived happily, up until the Reaping when the Drakkan finally decided to come to the small Island for the first time in almost 2 decades.
Other: She's very much a wide-eyed innocent to all the bad of the world. Kendra has no prior knowledge of the Drakken, and she has no Idea how she's going to get through this just yet- but there is one upside: She's not scared, not yet anyway. Her parents raised her to be independent and strong-willed, but also they gave her a sense of trust in the world that will be very hard for anyone to truly break. Kendra believes in people, that they will do the right things, because in her mind everyone is inherently good.
I'm fine with PMs or Fade to black stuff.
-ADVERTISMENTS- Found near the Forests - Nadia Parnel A pretty little Fire Gem in need of a husband. She definitely won't break your heart- unless you actually treat her nicely, that is. Otherwise she'll eventually gain some courage and attempt to kill you be the perfect wife!
Buried in a Book - Onyx Briyll A down-to-Earth yet graceful Gem. She has a tendency to speak her mind, but the sharp wit and quick tongue is usually held still behind a sturdy book. She would be a loyal wife to any deserving Drakkan, though if you wish for her to submit to your rule, she must choose you, too.
Washed Ashore by Waves - Kendra Riu Bell A Water Gem that is a bit less go-with-the-flow and a bit more of a child. She doesn't have any Fear in her heart, and there's a painful amount of hope in her eyes. She'd make a good wife to anyone willing to tolerate her optimist's worldview, and a fun one to break if you're into that. A word of Caution, however: a lack of fear inevitably leads to too much confidence.
Bio: Lienna was born to a poor single mother outside a Gem village in the far North, where the land never thawed and the sea, a blanket of ice. Though they were Water gems, just like almost everyone in the village, they were outcasts; the harshly logical townspeople thought Lienna's mother a fool for not drowning her child when she showed signs of beauty. They believed that beautiful daughters brought the Drakken upon the village, thus more likely to Reap from them again, and believed that killing a beautiful infant was more humane a fate than the possibility of being Reaped. In hindsight, Lienna wonders if they may have been right.
From the get-go Lienna was taught to be self-reliant, not out of necessity, but out of her mother’s need to have a child who could fare well on her own. Looking back, Lienna figures that her mother saw the Reaping coming, and predicted that she may be chosen. She loved her daughter with all her might, however, and did her best to teach her how to be strong. “A strong woman makes choices to improve her life and the lives of others, no matter what those choices may be,” she’d always said, “A strong woman will never give up, not even when all hope is lost and everything is dark and broken.”
The village in which they lived was very religious, and Lienna and her mother were no different. They held strong faith with Naia, the goddess of Water, patron of Water Gems. Her mother taught her many things about her goddess and her faith, but perhaps the most resounding of her mother's lessons was this:
"Water always finds a way."
This became a mantra for Lienna as she faced life’s natural challenges, but never did she truly understand what those words meant until the Reaping. On the day she was taken, Lienna shared tearful goodbyes with her mother, and while she loathed the idea of becoming a bride to a monster, her mother convinced her to go willingly. Lienna obeyed, knowing that it would be easier on everyone if she cooperated. However, her mother did leave her one remnant of home: into Lienna’s hands she thrust a tiny ivory statue of an owl with shining amethyst eyes.
Lienna identifies with water in every sense. She has always been calm and as wise as a young lady can be without age to help her, stoic but gentle with a harsh, yet tolerant temper. She has always taken life's challenges in stride, with the phrase in her mind, "Water always finds a way."
Other: Lienna has some trouble with reading and numbers, as she never had the opportunity to go to school or access many books. Her preferred use of her elemental magic is freezing water into ice. Lienna's mother had her when she was relatively old, 72 - her first and only child. All Lienna ever knew of her father was what her mother would let slip in far-off ramblings.
Adult Content Preference: I'm open to taking it to PMs if ya really want to. Otherwise, fading to black is fine too. If you're curious, just ask me.
EDIT: I'm gonna just mention that I know it sounds weird for Lienna not to have been taken when she was 18 (being the only girl in the village who looked Reap-worthy): my justification is that she lives way the fuck up north and I imagine it's a pain in the ass to go up there, thus I figure the drakken might have skipped going up there for a few years.
Bio: Agnimitra was raised by her father along with two older brothers. Her mother died while she was just a small child and is unable to remember her. For as long as she remembers, she knew about the reaping and knew what could easily befall her. This led Agni to do all she could to strengthen herself. She hunted with her brothers in the forests and practiced her fire magic where possible. She was strong and proud, raised more like another boy then a girl. The only work she did that could be considered ladylike would be taking care of her two brothers by helping her father with the cooking, cleaning and mending clothes. She would be more often be seen running wild in the forest or skinning a fresh boar though. She became a leader in the small village that they lived in. Not an elder but one that people her age seemed to naturally rally behind her mountable fire and strength. Her two brothers were proud and tended to let their little sister get away with anything and followed her happily. When a Reaper saw her and deemed her beautiful enough for a bride, she was sad but she was not surprised. She stoically said goodbye to her family and followed the Drakken calmly. She was determined not to be another Gem to die young at the hands of the Drakken.
Other: She tries to be strong and independent but at the end of the day she is still young and inexperienced.
