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      2017   01/04/2017

      Aethier's fast approaching its 4th year of service, and we could not have done it without you guys! We (Yes we) have built this community from the ground up, the honourable way. Here's to a great year (With hopefully less death and casualty!).
    • NiNi

      1.11 Update Coming Soon   01/17/2017

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  1. Last week
  2. T I M E The wise crone rocked back and forth with a large grin as she chewed lightly on the tip of her pipe. Her half-blind and squinted eyes flickered over the infants that sat on their knees infront of her chair. She puffed a long row of smoke away from them, towards the smoldering hearth before emitting a smoking Her rocking chair moved back and forth rythmically. " Indeed.. Indeed. They say he sits in the gods-realm with nothing else to do but rock back and forth. Back and forth. " After at least 200 years, she was not unaware of how to tell a story and had mastered grappling the childer's interest. "Sure- what else swings that bing pendulum. Ehh? That be him- Aye. He powers when the hands move and where they move to... Otherwise there would be nothing- no need for any life, or any other gods. See- Without him, without that swinging... " The futile and simple children zoned out after that- it's a shame they missed such important, crucial information. This is an updated version of the old lore Calendar created long ago, but there was quite a few mistakes that no one really saw due to it being a mess and totally incomprehensible. This is a version that has the intention to be, not only a way to glance quickly at to find out the date IC, but also to help those who truly wish to grapple an understanding of this vital system. NB: You do not have to age your character based on this Calendar, but you can if you wish. This is known IC throughout the many cultures, continents and races by the same names, meanings and numbers. The time is in conjunction with the server time on the forums on the main page “Server (GMT)”, this is important as you must refer to this time when writing timings IC and furthermore, when “OOC” is mentioned from here on out, for example when transferring between OOC time and IC time, it is referring to the Server (GMT) Time. OOC to IC Times 4 OOC Hours = 1 IC Day 1 OOC Hour = 6 IC Hours 1 OOC Day = 1 IC Sept 1 IC Sept = 6 IC days 1 OOC week = 1 IC Mense 1 IC Mense = 7 IC Septs 2 IC Mense = 1 IC Season-Cycle 6 OOC Weeks = 1 IC Season 6 IC Mense = I IC Season 56 OOC days/ 7 OOC Weeks = 1 IC Tsel 224 OOC Days / 32 OOC Weeks = 1 IC Quadrianno 4 IC Tsels = 1 IC quadrianno 1 OOC Year = 1 IC Hexianno 6 Tsels = 1 IC Hexianno ================================================ [ Explanation ] Seasons and Cycles To recall from above: --> There are three Cycles in one Season. --> There is one Cycle in two Mense. --> There are eight Mense in one Tsel. Therefore, one Tsel holds one full season and the beginning of the next- or 4 cycles. The seasons are mild and there typically isn't much temperature or weather pattern change from one season to another. [Excluding Glacies] The seasons of Aversia are as follows: Glacies, Floreo, Imber, and Obitus. In Aversia, the names of the seasons come from the ancient language of the old world. The names simply mean Winter, Spring, Summer, and Autumn. Glacies is the coldest year in Aversia and consists of the three cycles: Glacies Venti , Glacies Ombra and Glacies Sol. Floreo is the year of new beginnings, a time of rebirth and flowering, and consists of the three cycles: Floreo Vassas, Floreo Arvora, Floreo Oklamat. Imber is the warmest year of Aversia and consists of the three cycles: Imber Bahari, Imber Sol, Imber Belek. Obitus is the year of harvest and consists of the three cycles: Obitus Foli, Obitus Morto, Obitus Sterk. The chart below includes all the information I've just said above in a more visual fashion. [ Explanation ] Menses and Septs As previously mentioned in the list of time transfers above, each Tsel contains 8 Menses and each Mense is made up of 7 Septs called Monsept, Tuesept, Wednesept, Thursept, Frisept, Satursept and Sunsept. Each of these Septs 6 IC Days within them OOC: The septs correlate to OOC days. Monsept is OOCly Monday. The days within each sept correspond to what OOC time it is, based on server time. If it is a Tuesday and the clock on the forum page says that server time is 8:23 then it is the 3rd day of Tuesept. 1st day = first 4 OOC hours (midnight to 4 am) 2nd day = second 4 OOC hours (4 am to 8 am) 3rd day = third 4 OOC hours (8am to noon) 4th day = fourth 4 OOC hours (noon to 4pm/16:00) 5th day = fifth 4 OOC hours (4pm/16:00 to 8pm/20:00) 6th day = sixth 4 OOC hours (8pm/20:00 to midnight) This is represented in a more visual way in the spoiler below [ Guide on Writing the Date ] The new part of the Calender system is this step-by-step guide on writing the date IC. FORMAT: Season - Cycle / Mense / Sept /(Optional) Day 1) Season Is it OOC Winter? → Season = Glacies Is it OOC Spring? → Season = Floreo Is it OOC Summer? → Season = Imber Is it OOC Autumn? → Season = Obitus 2) Cycle Is it OOC January? → Cycle = Ombra Is it OOC February? → Cycle = Vikret Is it OOC March? → Cycle = Vassas Is it OOC April? → Cycle = Arvora Is it OOC May? → Cycle = Oklamat Is it OOC June? → Cycle = Bahari Is it OOC July? → Cycle = Sol Is it OOC August? → Cycle = Belek Is it OOC September? → Cycle = Foli Is it OOC October? → Cycle = Morto Is it OOC November? → Cycle = Sterk Is it OOC December? → Cycle = Venti 3) Mense Is it the first week of the month? (1st - 7th) → Mense = Uno Is it the second week of the month? (8th - 14th) → Mense = Dos Is it the third week of the month? (15th - 21st) → Mense = Tres Is it the fourth week of the month? (22nd Onwards) → Mense = Cuatro 4) Sept Is it Monday? → Sept = Monsept Is it Tuesday? → Sept = Tuesept Is it Wednesday? → Sept = Wedsept Is it Thursday? → Sept = Thursept Is it Friday? → Sept = Frisept Is it Saturday? → Sept = Satursept Is it Sunday? → Sept = Sunsept 5) Day (Optional) Is it between Midnight and 4:00am on the server clock? → Day = 1st Is it between 4:00am and 8:00am on the server clock? → Day = 2nd Is it between 8:00am and 12:00pm on the server clock? → Day = 3rd Is it between 12:00pm and 4:00pm on the server clock? → Day = 4th Is it between 4:00pm and 8:00pm on the server clock? → Day = 5th Is it between 8:00pm and Midnight on the server clock? → Day = 6th Examples… OOC Date → C Day 16:20 Friday January 6th → Glacies Ombra Uno Frisept 5 11:00 Monday August 27th → Imber Belek Cuatro Monsept 3 22:46 Sunday December 15th → Glacies Venti Tre Sunsept 6 To write the date in Numerals please follow this guide: [ HOW TO SPEAK THE DATE ] Speaking the date is as simple as following the formula below: The ____ day of (Sept) in the ______ Mense of (Season) For example: OOC Date: IC Day 16:20 Friday January 6th It is the 5th day of Frisept in the Cuatro Mense of Glacies Ombra.
  3. Earlier
  4. Dwarves “The Children of the Earth; Bearers of Domm’s Passion” History What originally laid beneath the cusp of Aethius was little more than a realm of black, empty and hollow, without the ploy of sentient minds to draw both concept and idea upon the ancient and inert stone. The Deity of the Earth and Forge looked upon it with eyes of hallowed gloom, seeing the emptiness of the vast mountains. With his own hands, the God of the Forge formed from clay, stone, and water of the deep- a horde of mechanical creatures, that himself gave mind and structure. He mimicked the creations of Aethius, that now began to roam the land- in his own image. What came forth, was a hardy and strong creation, whose sole focus was that of research, discovery, and craftsmanship- yet, they lacked the modicum to mortality- to true life. They grew strong, and great in number. The God of the Forge drew breath to these new creations, his children, as it were. Within the depths of Aethius, they toiled and strained, erecting great monuments, cities, and crafts that surpassed even the greatest of mortal minds. Yet, Domm’s children grew stoic and greedy, their bodies of clay and stone impervious to age and stagnation. The first of Domm’s children, Matael Taskar- The Greatest One, and leader of the Dwarves, saw to claim himself as a deity, their pride risen above all else. Soon, the Dwarves turned from their father, Domm- and began to worship themselves. . . A true greed, unrivaled, as the children of the Earth grew wealthier, and ever-more powerful. Domm did not interfere- nay, it was not he who wished such a fate. The God of the Forge believed his creations to be glorious, and despite their pride and unfettered ambition, a worthy project that should not cease. Instead, it was the Lord of Infinity himself, clad in his cold and calculating gaze who descended upon the creations of Domm with a wrathful hand. He called out to the Dwarves, warning them of their mistakes, but they did not dare to listen, believing themselves great enough to stand against the Balancekeeper himself. They were dearly mistaken. Within an instant, they were struck down one by one, stagnated, as Vassas would elect to remove their existence from Infinity, an utter and horrid extinction that this universe had not yet seen. A failure. Domm was appalled by this scenario, as both the Greatest of the Pantheon, and his own children fought- for incurring such a potent and unending wrath. Such as it was, the God of the Forge intervened, and demanded of Vassas to bear mercy, and allow his creations to survive. Yet, Vassas would not have it. A great argument sprung up between the two members of the Pantheon, and the Earth shook with Domm’s fury at the complacent and cold judgement of the Balancekeeper. Vassas, refusing to give in to the fury of Domm, simply stood, watching him with that same cold, calculating gaze. The two deities certainly would have fought, if it was not for Arvora herself, the Matron of Nature, who stepped in to seek compromise between the two great powers. Between the two conflicting deities, the Lady of Life stood, and issued them a simple compromise. . . For she knew the Elder of the Pantheon did not truly wish to erase an entire race- and that Domm did not wish to see his Children perish despite all that they had done. It was Arvora’s bidding, that the Children of Domm be granted the essence of true life- the ultimate test that is mortality and sentience. Accepting this decision, albeit reluctantly, the Balancekeeper demanded that he punish their actions by erasing from all of continuity, the creations, and knowledge of the Dwarves previous. Such, the Goddess of Life meted out the Balancekeeper’s judgement. Domm was content that his beloved creations had not been destroyed so, and Vassas slated that their actions would never curse the mortal realm again. . . Out of Domm’s dominion they were cast, to live upon their own as mortal men. Deep beneath the world, they remained, yet through necessity, some have ventured to the surface, living among us. Physical Description When one thinks of a Dwarf, their mind falls upon a short and barrel-chested individual, whose legs and arms seem disproportionately short compared to the rest of the body. In this, they are not wrong. Dwarves, the children of Domm, began their existence small, and retained most of these traits even through the transition from construct to organic by Arvora’s meek, and gentle hand. Dwarves are rather short, none exceeding four feet and eight inches- though, their true nature is not simply defined by their height. Despite being of such short stature, Dwarves possess abnormally dense bone and muscle, resulting in their weight and strength being similar to that of the standard human. This results in Dwarves being small, yet still stout and strong. However, they do not possess the agility and speed of humans, due to their size, and rather awkward bulk. They do carry a greater core strength and stature, however their arms and legs are shorter and stubbier than Humans, being vaguely weaker simply due to the scale difference in this case. Dwarves are usually seen as being overweight, in appearance at least. Dwarves, due to naturally being inclined to colder climates and the depths of caves, carry upon their bodies a greater amount of fat than the rest of the sentient races. Seeing a Dwarf with exposed musculature likely means that they’re very ill-nourished. Part of this appearance is due to a very thick and broad chest. Often considered to be barrel chested, Dwarves possess lungs that do not make much sense to a biologist, possessing organic ‘filters’ of a sense, and containing a greater number of alveolar than a human. This allows them to breathe in oxygen-deprived and polluted environments without much of a negative. However, these extra internal lung structures result in the ability to hold their breath, being roughly three-quarters of a Human. Dwarves are, as colloquially stated, very hairy. Often in Dwarven culture, the greater the stature and age of a Dwarf, the longer and more kempt their beards are. Despite this cultural inclination, it does have a reason- Arvora was not foolish when she allowed Domm’s creations to become mortal, and acclimated them well to their respective climate. Male Dwarves have consistently more body hair than Humans, while Females simply bore more resistance to the cold naturally. This, and the greater concentration of body fat allows Dwarves to resist temperatures of extreme heat better than any other race. While this seems almost contrary to logic, high blood pressure and thick insulation allows the core to remain at an equilibrium, cooling and heating the limbs with almost machine-like precision. However, a singular downside to this, is that Dwarves can suffer frostbite at the extremities easier than other races could. Facial features of Dwarves are usually thick, and heavy. Large noses, heavy brows, and thick cheekbones are common features of the average Dwarf, as well as a well-protruding chin. Stocky necks and broad shoulders are equally common, and all attributed to their physical nature. Skin tone however, is a different matter. Dwarves have a wide variety of skin-tones, though it is spread usually between a shaded farmers tan, to a dark, ebony-black, with anything in-between. Pale, or White-skinned Dwarves are very rare, and only found through genetic mutation or being born on the surface. A Dwarves’ eye color can range anywhere from Blue to Brown, with all the shades in between. Dark green is uncommon, but still seen within the societies of many Dwarven clans as a lasting effect of Arvora's influence upon the population. In terms of hair color, Dwarves are fairly generic in this regard- ranging from a very Dark Dirty-Blonde, to a Dark Brown or Black, and anything in-between. In great age, Dwarves may gain the classic Grey to White-haired appearance that goes with age. Lifespan Dwarves are granted a rather lengthy span of life, at times in excess of two-hundred years of age. It is incredibly uncommon for a Dwarf to live past two-hundred and fifty years old, yet it has been heard of. The most aged of Dwarves rapidly lose their physical and mental prowess around the age of one-hundred and eighty, to two-hundred, rapidly deteriorating until they eventually succumb to Morto’s grasp. Society Dwarven society focuses around a very capitalistic mantra. . . Those that possess the best skill, and the greatest wealth, demand the most respect among the realm of the Dwarves. Domm’s children that they are, this usually revolves around manufacturing, construction, and engineering- sciences of the material arts. Should there ever exist a ‘King’ of the Dwarves, it would be very logical to say that his strength in the material arts, and his prowess in combat exceeds all of their subjects. It is the most common, however, to see Dwarves as the key underpinnings of organizations that specialize in arms manufacturing, or construction- existing in places where most seem to forget them, yet all the while turning society’s gears. In the realm of Dwarves, the greatest of these are respected, and the least of these are put out, as outcasts and worthless consumers. Dwarves are often recognized on their social rank, for the amount of precious metals that they wear- For example, a Dwarf wearing many pieces of golden jewelry would be considered wealthy and prestigious. Yet, taking it to the extreme, the wealthiest and respected of the Dwarves, tend to adorn themselves in copious amount of Root of the Mountain.This being the root to the expression, “How much Root did he bear in Life?”. Culture Language: Dwarven - Dwarven is often perceived as a guttural language, though in truth it contains much beauty and inflection. It sounds much like a rough Slavic-language, though possessing a variety of verbs and tenses that exceed the flexibility and fluidity of Common. It is assumed that the Dwarven language gained its very descriptive terms and tenses in order to compensate in words, the complexity of crafts and orders that were designed by the Dwarven people. Traditions: - Most notably, the Dwarves respect and hold a very definitive ritual for the death of any member of their society. Respecting individuality and self-progress above all else. It is commonplace to see familial blades, and armor passed down from elder to younger upon their passing. This respect for ancestors, also results in the typical extravagant funeral rituals with fanfare and great celebration for the recently departed. Despite the fanfare being greatly reduced with those poorer Dwarven families, a central cultural trend carries forth through every rank of the varying castes. Before burial within the earth, a wide tapestry bearing their most worn jewelry, adorned with the woven expression of their greatest accomplishments, is draped across the deceased. . . Shortly after, a bed of dark orchids that grow within colder regions, is thrown upon the body, lying upon the tapestry as a final salute to the passing. Drawing from the respect for ancestors and the afterlife- Dwarven cities regularly employ artisans of their race to form great stone mosaics, detailing the greatest of heroes, and most successful of craftsmen in a romantic light. In ancient and ruined cities, sometimes the last things standing, are the enormous stone walls that bear their history. Celebrations: - Dwarves tend to celebrate the Winter and Summer Solstices- as well as great marks of historical precedence. While most celebrations range from cluster to cluster of Dwarven societies, there is one singular celebration which rules over all else. In the middle of fall, when the nights began to become darkest, the Tempus de Vozro, or the “Time of Rebirth”, is celebrated. The Tempus de Vozro, marks the recognized time that Dwarves were granted life and prosperity by the Goddess of Life, and permitted to punctuated by great feasts and gatherings of mead-drinking the realm-over. Three septs prior, and three septs post-Vozro, Dwarven peoples recognize it as a time of celebration and rest, much like the rest of the realm’s celebration of the new year. Diet Dwarves are, as all other sentient races, omnivorous. Usually, they import grains and meats with a great taste for the thickest and reddest of animal flesh. Due to their typical material wealth, the cost is for the largest part not an issue. However, the poorest of Dwarven societies are forced to take up husbandry and foraging for themselves. In the deepest portions of the world, water is hard to keep pure, thus lending truth to the legend that Dwarves are the heaviest drinkers of mead and ales- and almost culturally, alcohol is a staple to the Children of Domm. Religion As with other races, Dwarves are quite varied in their practices of worship. Though, nearly all of them tend to worship Domm, their ‘Father’, and the God of the Forge and Craftsmen the realm over. Those Dwarves that elect to follow Belek and Foli tend to be looked down upon by the bulk of their society, and at times even banished. Mechanics Dwarves have a wide variety of skin-tones, though it is spread usually between a shaded farmers tan, to a dark, ebony-black, with anything in-between. Pale, or White-skinned Dwarves are very rare, and only found through genetic mutation or being born on the surface. Dwarven hair-colors are limited to dark dirty-blondes, and anything to dark blacks. The only hair-color you will usually never see, are bright reds and bright blondes, or any lighter colors such as white. A Dwarves eye color can range anywhere from Blue to Brown, with all the shades in between. Dark green is uncommon, but still seen within the societies of many Dwarven clans as a lasting effect of Arvora's influence upon the population. Dwarves are usually incredibly short, yet stocky and thickly built. Possessing great core strength, and heavy red-muscle. This results in a higher core strength than humans, though their size and build lends a negative to agility and strength in terms of reach. Dwarves possess a rather well balanced internal temperature, as well as a higher amount of insulating body fat, allowing them to survive in higher temperatures than other races. Though, the rapid blood-flow through their bodies results in easier acquisition of frostbite. Dwarven lungs possess various organic filtration systems, allowing them to breathe impure air, and survive in polluted environments with little oxygen. A downside of this, is their inability to hold their breath as long as other races- roughly one minute at most.
  5. IMPORTANT Vallah drink around 10% (1 pint) of the total blood (10 pints) of an average adult human. How much a Vallah drinks from an individual will have varying degrees of effect. It takes two weeks IC (2 days OOC) to regenerate a single pint of blood. The following list contains the immediate effects of blood loss, in regards to our universe, based on percentages: 10% - Temporary dizziness, clammy skin, temporary loss of color in the face and extremities (i.e. you appear paler), and temporary drop in body temperature (not severe, you simply feel colder/chilly. Go get a blanket c: ) 20% - In addition to the previous symptoms: nausea, weakness, fatigue, slight sweating, and anxiety. 30% - Hypovolemic Shock is a medical emergency; this life-threatening condition can lead to organ failure because the heart cannot pump enough blood to the organs. The lack of oxygen to vital parts of the body comes with several symptoms, including: severe drop in body temperature, anxiety, blue lips and fingernails, profuse sweating, shallow breath, dizziness, confusion, chest pain, loss of consciousness, rapid heart rate, and weak pulse. 40% - Without immediate attention from a life mage, the victim would fall unconscious and succumb to death. 50% - Death. Each race has a different amount of blood in their body. Adult Orcs have 12 pints of blood. Adult Humans, Elves, Syrien and Half-Elves have 10 pints of blood. Adult Dwarves have 8 pints of blood. Adult Halflings and Lirram have 6 pints of blood. Sinnehliv do not have blood that can be consumed by Vallah. Vilo blood is considered poison to Vallah, and cannot be consumed. Races that can contract Vallahism: Humans Elves Halflings Dwarves Orcs Lirram
  6. Vilo'tae Scavengers of the Desert Physical Description The Vilo'tae have often been described as insectile, due to their features, such as antennae, large sclera-less eyes, and exoskeleton. Their bodies are thin and lithe, much like elves, who are considered by most to be the cousin race of the Vilo'tae, due to common ancestors-- the Fey. Their physical strength is also comparable to the Elves, as they are unable to lift heavy objects; however, due to the harsh nature of the desert and their role as scavengers, they have built up a stamina, which allows them to travel relatively easily through the desert while carrying packs of 50 pounds or more on their backs, despite the fact that the Vilo'tae rarely weigh more than 150 pounds; the males generally, despite being shorter-- only reaching up to 5'8', weigh more and have the most muscle mass as they are the hunters and gatherers, while the women are taller-- reaching up to 5'11-- and thinner, rarely reaching gaining much muscle mass, as traditionally they maintain domestic and leadership roles. They are primarily humanoid in body shape, having two legs and two arms; however, their legs are angled in way that could be considered similar to the bend of a goat's leg. Their skin is unlike any other race; instead of fleshy, the Vilo'tae's organs and muscles are protected by a thin exoskeleton, which can deflect stabs or other attempts at penetrating wounds, but blunt force easily cracks the shell, and results in immense pain. The exoskeleton heals much like human bones, taking time and needing to be set and bound in place to heal properly. Severe cracks or extensive blunt force trauma can be fatal to the Vilo'tae. Vilo'Tae find less of a need to wear plate armor, as their chitin acts as somewhat of an alternative. Most Vilo prefer lighter armors to cover their shells due to this factor. The exoskeleton of the Vilo'tae ranges in color from browns to dull oranges, like clay. However some have been known to be a beige or tan colour, more akin to the sands in which they live. Beneath the exoskeleton of the Vilo'tae are their internal workings-- muscles, blood vessels, and organs, which are similar to a human or elf's inner workings; the only noticeable difference between the inside of a Vilo'tae and the inside of an elf is the color of their blood, which, instead of red, oozes from their wounds in gushes of murky brown. The reason for the coloration is unknown, but thought to be due to their desert diet or the prolonged inhalation of sand and underground desert dirt. Cracks in Vilo'tae exoskeleton bleed much in the same way that a cut upon a human or elf's skin bleeds when compromised. Their natural body temperature is slightly higher than human's or elves (roughly 99 degrees Fahrenheit)-- , which allow them to better withstand the heat of the desert. The hands of the Vilo'tae are unusual with only four fingers that are slightly larger than an elf's or human's and that lack the flexibility and precision of smaller; these fingers are somewhat like pincers, but are not sharp and are slightly rounded at the tip. Due to their inhuman hands, human fingers, the Vilo'tae cannot do tasks that require precise detail or that require the individual to firmly grasp a small object, such as delicate tailory. In fact, the Vilo'tae do not wear clothes or fabric that other races are known for donning, instead the Vilo'tae almost exclusively wear a cloth woven from strips of bark from the tendel tree, which is native to the desert region they reside within. When the Vilo'tae move their fingers, the movement is often accompanied by an insectile clicking, due to how the exoskeleton covering on their fingers grind against the joints of their hand, which in older age has been cited as the cause for pain similar to arthritis. The feet of the Vilo'tae do not fit into traditional shoes, and Vilo'tae often do not wear shoes, while in the desert. They only have two '˜toes' upon their feet, which also are prone to making the insectile clicking, which is common in their fingers. The Vilo'tae do not have ears in a normal sense, but instead have antenna, which protrude upwards from their foreheads and receive sound vibrations, working in place of ears. The Vilo'tae do not have any hair at all on their body; however, the antenna have been described as having a texture similar to a strand of hair. The eyes of the Vilo'tae are also very recognizable, as they are large and almond shaped, lacking a sclera-- the white of the eye-- and having thin pupil. These eyes can range greatly, generally colors such as green, purple, pink, brown, black, amber, and yellow may be found on a Vilo’Tae. The Vilo’Tae’s head would be different from that of a typical humanoid. Their head would be mostly rounded, however at the top of the back of the head, it would come to a backwards facing point, rather than being an entirely rounded surface. The Vilo’Tae have also developed mandibles, which are located near their lower jaw. Unlike their elven cousins, the Vilo’Tae also have what some call a ‘face mask’, which is an extra layer of chitin which sits on the front of their face. The Vilo’Tae would also have what other races could compare to a slight overbite where the top of the jaw hangs over the bottom. The inside of the mouth is not too unsimilar to that of a elf, however the gums and teeth tend to match the color of chitin more so, as well as the molars being pointed more, but not quite to the level of canines. Lifespan Female Vilo'tae live slightly longer-- 60 to 65 years roughly, while male Vilo'tae often only live up to around 55 years. Society The Vilo'tae are often considered hive-minded, due to their society-centric ethics, within the matriarchal community. The women hold domestic and leadership roles. In each Vilo'tae tribe, there is a female chieftain and a council of several women, who make the decisions of the tribe and plan the scavenging trips of the, primarily male, hunting parties. The decisions of the chieftain, called the La'she (Lah-she), and her council are held in, almost divine, reverence. The society is primarily made up of three social groups: the La'she and her council-- the higher order, the scavengers, and the domestics. The higher order plan the tribe's movements and expansions. The scavengers hunt and provide for the tribe, while the domestics, generally women who aren't within the higher order, handle the day-to-day workings within the settlement, such as making clothes from ten-del, preparing food, and child-rearing. The scavengers also protect the tribe if the need arises, and during hunting trips, only a small party leaves, while the rest of the scavenging class, patrol the outskirts of the settlement, in pairs, to keep it safe. If expansion or building or other such projects that may necessitate workers within the settlement is needed, then most of the tribe will work together to do the job, even the higher order. The Vilo’Tae are a secluded race, mostly staying to themselves. This xenophobic party views other races with great resentment and often open hostility. They seldom have the entire hive migrate. And thus always keep fierce warriors at home who can protect those within it. Vilo’Tae warriors are known for their menace along with their ability to work in teams. Some scholars suggest they have a hivemind, yet this is unproven. This belief is likely thought of due to their ability to work well in teams. The Vilo'tae do not often trade with other races, and generally lack the common coin of the Provinces-- arunes; they subsist off the land, but do not generally farm in their communities or otherwise tend to plants for food purposes; however, they do occasionally cultivate slactus, whose ridges give off a subtle glow, within their underground desert settlements to act as dim lighting along paths. Their tools are considered low-tech, made from shards of stone or the roots of various plants. Primarily, they avoid interaction with other races, unless they have been cast out of the tribe. The Vilo'tae are often untrusting of other races, and label them Ea'lki (Ee-all-key), in their native speech, Vilish (vee-lish), which means 'outsider' in the common tongue. Culture Language: The Vilo'tae speak a language called Vilish, which is comprised of, primarily, long vowel sounds and clicking or hissing consonants, such as k's or the '˜sh' sound. They do have a written language, which is rarely written in parchment and ink, but most commonly seen dug into the clay or etched into the stone slabs or walls of settlements. Due to their xenophobic nature, it is uncommon for the Vilo'tae to ever be taught another language within their settlements; though occasionally the scavengers of the tribe will learn Common. Greetings: Common greetings among the Vilo'tae vary from tribe to tribe, but generally are verbal greetings, or, in formal situations, a Vilo'tae will greet another by pressing their hands together-- finger to finger and palm to palm. Greetings among close friends and family are much more intimate. They will often lean their faces close together in order to rub their antennas against one another's; this is a sign of love, respect, gratitude and comfort. Traditions: Due to the societal value placement on cooperation and teamwork, the Vilo'tae rarely work alone, and almost always have one of their kin by their side; the only exception is a Vilo'tae that has been banished from their hive-tribe. The scavengers often take part in a game, they call Keein (Key-in), which involves two teams of two, who engage in a combat situation. One Vilo'tae is armed with only a shield and his partner is armed only with a blunt-bladed weapon (most often a branch from a ten-del). Each bladed Vilo'tae is allowed only one initial attack; however, if the shield partner successfully parries a blow directed at the bladed Vilo'tae, then the blade gains the ability to attempt another attack for each successful parry. The goal of Keein is to cause the opposing team to be unable to continue fighting, or to strike a blow upon the opposing bladed Vilo'tae. This game often results in injuries. The same principles of partnered combat-- a shield bearer and a bladesman-- is utilized within the scavengers, who are often trained in a militaristic manner to both hunt and protect. Often, scavenging partners pair up and never change partners, developing a deep trust and bond with their partner, considering each other to be family, like siblings. In many tribes the pairing of scavengers happens during a ceremony, which differs from tribe to tribe. The domestic class also exhibit a form of cooperation, often forming groups to deal with the day-to-day tasks. A single Vilo'tae woman is most often surrounded by at least three other women, whom she esteems as sisters, regardless of actual relation. It is common to see a group of Vilo'taein women sitting in a circle on the large open floor of their homes, weaving the wooden cloth-- te'pae. Achievements within the society are denoted through paints, which are made of certain plants within the desert, that permanently stain the exoskeleton of the Vilo'tae. The marks of achievement vary in color or shape and meaning from tribe to tribe, but the most common markings are those for class-- higher order, scavenger, domestic--, marriage, and adulthood/coming-of-age. Without the markings, Vilo'tae often do not consider an achievement to have been complete or validated. The markings are given through ceremony, typically by a group of Vilo'taein women, who each make a single mark until the design is complete. Celebrations: The desert, while deadly hot during the day, is incredibly cold during the nights, but, in most tribe settlements, a large bonfire is lit above ground in the centre of the hills, which is the focus of many celebrations, such as the homecoming celebration of the scavenging parties. During these celebrations, the Vilo'tae often dance around the fire, creating rhythmic beats from the insectile clicks of their toes and fingers; in some cases, the clicking is accompanied by chants in the Vilo'tae's native language. Diet The Vilo'tae almost exclusively eat plants that can be easily found within the desert, such as the onion-like bulbs of desert, the pulp and juice of cacti, and the fruit of the ten-del, which in most other races causes hallucinogenic reactions; however, the Vilo'tae are immune to the effects. The Vilo'tae will also eat some desert animals, such as snakes like the Mhane Cobra. For times of celebration, the scavengers will be sent out to take long journeys, reaching out of the desert to retrieve fruit. The fruit is nearly always rotten by the time the scavengers return, but rotten fruit is a delicacy within the culture, and has no adverse effects upon their digestive system. History The Vilo'tae are descendants of the Fey, much like the Elves, and are considered the cousin race of the elves, despite the stark differences in physical appearance. The history of the race as a whole is generally unknown, as the Vilo'tae do not keep written records, but the story-songs of the bards tell of the legendary birth of the first Vilo'tae-- the first queen, who gave birth to their nations. Settlements The Vilo'tae live, primarily, underground, with only a hill-like structure above ground. The underground portion houses the tribe and is carved and built from what can be found in the desert-- primarily desert wood, sandstone, and other scavenged materials. Religion The Vilo'tae most commonly worship Venti, hoping to be blessed with rain or a flood of water. Sol is not praised, and often despised as the torturer of their lands-- a cruel watcher, due to the fact that the sun hardens the land they live upon and steals any water that may pool after a rain. The Sacred Pillars, known to non-Vilo'tae as the Mesa, is revered as the site of the first queen's birth, and often make pilgrimages to the site; prayers to Oklamat are common for this journey. Oklamat worship is also common among the Scavenging class. Mechanics: Excel in teamwork Have sharp sight and hearing when not moving, however this severely deteriorates when moving. Naturally have a love for coloured things and art and will usually have covered themselves in such. Can only breed with other Vilo'tae; the females can lay up to 5 eggs within their nursery nest, but typically only one to two survive. Eggs hatch at the same rate as elves are born, being a pregnancy period of around 9 months. Have a hard exoskeleton which is hard to penetrate, however easy to shatter.
  7. Syva-Syrien The ancient ones Application Required History The Syva-Syrien are one of the last of the ancient races which remain in the realm. Having been birthed and sheltered by the deep depths of the ocean, these Syva-Syrien are less humanoid than their descendants, having preserved their more fish-like appearances. The race may hold less known population than even the Syrien and make less of a presence to surface dwellers. This race often considers itself above the other races, even when compared to their brethren, the Syrien. Some say that they were able to achieve their genetic purity with the help of Bahari herself. Others believe that they were merely too cautious, and that they are running close to extinction. Both these rumors are currently unknown in their validity. Physical Description Syva-Syrien have two forms, typically being called ‘legged’ or ‘oceanic’. These forms have a varying set of abilities, yet still hold some similar appearance aspects. Syrien overall in both forms maintain an upper torso that appears mostly human. The only physical differences found between the races in this regard would be that Syva-Syrien may commonly have two different types of ears amongst the species. These would be: wedded ears and pointed ears. These ear shapes are often a trait which is carried down from the parentage to child, being a genetic trait. Syva-Syrien may commonly be seen with random patches of scales along their body, which they may have difficulty hiding, unlike their less pure brethren. These scales would be more abundant upon their bodices, often being found in large patches everywhere, heavily being concentrated on the arms, neck, parts of the chest and back, as well as the lower face. The amount of scales often varies from Syva-Syrien to Syva-Syrien however. Another indicative trait of Syrien is that of their gills, which lay prominently along the sides of their neck in slits at all times. Air is only drawn in through the gills in times of being in their oceanic form, breathing similar to a human when they are legged. The height of Syva-Syrien in their humanoid form would be ranging anywhere from 4’4” - 5’2”. In the tail form, a Syva-Syrien may generally vary from around 7’9” - 10’10”, depending on how well nourished the syrien was, as well as its genetics, would determine the height of the Syrien in both forms. Syva-Syrien may have varying patterns of hair, color, and tails. The only color of eyes which are exempt from this would be pink and red. Syva-Syrien may have the following hair colors: Blacks, Blondes, Reds, Browns, and Whites. Syva-Syrien are also notorious for their varying colors of scales, as all colors are accepted by the race. Syva-Syrien can only have human skin tones, this is due to their genetic heritage tracing back to both the Syva-Syrien and Humans. Syva-Syriens however, do have paler skin than their other cousins. Syva-Syrien are able to switch from both their ‘legged’ and ‘oceanic’ form at will. Younger or Untrained Syrien will take longer in this process than more experienced Syrien. A legged form Syrien may convert to their oceanic from once entering water, and an oceanic form Syrien may do it once leaving. This change is entirely controllable, and cannot be forced upon the Syrien in any way, however, upon long exposure to either air or water, Syrien will feel the urge to switch to the forms which fit them best. The origins of this ability are unknown, however, all Syva-Syrien may learn this, and most are born knowing it. This transition may be as easy as learning how to walk for some. Lifespan Syva-Syrien live up to around 500 years old. The bodies of the Syva-Syrien age 10 times slower than that of a human, even slower than their Syrien counterparts. Syva-Syrien are able to comprehend experiences just as a human would, and thus many Syva-Syrien would be able to do tasks past their young appearances. Society Like Syrien societies, Syva-Syrien will fall under a grouping of coves known as a ‘Kingdom’. Lead by a queen, the Syva-Syrien will likely show the utmost respect for the woman. It is not uncommon for Syva-Syrien to reside with normal Syrien, however most do this begrudgingly rather than by free will., Most live within the cove for ease-of-access to resources and other amenities. Lone Syva-Syrien are more likely to reside within the deep oceans alone and carry out their hunts. It would be rarer- but not unheard of, to hear a Syva-Syrien assimilating into the cultures of legged. However, it is much easier to spot this race than it would be their cousins. Culture Language: The language of the Syrien is known as aquatic. This very exotic tongue would be extremely difficult for non-syrien to learn or master. As Syrien mostly keep to themselves, it would be most difficult for one to acquire a teacher of any sort. However, the written form of aquatic is very similar to that of Elven, often being found etched in stones, rather than written in ink. It is impossible for someone to speak the language who lacks the gills of a syrien, which help form the sounds using their air passages. It is also a very difficult language to understand verbally. It would take one years of listening to fully matter the tongue, which is best understood underwater where the syrien dwell. Tradition: Upon the birth of a Syrien, it is quite often that the entire cove and perhaps even nearby coves will attend the birth. A large feast and exchange of goods happens directly afterwards, the larger of which are often said to mark the luckier the child will be. This is due to the Syva-Syrien’s low fertility rate. It would not be uncommon, however, that a few years later the child will be left behind by its parents to grow up and learn to fend for itself. These outcasted children will often work their way into their parent’s coves, or perhaps drift off to find a place to stake as their own. Celebration: The greatest celebration aSyrien will ever witness within their lives. These ceremonies will beckon all the coves beneath the Kingdom to the queen’s crowning. These beautifully crafted crowns are often made of the finest materials found underwater. New queens are only crowned upon the death of the previous queen, or at the unannounced absence of one for an exceedingly long duration. During this ceremony, the queen is required to go on a hunt, and share their catch with those present. No matter how small the portions are, this is entirely symbolic of the queen giving to their kingdoms as a benevolent leader. Diet The Syva-Syrien’s diet would consist almost entirely of raw fish. Their hunter-like prowess allows them to catch the aquatic beings and consume them much easier than other sea predators. For Syrien whom are accustomed to going on land, it may be commonplace for them to eat a variety of foods. Whilst Syva-Syrien’s stomachs are able to handle any food a human can, once exposed to it enough. Syva-Syrien take a bit longer to adjust to normal surface foods than their cousins, due to their more primitive stomachs. They are able to eat raw meats without the potential of gaining a foodborne pathogen, this trait having been developed over hundreds of years of survival. Settlements Syva-Syrien are less likely to establish settlements than their cousin race. If they do however, it would not be uncommon for them to live within another cove, and merely isolate themselves somewhat from the group. Not all Syva-Syrien are this snoot, however, those that are will not refrain from publicly displaying it, and will therefore isolate themselves from the ‘lesser’ beings except when absolutely necessary. Lone Syva-Syrien prefer to live in deep parts of the ocean, in small underwater caves which provides them shelter from predators. Religion Mechanics Syva-Syrien may switch between their ‘legged’ and ‘oceanic’ forms once every OOC hour Syva-Syrien have adapted to have better hearing overall, having notably good hearing on land Squid ink is poisonous to Syva-Syrien, being their natural anathema, this will often cause them to go into anaphylactic shock upon enough exposure to the Syva-Syrien. The Syva-Syrien are highly allergic to the substance. Syva-Syrien are prone to eating raw meats, and have a better digestive system which prevents foodborne pathogens from making them ill Syva-Syrien have a more difficult time concealing their many scales Syva-Syrien have more reptilian eyes, which allow them to see better in their deeper habitats