One could not find a less impressive looking Drakken if they were given a lifetime to search. Easily a foot shorter than most Drakken with short, stubby horns which he commonly covers with a hood or helmet, apparently out of shame. At a glance one could be forgiven for not realising he was one of the Drakken at all and perhaps merely an extremely muscular if unusual looking Gem. However, those reptillian eyes hide a burning lust for power, supported by an expertise in military strategy and a sound grasp of how to weave his elemental powers into combat. However, this one at least we can reason with, and we should not underestimate him. - Description of Zakroti Unalim as given by a Gem Representative
Bio: Zakroti was easily identifiable as a runt upon his birth and had he been born in the East (or had the wishes of his father, Orstaki Unalim, been followed) would have likely been left out to die in the elements. But he was born in the West, where the culture is different and the traditions are extremely alien - and yet to the contrary, based off the extremely similar values. Killing one's child or father is, in the west, one of the worst offences one can commit against Gods and Drakken. And so his father was forced to keep the child, naming him "Zakroti": ball [and] chains.
Growing up, Zakroti's was routinely looked down upon by his taller siblings. Outside of his immediate family, his other relations did not care much for him; he was simply another nephew or grandson with little chance of inheriting his father's title. Were it not for his remarkably small stature making him something of a curiosity, he doubted any would even remember his name.
On his 50th Birthday Zakroti led a small force of thirty Drakken warriors across the mountain border into Northern Pratia, a foreign land. Having sent ahead spies to open the gates to a town, the thirty drakken warriors were able to enter it under cover of darkness and sack the town, returning with nearly one hundred and fifty slaves and saddlebags full of gold and jewels. The fledgling lord sent them off to his father as a gift, and gave his ageing mother some of the finest jewelry he and his men had plundered. Grudgingly, his father acknowledged the achievement and granted the boy the holding of Mu'Fanla, a small fortress situated in the otherwise barren mountains to the south of his families holdings. Although this was somewhat impressive for a first military achievement, given that few expected to see him in any form of leadership role at any point in his life time and certainly not so young, he first rose to true prominence during a conflict in the western lands with the Ptaz, the Frost Giants of the North. It was here that he saved the life of a prominent noble and was gifted the holding of Mu'Kasi, a large fortress situate overlooking the pass out of Drakka and into the neighbouring territory of Pratia. Zakroti exacted a toll on armies passing through and raised considerable funds from this, which drew the ire of several nobles.
Mu'Kasi was eventually levelled after the toll fees offended a particularly ill tempered noble, Nevun Davak. Zakroti launched a retaliatory campaign that culminated with him laying siege to Davak's Castle. After six months, Davak agreed to negotiate a surrender. The terms spared the life of Davak and his sons but would have him pay for the reconstruction of Mu'Kasi. More importantly, it would see his daughter Elium Davak married to Qeynate, one of the few siblings Zakroti liked. Zakroti has been careful to ensure that Mu'Kasi has a considerable garrison ever since.
By this point, a number of Drakken nobles and even a handful of members within his family had begun to see Zakroti's potential as an ally rather than another foe to be dealt with. His brothers loyalty bought with his latest gift, they began to plot to advance their own interests in the region...
At age 76 an opportunity presented its self that Zakroti could not ignore; His father had fallen out of favour with the family and the king and, as such, Zakroti seized the chance and met in secret with a number of family members and Drakken nobles to hatch an insidious plot. Long had his father earned the disdain of his vassals and few objected to the idea of a regime change, especially once Zakroti put forward his terms and agreed to reduce taxes severely from the excessive rates his father had set.
With all the pieces on the board set, Zakroti demanded that his father reduce the taxes. His father refused and consequently, Zakroti's and his coconspirators rose their flags in rebellion. Zakroti led a force of Drakken and mercenaries to sack his fathers estate in a hard fought battle. The young lord had his father thrown into an oubliette where he is rumoured to remain to this very day.
Zakroti claimed dominion over his fathers lands and vassals and alleged that, as his father had been a tyrant, rebellion by the local Lords was just according to land. This was upheld by the family court which ruled in favour of Zakroti, though not out of any love for the young lord himself; His father had already fallen out of favour already. Further, two key family members with positions in court had been amongst those who conspired with Zakroti to bring about his fathers downfall, and sought to strengthen the position of their new found ally.
A number his siblings refused to accept the leadership of their runt brother and openly rebelled against him. Even with the nominal support of his grandfather and the de facto support of key political allies, the balance of power was constantly shifting. This power struggle resulted in several wars, drawn out by repeated outside interference as many Drakken nobles joined the war on various sides simply for the joy of fighting or in order to further their own ambitions. The struggle ended with the Sack of his brother Lalika's estate, crushing the final credible threat to his rule.
Zakroti executing these rebellious brothers. Lalika himself was sewn into a bag along alongside various venomous serpents and diseased animals before being tossed into the river; His body was later found washed up on northern shores, shrivelled up like a prune.
Zakroti had planned to attainder the nobles who had supported his brothers cause, however the Grand Duke objected and put a stop to it. Thus, he passed down an edit which officially declared Zakroti to be the rightful successor of his father by right of conflict and both sides reluctantly backed down, neither willing to incur the ire of the Grand Duke. His Grandfather, however, did not address the issue of whether the young boy would assume his father's seat on the council, and as such hiw enemies blocked it with archaic rules stated it must de jure belonged to his living father.