  8. Syrien The sea-born wanderers Application Required History Syrien are a race of mer, found in large bodies of water (fresh, brackish, or salt), and are miraculously able to switch between the three, as well as move on land. Syrien are considered beings of legend by most other races, as their numbers are incredibly small and they are rare to turn up on surface. The current form of the Syrien are born after generations of copulation with humans in times of old, before they had been able to no longer produce full Syrien and rather humans with blessings of the waves. This ancient race of water-dwellers are rumored to be cannibals and sinkers of men. The original populace dwindled because of this, forcing them to reproduce with humans so that they would be more accepted into society. This birthed the modern day Syrien, who are able to roam between both earth and water. Physical Description Syrien have two forms, typically being called ‘legged’ or ‘oceanic’. These forms have a varying set of abilities, yet still hold some similar appearance aspects. Syrien overall in both forms maintain an upper torso that appears mostly human. The only physical differences found between the races would be that Syrien may commonly have three different types of ears amongst the species, these being: webbed ears, rounded ears, and pointed ears. These ear shapes are often a trait which is carried down from the parentage to child, being a genetic trait. Syrien may commonly be seen with random patches of scales along their body, which they may learn, in time, to hide with their form changes. Another indicative trait of Syrien is that of their gills, which lay prominently along the sides of their neck in slits at all times. Air is only drawn in through the gills in times of being in their oceanic form, breathing similar to a human when they are legged. The height of Syrien in their humanoid form would be ranging anywhere from 4’6” - 5’7”. In the tail form, a Syrien may generally vary from around 6’2” - 8’3”, depending on how well nourished the Syrien was, as well as its genetics, would determine the height of the Syrien in both forms. Syrien may have varying patterns of hair, color, and tails. The only color of eyes which are exempt from this would be pink and red. Syrien may have the following hair colors: Blacks, Blondes, Reds, Browns, and Whites. Syrien are also notorious for their varying colors of scales, as all colors are accepted by the race. Syrien can only have human skin tones, this is due to their genetic heritage tracing back to both the Syva Syrien and Humans. Syrien are able to switch from both their ‘legged’ and ‘oceanic’ form at will. Younger or untrained Syrien will take longer in this process than more experienced Syrien. A legged form Syrien may convert to their oceanic from once entering water, and an oceanic form Syrien may do it once leaving. This change is entirely controllable, and cannot be forced upon the Syrien in any way, however, upon long exposure to either air or water, Syrien will feel the urge to switch to the forms which fit them best. The origins of this ability are unknown, however, all Syrien may learn this, and most are born knowing it. This transition may be as easy as learning how to walk for some. The transition does take time, and is by no means instantaneous, however this time can be reduced for those with great skill, often only taking a few minutes for an experienced Syrien. Lifespan Syrien can lived up to 450 years of age. Their aging is ‘slowed’ meaning that they maintain a youthful appearance for a longer span of time, aging around 5 times slower than the average human. Their minds however are not in this slowed state, and most Syrien are found to mature alongside their land counterparts through their experiences. Society Syrien society is based around a central hub, often called a ‘kingdom’ led by a matriarch. The queen is the figurehead of these Syrien societies., and is vaulted into the position by birth right. Unlike other races, Syrien position themselves in the seat of vacant power through manipulation, rather than brute strength. While many queens are good will, they must rule their kingdoms with an iron fist to maintain their sanctity. This often results in problematic Syrien into being banished from these locations. These rogue Syrien are often considered the lessers of society, and are ousted for exposing their homelands to other races, or perhaps endangering the people in other ways. These Syrien are proverbially spit upon, and are left to fend for themselves alone out in the ocean. Culture Language: The language of the Syrien is known as aquatic. This very exotic tongue would be extremely difficult for non-Syrien to learn or master. As Syrien mostly keep to themselves, it would be most difficult for one to acquire a teacher of any sort. However, the written form of aquatic is very similar to that of Elven, often being found etched in stones, rather than written in ink. It is impossible for someone to speak the language who lacks the gills of a Syrien, which help form the sounds using their air passages. It is also a very difficult language to understand verbally. It would take one years of listening to fully matter the tongue, which is best understood underwater where the Syrien dwell. Tradition: Upon the birth of a Syrien, it is quite often that the entire cove and perhaps even nearby coves will attend the birth. A large feast and exchange of goods happens directly afterwards, the larger of which are often said to mark the luckier the child will be. This is due to the Syrien’s low fertility rate. It would not be uncommon, however, that a few years later the child will be left behind by its parents to grow up and learn to fend for itself. These outcasted children will often work their way into their parent’s coves, or perhaps drift off to find a place to stake as their own. Celebration: The greatest celebration a Syrien will ever witness within their lives. These ceremonies will beckon all the coves beneath the Kingdom to the queen’s crowning. These beautifully crafted crowns are often made of the finest materials found underwater. New queens are only crowned upon the death of the previous queen, or at the unannounced absence of one for an exceedingly long duration. During this ceremony, the queen is required to go on a hunt, and share their catch with those present. No matter how small the portions are, this is entirely symbolic of the queen giving to their kingdoms as a benevolent leader. Diet The Syrien’s diet would consist almost entirely of raw fish. Their hunter-like prowess allows them to catch the aquatic beings and consume them much easier than other sea predators. For Syrien whom are accustomed to going on land, it may be commonplace for them to eat a variety of foods. Whilst Syrien’s stomachs are able to handle any food a human can, they are able to eat raw meats without the potential of gaining a foodborne pathogen, this trait having been developed over hundreds of years of survival and adaptation. Settlements Syrien often settle in areas which they call ‘coves’. These establishments are often shelters from both the tumultuous waves and turbulent waters, as well as prying eyes for those who seek to hunt the Syrien. These coves are near always led by a Queen, who rules with absolute authority. The Syrien prefer to live in underwater cave systems, where they may establish a safe home to reside in away from the surface dwellers. Religion The main religion of the Syrien would be that of the goddess of water, Bahari. Seeing her as a protective mother figure, the Syrien praise her to destroy those whom use their oceans to do ill against the Syrien. Other religions would likely remain unheard of, except for perhaps Oklamat, whom is see as the one who brings good currents, and allows the Syrien to travel efficiently. Mechanics Syrien may switch between their ‘legged’ and ‘oceanic’ forms once every 30 OOC minutes Syrien have adapted to have better hearing overall, having notably good hearing on land Squid ink is poisonous to Syrien, being their natural anathema, this will often cause them to go into anaphylactic shock upon enough exposure to the syrien Syrien are prone to eating raw meats, and have a better digestive system which prevents foodborne pathogens from making them ill
  9. Humans The Prideful History Humanity began as but a simple organism in a vast field of impossibility. Born from the very ground they lived upon, Humans evolved naturally, and are the only race to have not been created by Divine means in their early stages of evolution. This uniqueness, however, does not mean that the divines did not eventually take notice.. Evolving a sentient mind of their own accord, Humanity gained a free will and understanding that no other race upon Aversia could truly comprehend. The Dwarves worked tirelessly as machine-like beings within their mountains, and were eventually consumed by the will of greed, dumbfounded and confused by the balance of choice that Humans had achieved. The Elves carried only the will of hatred in their hearts from the actions of Foli, when they gazed upon the happiness and joy of what the Humans were, they only grew ever more spiteful of themselves. Being an anomaly within the living world, many deities soon took notice of the free beings, and sought to either control or assimilate them into the fold of their worship. What followed this change was known as the Era of Darkness, upon which countless wars were fought over the beliefs of others, and many crusaded with reason only to control. Hexiannoes passed, blood split the soil, and the world looked grim for the race of Man. Extinction was the only path in sight, their numbers certainly could not last for more than fifty Cycles. That was, until Three deities did something that most saw as sacrilege, and impossible. Three Ancient Heroes were blessed with the power to enact change, and turn the tides of the era. Belek, who deemed his being worthy of oppression and ruling with an Iron fist, granted his champion the power to manipulate hell flame, and to fill his soldiers with an unending rage of vigor and vitality. He was only known as "The Dragonslayer." The second bloodline was enabled by the God of Justice, Dahriim. He filled his faithful champion with the power to be the bulwark of the weak, and to respect his fellow man equally, no matter who they were. This admiration bolstered the soldiers morale, and they would follow him to the death out of respect, rather than fear. He was only known as "The Herald." The Third bloodline was blessed by the Balancekeeper himself. Seeking an end to the war, and to a rule of fairness and order, he granted his champion the ability to view the future in brief visions, and to give his voice a tone upon which all must kneel to respect him. He was known only as "The Prophet." Soon after these bloodlines were blessed, they wasted no time in bringing every other kingdom under their fold, seeking to end the conflict that ravaged their race for so long. In the end, after many battles hard fought, the line of Vassas emerged victorious, as the first true empire of Humanity formed. They destroyed the Iron legions of Belek, and peacefully assimilated the people of Dahriim. It took many generations, but eventually the other blessed bloodlines fell into obscurity, and eventually were lost track of all together. Humanity is known to have created some of the most beautiful architectural bastions during their rule, in which some of the other long-lived races still find astonishing even to this day. Having created formidable structures, the humans would be able to ward off other incursions, and remain solidified as the primary seat of power within Aeoressa. Many wonder if the divines took an interest in the passion of humanity, which superseded that of other races, or the free will which gifted them the ability to achieve anything they dreamed of. Others would argue that humans were manipulated to demonstrate the frailty of mortal lives, though one cannot truly comprehend what goes through the Deities minds when they commit to such acts. Physical Description The common race of man can be found in nearly every climate of Aversia, as their adaptability and versatility are one of the race’s greatest natural strengths. Humans stand from around 5'2"-6'2", where those of the female gender are generally shorter than those who are male. Men often are able to accumulate more pronounced muscle mass than the woman of the species, who are able to become toned, but not in the same bulk. The race comes in a variety of skin tones ranging from dark browns, to peaches and olives. The hair which is found throughout the body of the creature, but mainly atop the scalp may be anything from browns, to blondes, to blacks, or even to red. Human eye colors also range widely, and include blues, greens, browns, blacks, and hazel. Their cheekbones tend to be more broad and low-set of that of an Elf, though it does not tend to make too much of a difference. Humans age much faster than most of the other races, hitting adulthood and their physical peek at age 21 for males, and 16 for females. It is at this point they will reach a peak maturity, and cease growing physically. Lifespan Humans carry a lifespan of around 100 years, though it is uncommon for one to reach this age purely because of environmental circumstance, and tend to average a lifespan of 75 years instead. Society Humans are prideful for their natural born ability to assimilate other cultures into the fold of their ideals. Most adhering to a strict code of honor, the human race considers their own above all, yet most are able to tolerate the other races of the realm if they are able to find due purpose for them. Humans as a race are not particularly good nor bad at anything, but one trait that helps them stand out is their shrewd diplomacy and silver tongues, making them one of the most common races to be seen in leadership positions. Humans are adaptable, subjugating other societies beneath their boots by both diplomacy and conquest alike. Some consider the race of men as an angry, war-mongering species, yet those whom know them best realize that despite their more aggressive nature, Humanity carries a fairness and charm that often sets them apart from the stereotype given. Humans are renowned for their skill in combat along with these characteristics, making them some of the most formidable warriors in the land. Humans are often defensive and possessive with what they own, wishing to keep their possessions immortalized in the annals of history. Some may consider the species xenophobic due to these actions, yet not many truly attempt to understand their mindset past what their perceived attitudes are, making them a heavily misinterpreted species. Culture Language: Humans are the originators of the common language. As their culture became widespread, so too did their tongue, which others were forced to conform to. Both articulate, yet harsh, the common tongue would present some difficulties to learn for the other races, yet this did not stop them from teaching it to others. Tradition: Humans often hold a coming of age around 16 or 18, where they are expected to take up the crafts of their parents and continue them down the line. Those who do not accept this chosen path may be considered outsiders to some, yet it is in human nature to carry the vision of wanderlust. Celebration: A coming of age ceremony is held at around ages 16-18 for noble children. During this festival of sorts, the entire surrounding town would be invited to the hosts’ home or venue, where they spend a great deal of funds and else on displaying their child to the world, in hopes they can find a sponsor or receive a dowry for their future success. Diet Humans, like most other races are primarily omnivorous, consuming a diet equal in grain, veggie and meats alike. Settlements The settlements of man vary greatly, however the largest human settlement is currently the city of Darkwater. Often sitting higher on a vantage point, Human keeps are a central location and hub for commerce, military, policy and safety among royalty and knights living within them. These great buildings are often staffed with many others of the lower class, while the larger towns sprawl across countless acres of land, filled with both peasants, patricians and nobility alike. Religion Humans are known to come from all walks of life, and thus their worship depends greatly on their beliefs, however the primary religions followed tend to be Vassas, Belek, Dahriim or Sol. Mechanics Humans greatest aspect is their diversity Humans are the racial average, being neither the best nor the worst in their natural abilities such as agility and strength Humans are the most adaptable race, being able to adjust more easily than the others to proposed issues Humans are far more charismatic in comparison to other races, and are most often seen in leadership positions or as ambassadors due to their silver tongues.