Regardless, resistance had been crushed and many had been sent to meet Krenta during those dark days. Any siblings that still harboured misgivings about his position wisely fell silent after this. With his position finally secured, Zakroti spent his 91st birthday plotting out reconstruction efforts and rebuilding his power base. He improved the defences of the newly named Mu'Jupostat and expanded the infrastructure and economic potential of his Duchy. Now surrounded by blackclad bodyguards where ever he went, the young Lord was constantly vigilant - paranoid, even- for assassins and plots.
Towards the end of his 131st year, Zakroti pledged his armies to his families cause to quell an invasion from the Giants of the North. Assigned directly to serve his grandfather, his performance was exceptional and his grandfather saw fit to elevate him at last, finally being allowed to claim his fathers seat on the family council. With his new station came the privilege (and indeed, the obligation) of taking a bride or several. Zakroti was ordered to take at least one Gem Bride from the next group of selectees, a decision the lord reluctantly obeyed and found Miry...
Deep beneath the catacombs of Harand Kor lays the endless tunnels of prison cells and vaults where the only light is that from the accursed guards of the prison. A former mining town, the deep tunnels and endless passages carved from stone on the back of slaves made an excellent prison for the King's enemies when the minerals dried up. With every lash and every brand, the prisoners are tormented as their wills sap away. With every pained scream and desperate plead, the cries of the damned echo throughout the valley with infamy and horror. And at the very top of this pyramid of torture and cruelty is the Grave Warden.
For generations, Heccarim's family has served as the overseer of Harand Kor and the King's Jailer. When criminals and traitors run, they away not from the enforcers of the law, but from the possibility of ending up in the catacomb prisons where even the most defiant of Drakken warlords have had their will shattered and minds broken, turned into pathetic, jibbering, tortured creatures.
Wearing the Mask of the Warden, Heccarim's reputation has been built up by his forefathers and their forefathers as the very sight of it strikes terror and fear into most Drakken. Mothers often tell their children to behave less the Warden drags them away in chains. Travelers warn each other not to travel alone on old, abandoned paths less they are the next victim of the Warden. Many dozens of stories circulate about the legend of the Warden, some of them are even true. But for Heccarim, they are just another tool in his arsenal of terror. Its not far fetched to say that the position of Grave Warden of Harand Kor has become its own entitiy, detached from the role of prison keeper; the fact he is rarely seen only adding to his grim mystic.
Heccarim himself only chuckles to the myths and legends of how the Warden takes delight in agony and suffering, how its actually a sadistic ghost whose only goal is to torment people to madness and suicide so it can claim their souls or how it can steal your life force through its chain, using it as fuel for its lantern censer. The Drakken himself possesses a dark humor but little in the way of true cruelty, only a cruel apathy to those beneath him and those he oversees. To him, its his life's duty to be the Grave Warden as was his forefathers'. Like the rest of his bloodline, he has served the king most faithfully, dragging more than one uppity Drakken with ambitions beyond their post into the shadowy grave cells of Harand Kor. Now, he seeks a Gem bride to ensure that the prison will always have a warden and the king; a jailer.
Other:
A constant fog surrounds Heccarim, mostly around his feet. This smokey fog comes from his censer-lantern that he has learned how to light with his chain hook in a most menacing swing and is based on his own magical abilities. Like his predecessors, he has never taken off his mask and his lantern has never gone unlit. Adult Content Preference: Sure
Quotes:
"I love it when they run. They think they can escape me." "Its only fair they get a head start; they won't have a head left once I catch them." "My lantern is the light at the end of the tunnel." "Your blades can only cut flesh, but my fear can shatter minds." "I have open cells and fresh graves; which one would you like to fill?" "Soldiers say the battlefield is hell. Clearly they haven't been to Harand Kor."
Race: Geminite Age: 21 Element(s): Air Height: 5'8"
Bio: Mount Serenity has always been a bit isolated from the world. Spread onto the mountain and the vale below were several huts of the Mount Serenity Geminites. They gather the berries from the wild. The meat they get from the elder creatures of the forest. When they are close to death, they often walk towards the Geminites who release them from their suffering. Everything from a fallen animal is used by the Gems. Many outsiders would consider them less than the Gems living in the cities. This is not entirely true, but it is true that many Mount Serenity Gems rarely if ever visit a city. Once a year, however, they scale the great mountain and pray to Auram. The peaceful, quiet goddess of the Air. They dance and sing their ancestral songs, play flutes to enthral the children and tell magical stories. However, recently this honourable festival was disrupted by a contingency of outsider Gems. Demanding brides for the Drakkan. Before, several Mount Serenity Gems had been given up to maintain the peace. But the demand now was outrageously high. Half the eligible daughters had to come with them. Those that remained were ordered to send three girls every year. Since then, the Serenity Festival ends on a sombre note, where the gifts are chosen.