  10. Alchemy Item Submission Process An individual who has created an alchemical substance through current use of Animal, Metallurgical, and Plant lore, is required to fill out a forum conversation or post applying for the substance- be that a Paste, Salve, Potion, et cetera. The format shall be as follows, and will include the Lore Master, @Kyle1322, and the following people in the conversation, or tagged into the post itself: Plant/Animal-related Alchemy: @Zickery, @DayLighter, @ItsRhad Material-related Alchemy: @Zickery, @Duncan Steelfist Forum Conversations are usually suggested for alchemical substances that one wishes to keep private. These shall be approved, or denied in the forum conversation, and filed away. All Alchemical Concoctions will be posted in a Public Lore section, however, only four segments of information shall be present. - Character Name of Creator, Name of Substance, Type of Substance, Effects Description. Special Clause: Should the creator wish to appeal for a Non-Public Alchemical Substance, this is to be decided by Loremaster and the Alchemy Team. Special, case-by-case basis. The Submission Format which should be adhered to, is as such- Name of Alchemical Object: Character Name of Creator: Username(s) of creator: Ingredients: Proof of Material Collection: (Screenshots) Proof of Creation: (Screenshots) Evidence for Testing: (Screenshots) Method of Use: Immediate Effects: Long-Term Effects: Overdose Effects: Please note, all effects are up to modification and interpretation by the members of the Lore Team, as well as the Loremaster. Ingredients must be proven through RP Screenshots, and the Creation must be proven through RP Screenshots, of Server Roleplay. Use of Forum Roleplay is not canon for the creation of alchemical brews. Upon Approval of the Alchemy Submission, a single custom item will be issued representing the substance. Any further custom items representing the substance must be applied for by use of a Custom Item Application, with appropriate gathering and creation RP, with the member/s of the Lore Team who approved the original substance tagged in the thread. Use of the Alchemical Substance is only available when the player possesses the custom item representing it. Failure to present the item under Staff scrutiny will result in punishment. Alchemy Definitions Recipe: The recipe of the Alchemical Creation defines the process by which it is refined into the combined form. It includes the component materials required to create it, as well as the process and technologies required. Whether this is written down In-Character or not, a recipe must be created initially, before something can be created. Skillset: This references the skill of the character, or characters, involved in creation of the alchemical substance. Over time, characters develop a higher level of skill, through practice and the creation of lesser alchemicals. An example of skillset restrictions, is the stipulation that a novice alchemist would be unable to create something out of a rarer material, such as Kalapis. Tools: Alchemy requires specific tools of the trade, so to speak. The creation of alchemical concoctions becomes ever more complex as one becomes more skilled and knowledgeable. A tool can range from a simple mortar and pestle, to a complex machination of pipes and flame for distillation and calcification processes. Type: There is a myriad of alchemical products that can be created, however these are aligned to certain types. Each type of alchemical creation varies, and the processes by which it works, and is created varies heavily as well. For example, the basic range of alchemical types are- Medicinal, Poisonous, Offensive, Defensive, Alcoholics- and the list is as wide as the individual who creates the craft intends it to be. The Crafting Process Alchemical items are crafted through a variety of processes applied to mixed ingredients in order to create different and stronger effects out of different materials. Ingredients used in the alchemical arts range from the parts and pieces of animals to even the various stones and metals of the land. Some alchemists even dabble in the use of the magical arts to try and better their trade. While there are a variety of methods through which one can craft an alchemical item, there are several base and universal processes that almost every alchemist learns and proceeds to use in their process of creation. Use of these processes, which are described below, should be included in the RP. However- use of these processes without properly being taught Alchemy, is not permitted. Calcination: A process that is defined as the burning, or debasing something to the most basic minerals and elements that are contained within it. The precise method is fairly simple, and usually results in exposing the material to an open flame, quite literally burning the organic tissues from it. There are very few alchemical reagents that are not entirely destroyed by the act of calcination, though in the right application it can be beneficial. Ceration: This process entails the addition of a liquid substance to a previously hardened, or dried out substance, in order to liquefy and reduce the potency of the solution. Depending on the liquid, whether or not it is heated, or chilled, the chemicals and proteins in the solution can have varied effects. For example, a very hot liquid added to a protein-rich solution, can denature certain proteins, resulting in a heavily reduced effectiveness, or an entirely inert solution. Congelation: Congelation is a process by which the addition of a thickening agent, usually inert- though at times active, like a material such as Bungmoss, and the chilling of the solution increases its viscosity. This can be utilized to create pastes, and thick liquids that can serve as healing agents, among other things. Defenestration: A process named after the act of throwing something out the window, this is the method of removing or weakening magical properties in an alchemical creation. The exact method to go about this varies depending on what an alchemist has on hand, but it is often done either through the careful use of magical spells or the addition of specific metals. Digestion: In this alchemical process, a solution is heated, and is allowed to slowly over the course of a great period of time, boil down to a thicker, and more sticky form of itself. With vaporization, the chemicals within are allowed to concentrate down into a semi-pure sludge form. Distillation: Distillation pertains to a process by which a singular element is divided from a solution, or a section of plant matter. The solution, or plant matter, is placed into an iron crucible, which is heated, allowing the vapor of the lowest vapor point element within to float upwards into a condensation chamber. After it has condensed, the separated element flows downwards into a collection chamber. Distillation is complicated, and cannot be done by lesser alchemists- however, it creates the most pure substances possible. Earthing: Earthing is a process by which an amount of fresh soil, or other nutrient-rich solution is combined with the alchemical reagents. This allows the combined mix to begin leeching nutrients and base minerals from the nutrient-rich soil or other concoction. Though, this takes a considerable amount of time, it does result in an increased potency in objects such as healing creations. Exposure: The act of exposing an alchemical substance to the natural elements or significant airflow, it is an alchemist’s way of allowing the natural world to work upon their creation to alter its properties. The results of this can vary drastically depending on the creation’s composition, though they’ll be strongest with primarily organic creations. Fermentation: Fermentation is the process of allowing a compound to break down naturally at the hands of bacteria and other organisms. It generally alters the potency of an alchemical creation’s properties, although by how much and what can vary heavily. Filtration: The process of using a filter to remove materials from a brew, this can have varying effects depending on what’s stripped from the alchemical creation by the process. Generally, this removes or weakens side effects of a creation. Imbuement: The process of adding or strengthening magical properties in an alchemical creation. While the exact means of going about this varies, it is most often done by various magical spells or the addition of magical ingredients. Sublimation: Sublimation is the process of converting a liquid or semi-liquid alchemical reagent to a solid. It operates under the process of heating the reagent to a high temperature, vaporizing it to the upper end of a sublimation container. Once cooled, the reagent will solidify, having lost the water and vaporous qualities, thus becoming a solid.
  11. Whistle Pine The Northern Blight Plant Type: Pine Tree Rarity: Common Description: A tall and towering tree, most Whistle Pine only grows to stand at a height of twenty meters before some natural force fells it. That is not to say it cannot grow taller, there is no known natural limit to how tall or wide such a tree can grow other than natural limitations. Its roots grow thick and densely, storing whatever it can within them in order to endure the harsh and grueling deprivation of the north. Whistle Pine's wood is a pale white, thin and light, as well as heavily porous. Its bark however is surprisingly thick in contrast, a harsh coat protecting its innards from the worst of the northern winter. The most defining feature of the tree however is its thick and dense branches that grow outwards from all but the very stump of the tree. From these branches spawn countless tiny green needles with thin and slender partings running down their center. Acting as countless tiny flutes, the flow of wind through these branches produce a dark and dire wail that damages both the senses and the mind. This constant melancholic tone produces both auditory and visual hallucinations, and often paranoia shortly after. Tales of unprepared travelers going mad as they travel the northern valleys are as common as the tree. One last factor of the tree remains notable, its pinecones often serve as natural bells that accompany the symphony that its needles produce, and the true danger of a Whistle Pine is often measured in the number that it bears. Location: The dreaded Whistle Pine grows like a weed throughout the northern wastes. Its presence reaches only the edge of the Anion's southern plains, but it intermittently covers the entirety of the north's frozen plains. Generally, the plant does not reach the top of the colder peaks of the mountains above, rather it tends to grow and malinger in the valleys between where the wind blows in constant gales that the tree's natural defenses can easily exploit. Development: Whistle Pine reproduces via its countless pinecones, which are often sent flying and rattling by the northern gale. These spread and scatter, eventually and slowly growing over the course of three years to a height of at least three meters before the Whistle Pine begins to truly grow the devastating needles that it is renowned for. Approximately five years afterwards the tree matures to the point that it begins to produce its own pinecones. There is no natural end to the tree's life cycle that has ever been recorded, for all that is known, a Whistle Pine will just keep growing and reproducing until its existence is forcibly brought to a conclusion. While they can produce and spread beyond the Anion with ease, nowhere else has the necessary wind speeds to allow its pinecones to sever and naturally spread. It can only be artificially grown elsewhere, though with abundant resources its life cycle might be easily accelerated. Properties: Whistle Pine emanates a horrifying wail as the wind blows through its countless needles. This sound is unhealthy for every race, and only worse for those especially sensitive to sound. It also affects natural wildlife to some degree, rendering them far more hateful and aggressive than they would be otherwise. Only creatures naturally hardened to the dangers of the north have any form of resistance, such as Anion bears or even snow elves. Exposure to this dire tone gradually induces the symptoms of paranoid schizophrenia, and prolonged exposure can even induce violent tendencies among the most stalwart of adventurers. The only true way to prevent the harm of this grim tune is any form of ear protection. Interestingly enough, the company of others helps the mind fight off the worst of these effects. Large groups of travelers are relatively far more safe than lone wanderers are from the pine's threat. Not only are its needles dangerous to the senses, its pinecones serve as natural amplifiers for their effect. The more numerous they are upon a Whistle Pine, the more deadly its mind ravaging properties. An entire forest of mature Whistle Pine can disorientate and madden a single unprepared traveler within an hour. The properties of Whistle Pine's wood often make it a choice in many specialist applications. It is not unknown for desperate travelers to unearth the roots of these trees to use them as a means of emergency sustenance, assuming they can stand being near long enough to reach them.
  12. AMP: 2.0 Animals Materials Plants Alchemy and more details regarding technicalities of Magic resistance will come soon!
  13. Flick’s Whiskers - Nature’s Mollificant “Nothing can be evermore so limiting, than going so far to the extreme. . .” - Botanist’s Handbook on Flick’s Whiskers. Plant Type: Medicinal Herb Rarity: Uncommon Description: Flick’s Whiskers appears to be a thin, fibrous nuisance plant that grows in the high forests of Aoressa and Argionne- its thin green stalk curls upwards from a thick base that is firmly rooted into the earth. . . Growing up to a foot high at its greatest extent, the plant bears many similarities to a fern, including the light greenish-brown color that marks its form. Drawing outwards from the central stalk of the Flick’s, are a number of stringy and gangly branches of the same thin green appearance as the central stalk. These can reach anywhere from three, to eight inches in length, and often hang downwards towards the ground as if wilting. Perhaps the most notable attribute of the Flick’s Whiskers, is where it draws its namesake. Along the gangly branches are arranged a multitude of white, spine-like hairs, much more rigid than the rest of the plant. These hairs appear much to be the whiskers of a feline type animal, and bear a thin, almost clear liquid across their forms. While the plant possesses no flowering bodies, the whiskers themselves are the origin for its seeding. As pollen from other Flick’s are released, it collects upon the sticky liquid that adorns the whiskers, at times being so dense that they are obscured by a veneer of fluff. Location: Flick’s Whiskers can be found in the high-altitude plains of Aoressa and Argionne, often a fair distance from water sources, as the plant is incredibly hardy and resistant to changes in climate and rainfall throughout the year. However, due to its slow rate of growth and reproduction, the plant is not common. . . Attempt to cultivate the plant at low altitude will most assuredly fail. It is possible to find Flick’s Whiskers in Anion, depending on the seasonal temperature, but it is not likely one would be so lucky. Development: Flick’s Whiskers begins as a single seed, stored within the core of the slickened whiskers that cover the plant’s gangly branches. . . Once this seed is pollinated and reaches maturity, the whisker simply detaches. Carried great distances by the wind, or birds that happen to comsume it- the whisker is then deposited in another location where it can grow, typically taking around a year to fully take root. [3 OOC Months] Once this has happened, another year will pass until the plant reaches maturity, and is capable of reproducing or being used for the alchemical purposes. Properties: Material Properties; Flick’s Whiskers contains no known material properties, and tastes rather disgusting if one attempts to brew a sort of tea or other culinary concoction with it. Alchemical Properties: Flick’s Whiskers sap, that collects upon the whiskers themselves, harbors a few curious properties that have awed alchemists and doctors alike since the first time it was discovered. When properly brewed, the sap can be utilized as both a very potent pain reliever, and a mild muscle relaxant. Though- this does not come without a very hefty supply of side-effects. Overdosage can result in liver damage, as well as acute muscle atrophy, and even death. Due to the potency of the pain relief it administers, Flick’s Whiskers becomes addictive, and the more common it is used, the less effective it- and any other pain relievers are upon the consumer. Flick’s Whiskers sap when brewed appropriately can be utilized as a Pain Reliever, and Muscle Relaxant. Flick’s Whiskers, when given in large doses, can lead to acute muscle atrophy, liver failure, and even death. Flick’s Whiskers, when used repeatedly, causes an addiction to the substance to develop, as well as a resistance to any pain relievers, becoming less effective the more doses are given.
  14. Flesh Oaks - The Bleeding Tree "Mommy, why is the tree bleeding?" Plant Type: Oak Tree Rarity: Uncommon Description: Tall and thick oaks, ranging from 17 to 31 yards high to about 3 yards of girth, that gloom over the deep forests of South Anion. Their bark is rigid and resistant, some would even say thick due to it being about an inch and a half wide. It has an unnatural beige or skin-like color and is quite rugged to the touch, almost like leather. On the bark can grow thin and small hairs, of a black or sometimes maroon color that are supposed to hydrate the tree once rain has fallen. Being rather resistant, the bark often causes problems to cut it down even though there aren’t a lot of reasons to do so. Underneath the bark is a deep red wood with a moist feeling to the touch, as if one would be touching a damp towel, filled with a thick and oozing crimson sap that flows whenever a dent is made in the wood. The branches are slim and soft, keeping the natural color and texture of the bark as well as the underneath crimson wood. The leaves are much like oak leaves for the exception that they keep the sap’s dried blood color and have a feeling of dampness to them. On the branches can grow peach-like fruits, the skin of the fruit bearing a striking resemblance to a human’s skin. The inside of the fruits look like flesh, reeking of a corpses’ scent while having a strange and enticing taste. The fruit tastes like a mix of chicken and honey yet balanced in a delicious harmony. Strangely enough, the leaves don’t fall during winter. Location: The trees are exclusively found in the Alswelth Pine Forest of Southern Anion, yet may be grown elsewhere in similar climates. The trees tend to grow in places similar to that of fungi, naturally enjoying the fertile soil that resides around the deceased. Development: The Flesh Oak starts off as a small Crimson red in color sapling created by a fallen Flesh Oak tree. Once the sapling starts to grow, the bark surrounding and protecting the wood grows into a more light color, going into a dark beige and brown and finishing into a skin-like beige after about 7 or 8 years. When it has fully grown, it is able to start and grow fruits which will fall to give later birth to other Flesh Oaks. The more the Oak gets older, the bigger it will become, dying at about 400 years of age, sometimes being able to grow to up to more than 700 years. Properties: The leaves' scent can replicate that of a rotting corpse The sap is a notably efficient dye, although it is naturally temporary when lacking other elements The sap appears to have profound effects with blood, depending on the mixture, it can act as either a coagulant, or an anti-coagulant The sap and the trees themselves are known to attract local predators due to their rotting scent Should the bark be consumed, it is said to have a taste akin to flesh itself The plant has a notable symbiotic relationship with Morto's Hand, both being found incredibly close to one another in nature, as Flesh Oaks tend to grow where rot is prevalent in the Alswelth Pine Forest. The tree when mixed with Morto's Hand seems to enhance its abilities, yet when put into a concoction separate has the ability to mitigate the effects
  15. Callinian Fern - The False Panacea “There is no medicine greater than hope, and no salve so powerful as expectation of a better tomorrow.” - Unknown Plant Type: Flowering Fern Rarity: Uncommon Description: Littered among the higher altitude plains of Aversia, lies an innocuous fern- its leaves are small, arrow-shaped things. . . A thick, silky stalk reaches upwards from the hard soil it finds solace in, reaching upwards at times a height of three feet. . . Littered across the stalk, stretch great umbrellas of green, whose leaves droop downwards towards the earth, as if they weigh as much as stones. The soft fern carries upon its form, a plethora of thin and hairy fibres that contract when touched- and apply a sort of stinging sensation to the individual that would be so cruel. Recoiling backwards, much like ferns do, it draws into tight curls of the branches, and the small bell-shaped flowers upon their ends, close into tight blooms. The true beauty of the plant is its pristine bell-shaped white flowers, that adorn the very tips of each branch, at times a number greater than twenty of these blooms can be found on the most mature of Callinian Ferns. Blooming in the early spring, and remaining open until fall, the blooms give color to the steppe landscapes of high-altitude plains. . .- a true beauty, reflected by its properties. Location: Callinian Ferns can only be found in higher altitudes, along the flattened plains where mountain ranges meet, in temperate climates. . . Though, this is not very limited, given great stretches of mountainous terrain sweep across Anion, Aoressa, and Argionne- they are most commonly present on Argionne, where the mountains are the most flattened, or upon the tops of the great Aoressan Mesas. Development: Tiny airborne seeds fill the centers of the Callinian Fern’s blooms- from whence they start their cycle of life. Carried forth by the great high altitude air currents, seeds of the Callinian Fern float gracefully through the sky, to be deposited in other locations to grow. . . After a time of three years,[9 OOC Months] the plant grows to maturity, being capable of bearing its own offspring. . . At any time however, after a single year, [3 OOC Months], the plant can be gathered for its medicinal properties. Properties: Material Properties: Callinian Fern is relatively useless in terms of material properties- being both far to weak, and far to small to be turned into any sort of cloth. Its soft flower petals can be used for a mild vanilla-scented incense, though the usefulness ceases there. Callinian Fern petals can be utilized for vanilla-scented incense and perfumes. Alchemical Properties: The stalk of a Callinian Fern is rumored to be one of the many panaceas, a cure-all that holds much miracle in its mysterious existence. . . However, this is only the case half of the time. While it does hold minor fever-reducing capabilities, as well as a simple antibiotic- working well against infection and other illnesses, it has a sinister side effect. Callinian Fern, if used in great quantities, both forms an intense addiction for the numbing sensation it gives upon the mind and palate, as well as acute internal damage to the liver and kidneys, as the processing of the organic chemicals does harm to the system. Callinian Fern stalks can be used as a fever-reducer. Callinian Fern stalks can be used as an extremely weak antibiotic. Callinian Fern, when used in great quantity, becomes addictive- as it numbs the mind and palate with a tingling sensation. Use of the plant in great quantity can cause liver and kidney damage.
  16. Rail Root - The Diabolical Catalyst “Evil can be distilled into just three ingredients: the wayward breeze, man's unbounded desire, and well-powdered root.” - Grauzu Dojjur Plant Type: Decomposer Root Rarity: Uncommon Description: Upon the ground lie the dark-riddled husk of decayed plant matter. . . Around, the stench of nature’s rot fills the air, and the ground is adorned with the dank of mold and fungi- yet, amongst the mix springs forth a bulbous and distasteful spire- perched upon the tip, is an octogonal formation of yellowed leaves, their sides striped with razor-like notches, and the centers drawn with tight lines of a pallid green. The eyes of the budding botanist belies the notable form of Rail Root. Upon closer inspection, the spire that breaks the surface is comprised of a quartet of brown, wood-like stems, that curl about one another, and culminate in the leafy bloom. These, drawing downwards into the earth, burrow into it and form the sturdy base that the plant has within the damp forest floor. Its texture is something like an aged paper, rough and strange to the touch- though somewhat sponge-like when squeezed. Its structure gives off an odd odor, reminisce of cadaverine- though, it is not toxic, and little more than simply a benign method of spreading its seeds. The root itself bears small black seeds that grow upon the surface, giving it a mottled brown complexion- with mild bumps and ridges across its surface. Along the leaves themselves, is a milky white substance, akin to sap, that protects the greenish petals from insects and the elements. Location: Rail Root only grows in the depth of forests of temperate climate- where the ground is thick with fallen leaves and the air is filled with the call of creatures whose lives bear fruitfulness in the dark. Such as this is, it can be found in the clumped forests of Aoressa, as well as the thick and obscuring jungles of Argionne- littered across the floor of the forests, with its small spires reaching upwards to the canopy in a permanent state of failure. Development: Rail Root plants bear a high number of small, black seeds upon the main stalk of the plant, which exist in this strange location due to the presence of cadaverine that the plant itself produces in small amounts. The thick smell of decay that permeates the plant, results in the attraction of various insects such as flies. . . These flies, bring upon their hairy legs, pollen from other Rail Root plants, pollination being performed on the seeds, and collecting those too- primarily by accident. Once the fly itself perishes, and falls to the forest floor- the seedling erupts, sending downwards into the earth the first hallmark of the rooty structure of the plant. After two years, [6 OOC Months], the plant has grown into its parent self, forming the upper bulb, and growing the leaves that provide it with nourishment from the scant rays that penetrate the upper canopy. After this, it is matured, and begins the cycle of producing seeds, and spreading these through flies. The plant’s life-span caps at around eight years of age, by which it perishes and falls to the earth. . . to be taken up by any seeds that fall there. . . Consuming the flesh of their parent through fertilization, another budding root springs up. Properties: Material Properties: There are no known material properties of Rail Root, as it is simply not large enough, nor versatile enough to be used for much. . . Collection of the plant to produce the smell of decay, is known to be a pesky nuisance to someone as it draws flies- and the leaves are of little use due to their nature. Rail Root produces a disgusting odor of decay, and draw flies. Rail Root is relatively useless otherwise. Alchemical Properties: Rail Root is known as, ‘The Diabolical Catalyst’, for a singular reason. Its ability, when combined with the Fundamental Catalyst- Plinth Root, uses the nutrients that the plant has drawn into itself, notably by the decay and putrefaction of forest detritus, to create a brew that has highly increased abilities, though the negative side-effects of the plant are increased by enormous measure. Best used in the destructive arts, Rail Root is a well known ingredient in the more darker applications- such as poisons. Only the foolish alchemist would dare to use Rail Root in a healing creation, unless they did not care for the negative implications it would bring. Rail Root’’s effects only apply when used with Plinth Root. Rail Root roughly increases beneficial side-effects by a margin of 100% better than what they were in their original form. It is incredibly powerful, but is affected by the negative bonus. Rail Root also raises the negative side-effects by a margin of only 200%, making it the best choice for use in poisons, or other negative creations. Rail Root must be brewed with the other ingredients- simply adding it does not function.
  17. Spring Root - The Ingenious Catalyst “Ingenuity comes from dreams- and nothing dreams so much, nor so grand as does the sleeping Earth." - Alhadeen, Without God, Without Home. Plant Type: Flowering Crawler Rarity: Uncommon Description: A pale, sky-like blue adorns the flowers of this small flowering plant- their forms akin to the colloquial shape of a heart, as the petals rise upwards from a thick green stalk, forming triple petals that conceal their prize- a milky white seed-pod, filled with a thin fibrous fluff, much like a riverbound cat-tail. In fact, the plant itself shares some similarities- as its slick and amphibian roots that sprawl themselves in a fine latticework across the ground, dip light tendrils into the edge of a body of water they fringe. . . Rising upwards from the water, the Spring Root thrives, a plant of almost ethereal beauty. Slender green tendrils rise from the water, folding themselves into a spiral of vinework, as the plant dawns a wood-like quality, forming the flowery bulbs eight inches from the surface of the moist banks of wherever it grows. Silken as they are, the azure petals fold outwards as an umbrella during times of high water- licking the surface as they hold the plant afloat, the surface of the petals possessing a hydrophobic property, protecting the powdery seeds from becoming wet and mouldy. Roots of the Spring Root plant penetrate deep into the soil, driving downwards from the muck that adorns the bank of ponds and streams, winding through rocky beds, at times in excess of two or three feet- keeping the plant firmly adhered in a location that risks flooding and erosion. Even within the depths of the earth, once cleaned, the roots possess an odd green color, noting the medicinal purity of their flesh. . . Location: Spring Root can only be found in warm and temperate climates, such as the furthest southern portions of Anion, as well as the northern and mid-ranging territories of Aoressa and Argionne. . . Flanking bodies of fresh and clean water, such as natural springs, mountain streams, and reclusive ponds that are fed by deep artesian sources. As such, Spring Root cannot grow in stagnant, or murky water, nor near the coasts where salt seeps into the soil. Due to this, it is not commonly found- far from civilization this plant thrives, a hallmark of nature, untouched by the hands of men. Development: Spring Root begins its life as a pale seed, surrounded by tufts of a cotton-like material within the central bud of a core flower. . . Released by the whipping of the wind, the seed takes flight, beginning a journey of countless miles, or a mere few feet. Once it falls to the earth, near a source of fresh and flowing water, the seedling takes root rapidly, sending its tendrils of bright green into the earth and feeding its growth. . . Within a single year, [3 OOC Months], the plant has grown from a seedling, into the mature form- though, lacking its flowering body. The green roots, rising from the earth, have by now formed their crown of life above the rich soil, and simply await for the first high water. . . At this time, the flower comes to grow, forming first a pale blue knot upon the very tip of the lattice- before blooming as the water seeps away in early summer, once again to begin the cycle of life. Properties: Material Properties: Spring Root’s hydrophobic blossom petals are the only known material property to the plant, their ability remaining even after being detached, allowing for- if given enough of the petals are present, a minor ability to block water from entering through a crack, or any other place that they are effectively stuffing into. Spring Root petals are hydrophobic, and can be used for their properties even after death of the plant. Alchemical Properties: Spring Root is known as, ‘The Ingenious Catalyst’, for a singular reason. Its ability, when combined with the Fundamental Catalyst- Plinth Root, uses the purity and refined nutrients of the root, as well as its water-resistant properties, to create a brew that has highly increased abilities, while only increasing the negative side-effects by a small margin. Best used in the healing arts, Spring Root is renowned for being a core ingredient in the most complex medicinal alchemical concoctions. Spring Root’s effects only apply when used with Plinth Root. Spring Root roughly increases beneficial side-effects by a margin of 50% better than what they were in their original form. Spring Root also raises the negative side-effects by a margin of only 25%, making it the best choice for use in healing potions, salves, and powders. Spring Root must be brewed with the other ingredients- simply adding it does not function.
  18. Western Thorncap - Idyllic of the Flesh “All men ought to struggle to not be like cattle, passing silently through life" - Vanyari Plant Type: Poisonous Fungi Rarity: Rare Description: Western Thorncap is a small, spherical-shaped fungi no more than seven inches in diameter, growing amidst the edges of great trees, and the edges of far-flung plains, just within the overcast of a forest’s canopy. It is almost as if they mark the progression from flowering wildlife, to the realm of fungal growth. Its spherical shape is adorned with a number of small, spike-like protrusions from the central cusp of the mushroom, where it meets the ground with a bud of spreading mycelium. In truth, Western Thorncap that is known to botanists and alchemists alike, is nothing more than a fruiting body that spreads along the floor of great forests, predominantly around the rim- where underbrush and great trees spread to grasses and flowers. Colored a pale whitish-tan, this color adorns the entirety of the fungal body, becoming darker as the soft and sponge-like flesh turns into thin and hardened spines about the fringes of its form- most dominant around the roughly spherical sides, and the top. What is most notable of these spines, is the collection of tiny spores, dotted across their surfaces- whose appearance when looked at close enough, mimic that of the parent body. Tiny spheres, with a plethora of small spiky spires sticking off of them. . . The animal, or man that draws too close, moves away with a host of tiny spores clinging to their form. . . Should the fungus itself be broken open for whatever means, within the inside lies a latticework of fine white material, soft and pliable to the touch- the central core is rumored to have beneficial properties- while the spines are notoriously more sinister. Location: Western Thorncap can be found throughout Aversia, wherever there are forests within the temperate, to hot spectrum. This varies from the southern reaches of Anion, across the whole of Aoressa and Argionne. . . Found primarily among the edges of great forests, and amidst the steppes where trees are found, yet underbrush lacking. It is, unlike most other fungus, a dry-type mushroom, able to sustain itself without the constant need for moisture or rotting organic material. Development: Beginning the cycle of life from a tiny spore- a spore that mimics the elder appearance of the fruiting body, Western Thorncap is carried across great distances through collection upon the fur of animals, and the boots and clothing of men. Upon the completion of its fateful journey, the spore falls into soft earth, and is swallowed up by the ground. . . Shortly thereafter, within a period of a few septs, [Four OOC Days], the spore branches out, forming mycelium that stretch throughout the earth, drawing nutrients and moisture into itself. After a single year, [3 OOC Months], the mycelium has developed to the point that it can bear a fruiting body, and the tell-tale sign of the spherical Western Thorncap known to all, graces the surface and continues to grow until it reaches maturity, where it can once more begin the cycle of life. Inevitably, when the plant dries out- it cracks apart, flinging the tiny spores across the ground, where they will connect with the earth and begin to grow their own mycelium, consuming and taking upon the legacy of the old. Properties: Material Properties: Western Thorncap possesses little in the way of material properties, though its central flesh can be used as a base for a flavorful stew. . . Its taste is similar to that of butter, giving a fine broth when added to something such as chicken, beef, or potatoes. Western Thorncap cores can be utilized to make a buttery-flavored broth- or other properties such as this when brewed as a culinary ingredient. Alchemical Properties: As spiky things often are in nature, Western Thorncap spines possess an ominous foreboding. . . Should the spores that fall from these thin spines be ingested, whether this is through the consuming of the spores, or through inhalation, they pose a very potent hallucinogenic. It is known to cause a slight fever, and make the consumer feel as if they are stronger than they are. This can come with auditory and visual hallucinations as well, ranging from swatches of color, to a constant tinnitus of the ears. . . Overuse of the drug, as a recreational, or accidental, will result in a dependence upon it, forcing the user into a nigh-uncontrollable rage, should they fail to take more. Its central core however is not so depreciating, when refined, possesses a property similar to a weak antiviral drug. Western Thorncap spores are toxic, causing slight fever, auditory and visual hallucinations, as well as a sensation that the afflicted are stronger and more powerful than they truly are. Western Thorncap spores can be inhaled, ingested, or refined for further use. Western Thorncap spores are highly addictive, and constant use creates a feeling that the drug is needed- forcing the user into a rage if they fail to ingest any more. Western Thorncap cores, when properly refined, pose a use as a minor antiviral, combating weak illnesses of a virus nature.