Kyrena was born and grew amongst her brothers and sisters at Mount Serenity. Truly blessed by the goddess, she was born with soft white hair. Like the mountain snow that melts and gives life to the vale below. Her amber eyes were truly captivating. Kyrena walked around with a smile as bright as the sun. But the Geminite was not merely beautiful. Kind beyond measure, she cared for everyone around her. She was a gentle creature, often caring for the old and dying animals till their dying breathe. Always sad that they had to leave but she understood that it was life. Yet Kyrena was still more than both beautiful and gentle. She was truly gifted by the Goddess as well. Her voice was carried by the air. Reaching further than a voice could. A gentle, warm breeze heralded her arrival. Like the air she floated through the forests of the vale and up the mountain passes.
But then came her 18th birthday, and the Serenity Festival after it. A suddenly realization made dread grow in the young Gem’s heart. Someday she could be ripped from her tranquil home. Someday she could offered up to a brute. Dreading the day, she nearly cried on the last day of her 18th Serenity Festival. Yet others went and she remained. Many let out a sigh of relief. But not Kyrena. The fear for next year was already setting in. And after she wasn’t chosen that year? Well she was already fearing for the year after. All this time she saw her friends leave. Never to come back. Eventually she couldn’t bear it anymore. When the ritualistic request for volunteers was uttered, Kyrena rose up. She would face the evil that would else plague her entire life.
But her imagination still plagues her. Geminites of Mount Serenity rarely saw Drakkan. So Kyrena herself never saw one before. She could only read stories, and let her mind craft the image. In her eyes, the Drakkan were brutes. Too large and built like bulls. With twisted horns and sharp teeth. Ready to rip out the throat of anyone who would stand against them. These images now haunt her dreams. With fear in her heart she prepares for the Ceremony, and deep inside, she thinks she should prepare for death as well.
Other: (input here) Adult Content Preference:
"Through blood or iron, I will have what was promised."
Keregar
Race: Drakken Age: 542 Elements: Fire and Earth Height: 7'3"
Bio: Born right after the Anathos war, Keregar grew up listening to his father’s great stories. How he battled and slaughtered the bug people. Showing bones and battle sites. For back in those days, the scars were freshly carved into the ground. Gemina was hurt. But he also spoke of how he marched into the throne room next to their king, demanding his first bride. He described the broken Geminites, the defeated king in such detail that Keregar still has fond memories of it. But in the end, it were really the wars that spoke to his imagination. How his father raised his war axe and split them in half. The battles were hard and terrible. Drakkan, realizing the severity of the threat, united. A feat never happened before. In Keregar’s mind, an enemy that can make the Drakkan unite, is a worthy opponent.
Together with his father he went to get his first bride when the time was there. Just like his father he marched into the throne room. In a feat to rival his own fathers, he chose the youngest princess of Geminite royality. Protest was loud and fierce. But when Keregar lifted his father’s black axe, the room went silent. For below it was the daughter. He would have her or Gemina would have her corpse. That feat carved him in the memory of the Gems as a terrible creature. One that, over the years, got a name.
The Huntsman. As Keregar grew older, he wanted to rival his father’s tales. Driven by a need for battle, for trophies and a worthy foe Keregar went to raise Kereg-Kor. A hunter’s paradise, it was situated near the south-western woods. A piece of wilderness for Keregar alone. Some creatures he broke to his will. Others he slew. With a new trophy he travelled to get a wife time and time again. Boasting of his accomplishment as well as laughing at the Gems on the other side of the mountain range. But now Keregar is old. He has not yet found his worthy foe. Not amongst the Drakkan, not amongst the creatures he hunts and certaintly not amongst the Gems. He always believed he would die by iron. Now he yearns for a worthy opponent to take him down.
Keregar loved women like himself. With a fiery temper or rock hard stubborness. However, these traits often meant that they suffered even more than the average Gem. He thought he could break them and make them like the Drakkan. But his wives often died, forcing him to get another again and again. Once, however, something peculiar caught his eye. A Geminite as beautiful as Sapphire. But equally fragile. Keregar would have her and even fought a fellow Drakkan over her. Elidia she was called. Unlike his other wives, Keregar did not carry her off in chains. The fragile Gem walked beside him. To the surprise of many, Keregar was growing soft. He permitted her more freedom than his other wives. In fact, in his castle he allowed her to make a garden. A feat thought to be impossible in the harsh lands of the Drakkan. But Elidia succeeded through her earth magic and endless devotion. Green grass broke through the grey ashes. Jagged rocks were covered in moss. It was an oasis of paradise within four walls. Elidia fared better than his other wives. But she too succumbed to the harsh lands. Her death, however, broke Keregar. The softened Drakkan plunged himself in the one thing he knew best: fighting. It is said he mourned Elidia for half a century and Keregar’s eldest sons always have to correct people. It did not last half a century, it lasted a full one. After that, he never loved any wife again. Elidia’s garden went untended. The Drakkan spirit crawled into the plants. Thorns and weed now rule the wild, green place. A scar upon Keregar’s fortress. But also a memory of happier times.
Keregar fathered 7 sons. Two before Elidia, who were strong and mature when their new mother came in their lives. Both are fierce warriors, grown up with the fresh stories and proof of the Anathos’ existence. The other five were born much later. While Drakkan and the blood of Keregar, their horns are smaller and their ashen skin was getting more colorful. They are slightly more Geminite than their elder brothers. The last two especially have quite a bit of Geminite influence, as they even have an imbalance in elemental magic. One element within them is much stronger than the other. While he does not hate his youngest five children, Keregar looks at his first two with pure pride.
Today, Keregar supports his king and crown prince. He has not been blind during his visits to the Geminite Court. Defiance is growing, this he knows. He believes that an even greater demand of women will put them back in line. If not, the blood spilled will.
Other: None yet (might give him a mount or something)
Adult Content Preference: I'm down for anything over PM.
Disclaimer: I have yet to describe where Keregar's fortress is and how the lands surrounding it look like. I'll do that in a few hours when I get home! I also have to ask to put Mount Serenity somewhere.
**I did not draw this image. Credit to the real artist.**
After living with older Gemminite women for approximately a year in preparation for the next reaping, Arden transformed into the beautiful woman she always was. Her dark hair grew out, her lips were darkened a rich and succulent red, and her dark grey eyes could pierce another from across the room. Arden had always been tall and she had always been lean, as a man she could be described as “scrawny” but as a woman, she is described as “graceful.” The older Gemminite woman often spoke of her as a hidden beauty
Arden Gaothaire
Race: Gemminite Age: 19 Element(s): Air Height: 5’9"
Bio: Liberty. Freedom. Autonomy. These were all but a few things that Air Gemminites living in Makani believed in. Makani was but one of many small towns scattered just outside of Prìseil Aldentine. Gemminites living in the towns that walled their capital enjoyed a life that was predictable, simple, and tailored to what they needed day by day. It was easy to access the capital when you wished for a busier day and easy to sit back and relax in the less robust atmosphere of your home when you needed to escape. As the towns were close to the capital, the families living there were used to offering their daughters to the Drakkan to maintain peace; this was simply just the way it was and was often never questioned. The Air Gemminites in Makani, however, were growing tired of watching their families be ripped apart. Some of them even began to believe that their goddess, Auram, would not stand for such an act against their own freedoms; the people were becoming restless.
The Gaothaire family were not strangers to the radical thinking that was beginning to shape. With each breeze of wind, their resolve was strengthening. Free Wind. It was the meaning of their bloodline’s name. It was a meaning that the Gaothaire family would fight for on the day of the birth of their baby girl. The Gaothaire’s were not going to let their child be ripped away from them in 18 years time when the day of the Reaping came; they would not stand for her to be offered to a Drakkan for everyone else’s freedom. The Gaothaire’s made a difficult but necessary choice; they would raise their child as a boy in order to protect her. She would be given a boy’s name, she would wear boy’s clothing, her chest would be wrapped, her hair kept short, and she would be taught what it was to be a man.
Arden. Arden will be your name and you are now our son.
Arden was raised with the beliefs, morals, and values of the ever growing thoughts of Liberty amongst the Air Gemminites in Makani. It drove her radical thinking and her dedication to living as something she was not. Being a man was not only for her sake, but for her people’s sake, it was a way to stand up against something that was wrong. It was but one small step toward a changing future. Arden knew the importance of keeping her true identity hidden, she understood all too well the implications of anyone discovering that she was female but most of all, she understood what it meant for all Gemminite women everywhere. Arden was strong, outspoken, but carried a diplomatic and kind voice. In all senses, she wanted to fight for the rights her sisters had been denied for generations.
It was on a night when the moon was at its highest that Arden’s true identity was discovered. The young woman was standing at the edge of the lake, her clothes lying at her feet. The wind blew against her soft skin and for a moment, she lost herself in a dream of a future where Gemminite women would no longer fear their 18th birthday; in a world where her sisters could live freely. Arden’s dream was shattered when a voice sounded behind her..
A woman!? You’re a woman!?
The court of the Gemminites came for the young woman at day break. The Gaothaire family surrendered peacefully, knowing that resisting would only bring turmoil to their home, however; the other Air Gemminites of Makani quietly protested. Arden was apprehended and would be taken into the care of older Gemminite women to learn what it meant to be a woman amongst their kind and to prepare her to be the bride of a Drakkan. It would be nearly a year before the Reaping, a year for Arden to become a woman, a year for her beauty to be realized, a year for the wind to grow within her silently.
Remember Arden, a small breeze has begun the winds of change. You are that breeze that will grow into a raging storm.
Other: Arden often can be heard singing, a pleasure she hid from the world when she was disguised as a boy. Her voice was once described as heavenly, a beautiful sound that is carried by the wind.
Siniophe is kind natured young woman. She comes off as quiet and considerate, but there is a wildfire in her eyes that is often overlooked. She has wavy strawberry blonde hair, bright green eyes, and a beautiful angelic face.
-Race- Geminite
-Age- 18
-Element- Earth
-Height- 5'6
-Bio- Sinna was born in Andula City, to Jovan and Zinra Lavendis. She was the sixth daughter born to the couple. A strawberry blonde baby who was precocious, sweet, and full of smiles. Her twin brother Thallan was five minutes younger, and was the first son in the family. Her sisters were all older then her by ten or more years, and the twins birth came as a surprise. Her mother had been told by the midwife and two different healers, that after the birth of her fifth daughter Alba, she would be unable to bare anymore children. So ten years after that diagnosis when she found her self pregnant again, the whole family assumed that it would end in miscarriage or a stillbirth. Luckily it didn't and that is how Siniophe's story began.