  19. Colossal Crab Description: The colossal crab is a large species of land crab found in the deserts of Aoressa. They are the largest species of crab in Aversia, measuring almost 1.2 m (4 feet) tall when standing, and nearly 1.8 m (6 feet) across. They weigh in at around 90 kilos (200 lbs) at their full size, and it is possible that they could get larger as they never stop growing. Their lifespan is unknown; they could likely live for a long time, but due to the fact that most are killed or wounded, they usually only live to be around 20 years. Their claws are large, with these crabs often having differing dominant claws. The dominant claw, similar to a person’s dominant hand in use, will always be larger than the other. Females have larger claws than males do, regardless of which is dominant, which allows them to be easily distinguished on sight. Their chitin is usually a grey colour, with some being darker or lighter than others, and some have been known to have a bluish tint, but this is much more rare. They spend most of the day under the sand, and will surface at night when it’s cool to search for food and water. They also come to the surface to molt so that they can continue to grow. When they molt, an organ on their underbelly releases an acid that begins to breakdown their old shell’s attachments to their body, allowing them to slip out of the shell faster, and keep them from being at their most vulnerable for too long. Once molted, they will burrow again and remain there until they need to resurface for whatever purpose. Distribution: They are found in Aoressa’s desert, and nowhere else in Aversia. They are often hard to find, as they are nocturnal and prefer to be left alone. They have a very slow breeding cycle as well, often only producing young once every two or three years, which prevents their numbers from growing steadily. As a result, they are considered to be rare. Habitat: During the day, they burrow into the sand where it is often much cooler, and sleep through the heat of the day. It’s not uncommon for them to return to where they slept the night before, but when travelling, they will simply burrow somewhere convenient, and rest there until nightfall. They lay their eggs in similar burrows, with the mother often guarding her eggs and young until their first molt. Diet: Colossal crabs are omnivores, and will eat just about anything that they can put in their mouths. Their digestive system is resilient, and there is little that can make them sick, beyond a high dose of toxins. The bulk of their diet are small mammals and cacti, which is where they get most of their moisture as well. Relations: They are social animals, and often live in small groups of up to six or seven animals. They are docile as well, and are quite content to remain near settlements if they are fed, or even simply ignored. They are often wary of people and other animals, however, and won’t drift too close unless they know they won’t be harmed. They are often hunted, however, as their meat is high in moisture and protein, making a valuable source of food for those who live in the desert. Their chitin is useful as well, as it can be fashioned into primitive armour that’s relatively light, and less likely to make someone overheat. Mechanics: Nocturnal Can eat anything Docile, but unable to be domesticated Social; sometimes will form bonds with people or other animals Material Properties: Their meat and the chitin are the most used parts of the crab. Their meat doesn’t have much flavour in it, but it’s high in nutrients and moisture. Their chitin can be used for lightweight, primitive armour. Alchemical Properties: The acid they use to molt can be harvested, and can be used for stripping a surface material, or cleaning armour when diluted with water.
  20. Emrid Bird Description: Emrids are large, flightless birds found in the deserts of Aoressa, and the surrounding areas that border the vast desert. They are around 1.5 meters (5 feet) tall, and weigh anywhere from 40 – 49 kgs (90 –110 lbs). Their legs are the majority of their body size, being around 75 cm (2.4 feet) long, which allows them to run at high speeds, although only for a short amount of time. They can live to be around 40–45 years in the wild, and up to 55 years if kept captive. Their feathers are a tawny colour, helping them to blend in with the sand. Their feathers also often have light blue dotted throughout to help with countershading, and to breakup their form and make them harder to see, especially from a distance. Beneath the feathers and skin is a layer of fat that contains a high water content, allowing them to travel without water for several days at a time. They are nocturnal animals, usually resting during the day in the family groups that they travel in. One member will stay awake for a few hours at a time, before switching out with another adult so that they can alert the group if a predator begins to approach. At night they travel across the desert to places where they can find food and water, often travelling for hundreds of miles in a single night. They can go for a few days without eating or drinking, but they will travel less the longer they go without sustenance. Their toes are webbed and large to help them walk across the sand without sinking. They usually move at a walking pace, but they are able to sprint up to 80 km per hour (50 mph) for about five minutes, before they need to return to a walking pace. They will only sprint as a last resort, as it takes up too much precious energy to run so fast. If cornered, or unable to run, they will kick with their legs, and their claws can easily tear open flesh, but this is also a last resort, as they prefer to keep their distance from anything that might be considered dangerous. Distribution: They are found in the hotter edges of the savannah, and all across the desert of Aoressa. Groups often congregate around the oasis to eat and drink before moving on to another spot. They are not often seen, as they stay deep in the desert, and only move at night. They are considered to be uncommon. Habitat: They are highly nomadic, and only settle down for a few months to raise eggs and hatchlings. They will make nests along the edge of the savannah due to the higher amounts of food and water, and once the young are around three months old, they will abandon the nests, and move back out into the desert. Diet: They eat the tough desert grasses and cacti that grow throughout the desert. They will eat the grasses and the water plants found in the oasis they visit, and the savannah grass and seeds when they are in those areas. They have been known to eat small animals when they are desperate for food and water, but this is extremely rare. Relations: They are flighty animals, and will usually move away from anything that isn’t a member of their own species. They can be herded by those who reside in the desert, but they are far from tame, and need to be kept in large, high-fenced pens when being farmed. They are only aggressive towards people when cornered, and will otherwise avoid them as best as they can. They are often hunted by those who live in the desert, as they offer quite a bit of meat, and their eggs are considered to be a delicacy, especially since they can only be gathered once a year, even with captive animals. Mechanics: Edible Cannot be domesticated, but can be kept captive Nocturnal Very fast Can go days without food and water Material Properties: Their meat and eggs are often used for food, and their skin can be turned into soft leather that is useful for clothing. Their feathers can be used for decoration, and also fletching for arrows. Alchemical Properties: Undiscovered; likely none.
  21. Mimcrov Description: Mimcrovs are a large species of corvid, and a close relative to the raven, though they are somewhat larger on average than the common raven. With a wingspan of around 137 cm (4.5 feet) for females, and 152 cm (5 feet) for males, they are larger than even the largest raven, and it is possible for a mimcrov to get larger than their average size, especially in the northern regions of Anion. Their lifespan is around 20 years in the wild, and up to around 30 in captivity. The birds are visibly distinct from their other corvid cousins in not just size. Their colours are different as well. While their base colouration is the classic inky black colour, their wing tips are dark blue, and the feathers along their throat are slate grey. They are highly intelligent, and it’s not uncommon for mimcrovs that live around settlements to pick up words, or strings of words that they mix into their usual calls. They will also imitate other bird calls, and even other animals, if they happen to be around them often. Northern mimcrovs have been known to imitate brief wolf howls, or growling, due to the fact that they will often join wolves at kill sites. These birds will mate for life, and nest in the same area year after year. They usually have three or four hatchlings at a time, and both parents help to care for the young by bringing them food, and guarding the nest. During the times of the year that they do not have young, a mated pair will spend their time together searching for food, and occasionally checking in on their adult young that happen to still live within the area. They are, however, highly hostile towards other, unrelated adult mimcrovs and other corvids, and will attack on sight if they enter their territory. Distribution: Mimcrovs are found all over the world, but they are most common in Anion. They are found in all climates on the northern continent, and most of the population resides in the snowy north. They are usually found where both grey wolves and piebald wolves are found, and are quite common around settlements. Because of this, they are considered to be very common. Habitat: They commonly roost in trees at night, usually just a mated pair and their young. They will often roost in barns, or houses, if allowed in, as they are quite comfortable around people. Their nests, during the spring months, are built high in the trees, but close to the trunks to offer some protection from the elements, and sometimes on rooftops, usually near the chimney due to the warmth it offers. Diet: They are omnivores, but the bulk of their diet is meat. They hunt small animals such as mice and rats and voles, and will eat berries and nuts during the times that hunting has little success. They will eat carrion as well, and it’s not uncommon for them to steal from stores left unwatched by people. Mimcrovs commonly follow wolf packs on hunts, and will feed on the carcass alongside them. Relations: They are rarely hostile towards people, unless they have been wronged in some way. Mimcrovs are intelligent enough to remember faces, and will often pass this down to their young. So a man who threw rocks at a pair of mimcrovs will often be hassled by the birds, and their young. Similarly, it is possible to befriend the birds; if they are treated well, and are occasionally offered food, they will sometimes return the favour, leaving shiny things they’ve found behind, and even returning small lost items. They have even been known to assist hunters while hunting by showing them where prey can be found, something they will usually only do with wolves. They can be tamed and used as messenger birds, but they need to raised from a young age to do this. Adults can be trained, but it takes a lot more work, and there is less success than when raising a young bird to do the job. They are sometimes killed, however, due to the fact that they will often steal food from people, and some settlements consider them to be pests. For the most part, however, the birds have learned to avoid these places. Mechanics: Highly intelligent Can be friendly towards people Hostile to other birds Can be tamed Material Properties: They have little material properties than their feathers. Their meat is tough and not worth harvesting. Alchemical Properties: Undiscovered; likely none.
  22. Bula Enera Description: The bula enera is a large species of turtle found exclusively in northern Aoressa’s lakes. They are, on average, around 23 – 33 cm (9.1 –13.0 in) in length and weigh in around 2.5 – 3.5 kg (5.5 – 7.5 lbs). If left alone and unharmed by predators, a bula enera can live to be around 50 – 60 years old, and sometimes longer if kept in a healthy, captive situation. These turtles are largely aquatic, though they spend much of their time basking on logs so that they’ll have the energy to search out food in the waters that they live in. They can, however, spend up to ten minutes under water, but they will usually only go for that long if they feel as if there is no other way out of a dangerous situation, such as a predator waiting in the shallows for them to surface. They lay eggs in the banks of the lakes during the spring, and once the eggs are laid, the mother has little interaction with the eggs, save for the very occasional time she may return to make sure the nest hasn’t been discovered. Once hatched, the young will head straight into the water to search for food. Around 15 – 20 hatchlings will emerge, but only about 10% of those hatchlings will make it to their first birthday. Two years is when they are considered to be mature and at their full size, and even fewer animals will make it to this stage of their life. Their shells are their most distinctive feature, and it can help to determine what their age is. Their shells often take damage, either from the elements, or other animals, but when this happens and they survive, it heals with a bump, rather than smooth, the spot often thicker than the rest of the shell. A very old animal with often have a shell covered in these bumps, making their shell incredibly hard to crack and damage. Distribution: They are found in the northern lakes of Aoressa, and no where else in the world. Due to their small range, and the fact that very few young born make it to maturity, they are considered to be uncommon. Habitat: They live mostly along the shores of the lakes, where they will rest during the height of the day to warm up, usually huddled in groups of up to six animals. Their nests are found in the muddy banks of the lakes in the spring, but they don’t use them during the rest of the year, and it’s rare for a female to nest the same spot twice. Diet: They eat the plants that grow around and in the lakes that they live in. Grasses, algae, lake weed, and various types of seeds are all parts of their diet. They rarely drink water on its own, getting the majority of their moisture from the plants that they eat. Relations: They are entirely docile towards the sentient races of Aversia. They do often avoid them if approached, but they aren’t hard to catch with a net, or if lured in with bait. They can be kept as pets, and can also be farmed, and it’s not uncommon for the people living near the lakes to use them as a source of food, although the meat is rather bitter, and best used in a recipe, rather than on its own. More often than not, the meat is a byproduct of harvesting the shells, and is used as bait. The fat is also used in skin treatments, do to the oils in them that can help with itching, and some minor ailments. Mechanics: Docile Can be tamed and farmed Edible, but bitter taste Fat can be used to treat mild skin conditions Material Properties: Their meat can be eaten, though it’s not desirable. The shells are often taken and used in decoration, and their tough skin is often used in small articles of clothing, especially gloves. Alchemical Properties: The fat can be used to treat mild skin ailments, though it needs to be boiled and rendered down first before the oils can be extracted and used.