As a child she loved to run around with her brother. Many days were spent in the lavender fields outside the city, or barefoot in the forest. Their mother would read them poems, and tell them stories as they giggled and played. Her father was a quiet man, but he loved to teach them how to sew, and tell them the names of all the stars. Out of her sisters it was Alba that she was closest with. Alba always acted as the twins protector from their mothers delusions, and she was also the best at making up games. Her mother was a very caring and creative woman, but she had her issues that made her what her father called eccentric. She said she could hear the voices of the gods, and tended to believe in things like curses and invisible creatures. But even with her crazy bits, Sinna loved her mother dearly, but her odd ideas and behavior always made it hard to connect with her. Thoosa ended up being more of a mother to her in the end.
Most of Sinna's early years were spent happily helping her mother weave cloth, or running around the city with Thallan and Meryl. She loved playing with her dolls, climbing trees, picking wild berries, and learning to use her earth abilities. It was idyllic, except for the yearly reaping. She would watch as her father hid her terrified sisters in the hidden room in their house. Her understanding of just what the reaping was, was limited when she was a kid, her older sister Alba made sure of it. But the atmosphere of the whole city seemed to darken around that time of year, and Sinna would come to understand why a few years later.
She was nine the first time she saw a Drakkan reaper. He dragged a girl screaming and crying down the street, and stuck her in the caged wagon his horse was attached to. None of the Gem adults or men standing in the street did anything to help the poor girl. There was only clenched jaws, tight fists, and Gem's hanging their head in defeat. Her eldest sister Thoosa pulled her under a long cloak and hustled little Sinna away. Her mother had always told Sinna that the Drakkan would take her away one day, but Alba and her father said it wasn't true. Her father claimed that not one Lavendis girl had been taken by the Drakkan in over 90 years, and that Sinna had no reason to worry because of his practically perfect hiding place. Her five older sisters all made it past the reaping, so Sinna would too right?
She dreamed of traveling around Gemina once she was past the prime reaping age. She wanted to see the northern cities, ride on a ships, and go to the festival of Vivari in the Capitol. When they were kids, that had been Thallan, Meryl, and Sinna's big plan for the future. But now Meryl was starting her apprenticeship as midwife and, All Thallan could think about was making new tinctures and concoctions to impress his teacher. She began learning the art of weaving at a young age, and her grandfather Durlan took her under his wing to teach her the family secrets of dyeing cloth. As a teenager she blossomed into a beauty.
Unfortunately when she was 18 the Drakkan reapers arrived a whole two months earlier then when they were scheduled to. When they stormed into Andula city no one had prepared, including Siniophe and her family. She had been helping her father by standing very still as he pinned and drape cloth into a gown around her. So as her father snipped and stitched, Sinna was happily told him about her day. Meryl came into the Tailor shop out of breath and looking pale, quickly explaining the reaping was early, and the Drakkan were already here.
Meryl was in tears, and on the verge of sobbing. Siniophe looked to her dad for help. She had no time to change out of the half sewn gown. So her father tied his big brown cloak around her shoulders. She could tell he was silently panicking. The hidden room that he used to hide his daughters in over the years was nine blocks away in their home. So in a rush he sent the two girls off with explicit directions to keep out of sight. Out the back door of the tailor shop and through the alley they could hear the screaming before they saw it. As they eased their way towards her home, it became clear that it would be impossible to make it inside without being discovered. Sinna had to half drag Meryl behind her. She made the decision to backtrack and escape through the west city gate and into the forest.
When the girls noticed the sound of horses behind them they ran faster. Hidden behind a tree Sinna took off her cloak and gave it to Meryl. "Remember the old redwood we played around as kids? Take that path straight there and hide under the hollow root. I'll take the long way round, and meet you there. Listen to me Meryl, even if you don't see me in an hour, you have to stay there and be quiet till morning. Understand? Keep running and don't look back." Sinna whispered as she pushed Meryl toward the overgrown path. Thankfully Meryl obeyed and ran into the trees out of sight. Sinna took a deep breath and ripped off the tangled fabric train. Then she bolted in the opposite direction just as a scary Drakkan on horseback came into view. Unfortunately even though she had always been the fastest of her friends, the chase didn't last more then three minutes. The reaper caught up quickly and scooped her up taking her back into the city and placing her in a cage with the other new brides.
-Adult Content Preference- We can take it to PMs or fade to black. I don't really have a preference.
-Other-
Jovan Lavendis - Father. Age 67. Tailor. Jovan had always loved Zinra ever since they were children. Even after her fall and head injury, he still loved her. They married very young. He is a man of a few words, but very passionate about his work, and caring towards his family.
Zinra Lavendis nee Nolbrae - Mother. Age 65. Dyer & Weaver. Zinra is what some people would call mad. After falling from a tree when she was fourteen the blow to her head changed her. She claimed to hear the gods voices in the breeze, during rainstorms, and from the trees. After Alba was born, the Midwife told Zinra she would be unable to bare anymore children. As she always believed that her youngest daughter would be taken during the reaping, for almost ten years she drilled it into young Alba's head that she was going to be stolen away by the Drakkan. By some miracle Siniophe and Thallan were born, and her warnings were now aimed at Sinna. Overall she is a good mother even though she hears voices no one else can. Sinna loves her dearly. Zinra does not care for social norms or how other people see her, she is very eccentric, and even in her madness she is clearly wise. ---- Thoosa Damriu nee Lavendis - Sister. Age 39. Occupation Seamstress. Thoosa resembles her father most out of her siblings. She has the same mossy green eyes, and golden curls as he. Her personality in one word would be reserved. Thoosa was twenty years old and all ready married when Sinna was born. So she was more of a motherly figure then a sister to Sinna. More often then not Sinna and Thallan were in the care of Thoosa during the day, and thus raised like siblings beside Meryl, and Ethimei.
Avraenoth Damriu - Brother in Law. Age 44. Herbalist. He is originally from southern Gemina, and you can tell by his thick accent. He came to Andula city with his older brothers when he was seventeen. The story goes that he fell in love at first sight of Thoosa, and a year later they married.
Meryl Damriu - Niece. Age 19. Apprentice Midwife. Rather then work for her father, and become a herbalist Meryl chose to become a midwife after helping with the birth of her cousin Sylshia. She is six months older then Sinna, and they have been best friends since they were babies. Meryl is a very headstrong and feisty young woman, but also a geniune cry baby shen she is scared. X(If you want to play her and a make Gem bride CS, feel free.) Ethimei Damriu - Niece. Age 15. Apprentice Herbalist. Ethimei is very shy, and introverted. She is also one of the most selfless and caring girl Sinna knows. ---- Faniara Allium nee Lavendis - Sister. Age 37. Work and lives with her husband and son on their family lavender farm, located just outside Andula City. She has red hair like their mother Zinra. Her eyes are the same light green eyes as Sinna's, and she is the tallest of the 6 sisters. After giving birth to her son Gavan, she refused to have anymore children in fear of having a daughter that would be stolen away in the future. She is rather vain, and still paranoid that the Drakkan will steal her away because of her beauty even though she is well above age.
Tozius Allium - Brother in Law. Age 34. Lavender Farmer. Owns the largest lavender farm in Gemina, and thus makes enough money to live above the means of an average farmer. He dotes on his wife with gifts, and has spoiled his son rotten since he was a baby.
Gavan Allium - Nephew. Age 13. He is a spoiled little jerk, who spends most of his time slacking off, or running around the city with his friends. He enjoys pulling pranks on his younger cousins. ---- Halissa Lavendis - Sister. Age 35. Priestess. Chose to become a Priestess when she was seventeen believing the gods would spare her from the annual reaping for being devout. She moved to the northern city of Nimbia five years ago, and helps run the orphanage with some fellow priestesses. She has become heavy set with age, and keeps her strawberry blonde hair chopped short. Her eyes are dark blue, and framed by long lashes. ---- Inula Farvyre nee Lavendis - Sister. Age 30. Housewife. Inula resembles their mother most, with the same pin straight red hair, and periwinkle blue eyes. She is very motherly, and has always been the one looking out for her siblings, she is also quite the nag if you don't do what she tells you. She is pregnant with her fourth child at the moment, and hopes its a boy.
Elryn Farvyre - Brother in Law. Age 37. Perfumer.
Sylshia Farvyre - Niece. Age 8. Albion Farvyre - Nephew. Age 6. Linsyra Farvyre - Niece. Age 2. ---- Alba Lavendis - Sister. Age 28. Dyer & Weaver. Works with her mother and grandfather Durlan in family business. Her grandfather has promised to hand over the business if she concedes to marry her second cousin Courtland Nolbrae. She doesn't plan on ever marrying so things are at a stand still. For the first ten years of her life, her mother contently told her she would be taken by the Drakken. Alba poured boiling oil on herself when she was eight in the hopes of making herself ugly. She has scaring down the left side of her face, on her neck and left shoulder due to this. She has blonde hair, that she always keeps in a braid down her back. Her eyes are a mix of blue green, and she is the shortest girl in her family. When Siniophe was born Alba did her best to keep her mothers beliefs away from Sinna. Alba is a very independent woman, and tends to be more pessimistic and grumpy then her sisters. X ---- Thallan Lavendis - Twin Brother. Age 18. Apprentice Apothecarist. He is furious that Sinna was taken, he and many others are demanding a stop to the reaping, but it seems to be falling on def ears. He is more then likely to join up with those rebelling. Thallan and Sinna were always very close. Where Thallan is flippant, brash, and full of sarcasm, Sinna tends to be the opposite. He has periwinkle blue eyes like their mother, and the same golden curls as their father. It has always been a running joke in the family, that he is pretty enough to be mistaken for as a girl. Thus to combat his "girly" face he has finally grown a proper beard over this last year. Extended Paternal Family The Lavendis family was once made up of farmers, minors, and earth masons. But Teo didn't follow tradition and when he married Kimbra he chose to become a Tailor, and inherit his in-laws family business in Andula. The Lavendis family is extraordinary good at hiding their daughters during the reaping. A over the past 90 years not one Lavendis girl has been stanched away, that is until Siniophe.