  23. Dotted Serpent Description: The dotted serpent is a rather small species of snake, measuring around 70–80 cm (27.5–31.4 inches) in length. Their shape is rather odd compared to most snakes, as their tails narrow into a whip-like shape, and it takes up about 15% of their body length. This whip-like tail is used for both communication and defense. These snakes are bright green and their underbellies are a pale, off-white colour, covered in brown spots that extend up to their sides. This acts as countershading, and breaks up their shape in the underbrush and the grass that they call home. Unlike most snakes, the dotted serpent is a social animal, preferring to live in small groups of up to 5 other snakes. It is unknown why the live like this, as they do not hunt as a group, and simply seem to only nest with one another at night for warmth. They use their tails to “speak” to one another, similar to how a dog or a cat may signal its emotional state with its tail. They have been known to help raise one another’s young as well, but once the young have grown, they will leave their birth group to form their own. Dotted serpents are entirely toothless, making their bite startling at most, but they only bite if they feel as if there is no other way to escape what they see as a dangerous situation. They are otherwise quite friendly, and some people keep them as pets, or cultivate groups near their home. Distribution: They are found across Aversia, and most often in grassy areas and thin forests. They are most commonly found in Aoressa’s grasslands, but they are still found in open areas of Argione, and across the southern parts of Anion. They are considered to be very common. Habitat: They make their nests under rocks, or against the roots of larger trees. Those that live near settlements may make their nests under houses, or against building to take advantage of the warmth there. They lay their eggs in similar areas, usually not too far from where they bed down for the night. Diet: Dotted serpents are insectivores, and eat beetles, spiders, flies, and any other insect that they may come across. Their lack of teeth makes it so that they cannot eat much else. Relations: They are entirely docile, and even friendly towards people, so long as they don’t sense any danger. Some people keep these snakes as pets, and even wild ones can be handled with ease. They are, however, sometimes eaten by people, and in areas where this is common, these snakes are skittish around people, and will sometimes actively avoid them. Mechanics: Live in groups Communicate with their tails Docile Can be kept as pets Edible Material Properties: Their meat and their skin are the only things that are useable. Meat can be eaten, and their skin can be used in small articles of clothing, such as gloves, or used in decoration. Alchemical Properties: Undiscovered; likely none.
  24. Dark Winged Hawk Description: The dark-winged hawk is a rather large bird of prey found throughout Aversia. It’s dark brown in colour, with the feathers along its wings darkening to a near black colour. Their bellies are a red-brown colour and dotted with darker and lighter spots to act as countershading, and help them to be less noticeable in the trees. On average, their bodies are 30–50 cm (11.6–19.6 in) long, with a wingspan of 60–100 cm (23.6–39.3 in). They will usually live to be around 20–25 years of age in the wild, and up to 30 years when they are captive. They are aggressive birds by nature, and are very protective of their nests and their young. They will often divebomb animals and people if they get too close to their nests, but it is rare that they will actually cause harm, unless they feel like they are being outright threatened by something, or someone. This makes wild adults impossible to train, but young chicks can be taken and trained, so long as they are raised to see whoever they will be working with as their parent. This is, of course, tricky to do, as both parents guard the nest, and often requires either killing the adults, or luring them away long enough to raid the nest. Dark-winged hawks live as mated pairs and, when the young are still too young to fend for themselves, the chicks, or adolescents. These birds mate for life, and will often return to the same nesting spot each year to raise another clutch of eggs and young. Young hawks leave their parents when they are 4 months old, but will not search out a mate of their own until they are at least 2 years old, at which time they are fully mature. Distribution: They are found all across Aversia, but they are especially common in northern Aoressa, due to the thick forests surrounding a small group of lakes. They are found all across Agrione as well, and some are found in the warmer parts of the pine forest on Anion. They are also found on Jungle Ice Island, although in much smaller numbers. They are considered to be common. Habitat: They make their nests in tall trees, usually against the trunk to help shelter it from any wind and rain. When not nesting for eggs, adults will roost in similar trees at night. A pair will usually stay within a small area of territory to hunt and raise their chicks. Diet: They are carnivores, and their main prey is small animals. Mice, rats, rabbits, anything relatively small, they will carry off to eat. They will also pick off wolf pups and wild cat cubs when they are still very small. Hawks that live in coastal regions, or along the lakeshores, will also eat fish, crabs, frogs, and anything else they can catch from the water. Relations: Wild adults are highly territorial, and will dive bomb people if they get too close to their nests. Despite this, they are often welcomed by people, especially farmers, because they will act as a natural pest control for rodents. They can be tamed, however, but they must be taken as young chicks and carefully raised by their owners. When tamed, they are quite friendly towards their owners and most people. Once grown, they can be used as messenger birds, and for hunting animals such as rabbits. They need to be handled with thick leather gloves due to their long talons. Mechanics: Territorial Edible Can be tamed for use Material Properties: Their feathers and mat can both be used, although it’s uncommon for them to be eaten. They are hard to catch for food, but since they shed their feathers quite often, it’s easy to gather up any feathers, which are often used for decoration. Alchemical Properties: Undiscovered; likely none.
  25. Mangral Bear Description: The mangral bear is one of the largest land mammals in Aversia; on all fours, they are about a 1 metre (3.2 feet) high, but when rearing onto their back legs in what is often seen as an aggressive stance, they are 2 metres (6.5 feet) tall, making them much larger than most sentient races, even elves. They are heavy animals too, with males weighing in at 180–360 kg (400–790 lbs), and females around 130–180 kg (290–400 lbs). Despite their incredible size, they can run up to 64 kilometres an hour (40 mph). They live to be around 20–25 years old, but only a few manage to live to old age. They are usually a light brown in colour, almost silvery, and some have been known to develop dapples on their coat, but this is exceedingly rare, and usually only seen in very old animals. They often have pale stomachs to act as countershading, allowing them to blend in a little better with their surroundings. Unlike other species of bears, the mangral bear lives in family grounds consisting of a male and two or three females, and their cubs. Younger, long males, known as “bachelor males” often challenge leaders of these groups. This results in a fight between the two males, and the winner is allowed to take the females for his own. If the bachelor male wins, he will kill the young cubs of the old male, especially if they’re young, to force the females to go into heat so that he can sire the next generation. If the original male wins, he stays in charge, and will either chase off the other male, or kill him. Male cubs born into these groups leave their mothers at a year old to go off on their own, and females will stay with their mothers until they’re nearly two. They have a few distinguishing features that makes them stand out from other bear species, even if they’re on their own. They have long tails, wolf-like ears that are larger than most bears, and upper canine teeth that protrude past their lips. They also have long claws on all four paws, instead of just their front paws. They are diurnal for the most part, but some of their hunting may take place at night, and as a result, they have very good low-light vision. Distribution: They are found on all three continents, but are most common in Argione where there are more heavy forests to make their home in. They have a very slow reproduction cycle, and are often hunted, and as a result, they are considered to be very rare, and almost thought of as a myth. Habitat: They live in heavy forests, such as the jungles of Argione, or the pine forest in Anion. In Aoressa, they live in the forests to the north. Females make their dens in caves, and will spend much of their time in there while the male patrols their territory. A group of bears will usually have a territory around ten square miles, and it’s not uncommon for two territories to overlap. Diet: Despite their size and aggression, these animals are omnivores, and most commonly eat berries and fruit. The other part of their diet is meat, but it’s not as common for them to eat, as hunting requires a lot of energy. Males will usually hunt alone, but females will hunt in a group, allowing them to pull down much larger prey. They will also eat fish in the fall when they begin to spawn in the rivers that may cross through their territory. Relations: Mangral bears are highly aggressive, and this is especially so for the females when they have cubs. Coming between a mother and her cub is a near death sentence, and if a male sees a person as a threat to his females or cubs, he will kill them as well. Because of this, they have been hunted to near extinction, with just a few remaining animals left alive. They are sometimes still hunted, as killing one is seen as a great trophy, and even more so with their increasing rarity. Mechanics: Highly aggressive Live in groups Good low light vision Edible Material Properties: Their fur and meat is what is used most. Their teeth and bones are often kept for decoration, but the most sought after part of the mangral bear is their fur. Their meat is edible, but it must be cooked all the way through, as it is very common for bears to carry parasites that can be transferred to most of Avesia’s sentient races. Alchemical Properties: Undiscovered; likely none.
  26. Molaris Lacerta Description: The molaris lacerta is a lizard found on the volcanic island just south of Argione. They are aggressive, but surprisingly, not towards other animals. They are known for fighting amongst one another, and killing one another for food, making it so that members of their own species act as their own population control. On average, they are 25.4 cm (10 inches) in length, with little variation between males and females. They live to be around 10–15 years, granted they aren’t killed before they reach that age. These lizards are usually black with red or orange stripes along their back. This allows them to blend in with the rocks of the volcano that they live in and around. Their skin is highly heat resistant, making it possible for them to live in the volcano, although they still cannot get too close to the lava. Molaris lacerta have small horn-like appendages over their eyes that sink into the tops of their heads, and become thick scales that run along the back of their necks. This acts as protection against the bites of other lizards. Even young have this protection, as it isn’t uncommon for a mother to eat her own young if she’s hungry on the day that they hatch. Mothers don’t look after their young; they simply lay their eggs in the stones near lava to keep them warm, and then leave them be. They hatch two weeks later, and the babies must fend for themselves. It’s common for the babies to kill one another the moment they hatch, leaving the strongest of the clutch to survive and grow up. The reason for their cannibalistic nature is unclear, but it is likely because they have no natural predators due to their habitat. Very little else can survive in the heat of a volcano, so they have to act as their own population control, and thin out any weak members of the species to keep the population healthy, but not growing too large. Distribution: They are found only in the volcano on the island south or Argione. Due to this very small range, they are considered to be very rare. Habitat: They live in the heated rocks inside the volcano, usually spending most of their day still, or searching for food, whether it’s insects, or other, smaller lizards. Mothers lay their eggs under heated rocks to keep them hidden from other lizards, but they don’t stay at these nests for any longer than it takes to lay the eggs. Diet: Insects and other lizards, with the bulk of their diet being insects. They get their water from their food, so they don’t require a water source, and can go several days without food or water. Relations: They are aggressive, but due to their habitat, it’s very unlikely for a sentient being to be able to interact with one of these animals. They will flee from animals larger than them however, so it is unlikely that they would attack if somehow approached. Mechanics: Heat resistant Cannibalistic Natural “armour” to protect against attacks Aggressive towards their own species Material Properties: None. They are nearly impossible to catch, and have little use for food or goods. Alchemical Properties: Undiscovered; likely none.
  27. Ash Bat Description: Ash bats are a rather small species of bat found in areas with volcanic activity. Adults have a body length of 6–10 cm (2.4–3.9 inches), and a wingspan of 22–27 cm (8.7–10.6 inches). On average, they weigh 5–14 grams (0.2–0.5 oz). There is little variation in size and weight between males and females, making them very hard to tell apart from a glance. Ash bats have little variation in colour; normally, they are varying shades of grey or pure white, with a pale grey being the most common. Young are born with all black fur to help keep them warm, and the fur lightens as they age, becoming their adult colouring by the time they’re four weeks old. Ash bats have an average lifespan of 6–10 years, but most don’t live to be that age, as it is common for them to be picked off by predators before they can die of old age. Their stomachs are quite hardy, as much of their diet consists of insects that have been contaminated by ash and sulphur. As a result, their stomachs are able to separate the sulphur and their food, allowing the bats to get nutrition without the high sulphur content causing them any hard. Because of this, their dung has a mild corrosive effect, as the sulphur is removed from their bodies through their waste. The burn does not do a lot of harm, however. If the dung falls on a person or an animal, it will quickly develop into a skin irritation that can be very distracting. This is often used as a defense against predators, or anything that the bats see as a threat. They are nocturnal animals, and only come out around dusk and roost when the sun begins to come up. During the night, they spend their time around the volcano, feeding on any insects they find in the area, and sometimes small stones to aid in digestion. During the day, they roost in trees, or in caves near the volcano. Distribution: They are only found on the small island to the south of Argione, as that is the only place with a currently active volcano. They are found mostly in the immediate area around the volcano, and in the forests nearby, but no where else. Due to this small range, they are rare. Habitat: They nest in caves and trees when they sleep. During the spring, when females have their young, they will roost in large groups in caves in or near the volcano to keep warm and keep their young safe from predators. Once grown, however, mothers and young will return to their usual roosting sites. Diet: Ash bats are insectivores, and solely eat the insects that they find around their roosting site. Their eyesight is poor, so they use echolocation to avoid running into trees or other bats, and to find their prey late at night. Relations: Ash bats are docile, and often will not fly away if approached, so long as the person approaching them isn’t acting aggressive. If detected as a threat, however, the adults of a roost will swarm and drop dung on the intruder, leaving irritating burns on their skin to force them to leave. Mechanics: Nocturnal Have mildly corrosive dung Use echolocation Material Properties: None. They are not considered edible, and are too small for their fur to be of use. Alchemical Properties: Their dung can be collected when fresh to make use of the corrosive element, but it is tricky to collect, as it dries very quickly.
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