Teo Lavendis - Grandfather. Age 94. Tailor. He runs a large Tailor shop in Andula city, with the help of his granddaughters Opaline, and Thoosa. His oldest Son Jovan is the co-owner and head tailor. His wife's fame as a royal dressmaker helped make the shop what it is today.
Kimbra Lavendis nee Echorn - Grandmother. Age 90. Retired Royal Dressmaker. Kimbra made a name for herself as a dressmaker to the Andula nobles when she was only 23. By the time she married Teo she was given the title of Royal Dressmaker, and has since made dozen of gowns for the Royals over the decades. She is now retired. ---- Keenan Lavendis - Uncle. Age 60. Draper. Owns his own draper shop in small town called Korbi. The town is about a days journey from Andula City, and better known for it's copper mine. His wife and youngest daughter help run it.
Phyrra Lavendis nee Veverell - Aunt in law. Age 55. Shopkeeper.
Ganamede Lavendis - Cousin. Age 27. Stone Mason. Goes from city to city for work building castles and bridges. Opaline Lavendis - Cousin. Age 27. Seamstress. Works for her grandfather Teo. Leander Lavendis - Cousin. Age 24. Miner. Works in the Korbi town copper mine. His girlfriend was taken in the reaping five years ago. Still super depressed about it, and daydreams about finding and freeing her. Azariah Lavendis - Cousin. Age 22. Shop Assistant. Extended Maternal Family The Nolbrae family hails mainly from Andula City and the surrounding areas. They are a family of weavers, and have been cloth dyers since before written history. They are well known in parts of Gemina for their famous intricately woven fabrics. The Nolbrae families particular dyes, and dyeing process are a family secret, and passed down from parent to child. They also specialize in weaving the rare fragile Andula silk, which is one of the most lavish fabrics in Gemina. Thus the Nolbrae family has acquired quite a bit of wealth over the centuries selling their luxury cloths to nobles.
Durlan Nolbrae - Grandfather. Age 90. Dyer & Weaver. He was training Siniophe in the ways Nolbrae dyeing, and weaving before she was taken. He is planning on retiring soon, and passing the business down to his granddaughter Alba once he convinces her to marry his great grand-nephew Courtland Nolbrae.
Citrina Nolbrae nee Immeril - Grandmother. Deceased Age 30. Citrina was from a small village in the mountains where the custom was to scar all baby girls faces to keep them from the reaping. She kept up this tradition with her two oldest daughters Zinra, and Syviis. But died giving birth to Katari. Thus baby Katari was never was subjected to the scarification. The Immeril family can trace their line back to the first Gem bride. Citrina believed that she and all Immeril woman are cursed, since in every generation the youngest daughter is always reaped. Just as her youngest sister was, and her mother's little sister before her. Zinra also believe in the curse. ---- Syviis Nolbrae - Aunt. Age 63. Silk Merchant. She runs the business side of the Nolbrae families fabrics. Travels from city to city selling, and making trades. ---- Katari Nolbrae - Aunt. Deceased Age 17. Katari was taken for the reaping when she was 17. Yulkor later chose her and two other brides for himself. Eleven months later she died from hemorrhaging after giving birth to her son Greghor.
Yulkor Asteivok - Drakkan Uncle in law. Age 262. He is a Drakkan general.
Greghor Asteivok - Drakkan Cousin. Age 45. Following in his father footsteps.
The city is named after it's founder Andula Veverell, but it is also known as Lavender City due to the lavender farms that surrounded the outside of the city. And Lavender products being one of its main exports.
It is best known for its production of textiles, and perfumes. It's other big exports are copper, stone, spices, flax, cotton, wool, sheep, herbs, luxury cloths, and it is the only place you can get rare Andula Silk.
The majority of Gemina nobles get their gowns and such from the master couturier of Andula.
It is the fourth largest city in Gemina.
The city is governed by a small council of five appointed nobles, and leaders of the local guilds. Andula architecture resembles art nouveau with a mixes of other styles found throughout Gemina. There are many colorful mosaic walls, winding crystal spires, fountains, stained glass windows, and lush gardens decorating the beautiful city.
Since the city is famous for its cloth and clothing designers most of the royal fashion trends start in Andula. Long flowy dresses are all the rage. Lots of colorful fabrics decorated with ribbons, embroidery, and beading. Wide drooping sleeves, feathers, and ruffles have been catching on lately.
Daughter of the Earth and the Sky, Amalia's mother was an Earth elemental and her father an Air elemental. Amalia is a bit of a wonder among her kind, for to look at her you would think she was an Air elemental. While she got her father's looks, she recieved her mother's element. Amalia has been raised to embody the qualities of Vivari, the Great Mother. She tries to be kind and strong and brave and nurturing, just as the Goddess and the Earth itself. She is very caring and gentle. When she was reaped more then a few cried for the gentle young soul that would be so tarnished by the cruel disgusting Drakken. Amalia fears for herself, but also for any children she may bear, should she survive long enough to bear any at all. The thought of leaving her parent's beautiful garden home and going to the dark realm of the Drakken fills her with dread and heartache. She is conflicted within, having been raised to care for all creatures and yet being filled with hatred for the Drakken for soon destroying her life. Amalia is the embodiment of quiet resolve. She is terrified, but behind that terror lies a solid strength that will be hard to break.