Post by Prince of Madness on Dec 14, 2013 23:06:56 GMT -5
Hey all, figured I should make this thread so we can discuss all the loose ends we have for the gen after next, which we've pretty much determined to be a fantasy gen already.
So... here are the things we need to talk about (in no particular order):
Ok, so the map... This is our current map: Map!
All those dots are going to be cities/towns, but they need names! So here's how I want name ideas submitted:
Name of Place:
Type (City/Town/Province/River etc.):
Location Type: (Desert/Plains/Riverside etc.) (If City/Town, this will determine it's location on the map):
General Location (If Province):
Capital (If Province):
Terrain/Biome (If Province or River):
Please delete anything in parentheses and delete any unused or N/A fields.
Provinces don't have borders so try to be specific as to which province you are naming when you give it's general location, I want to make sure I know which province you're referring to. Also, the farthest north province is already determined to be tundra and parts of it's neighboring provinces will also be tundra/cold climate provinces.
I will keep the map up to date so that everything gets done and there aren't any crossovers or too many cities of one type added. I will also try to color code/format the map so that we can tell what regions are which.
So go ahead and start discussing!!!
The World so Far!
Balefall: Balefall is home to nomads and traders alike. The entire province stays afloat with trade and it exports it's excess all over the world. Balefall's navy is the most equipped, largest and well trained to ever exist, though it's army is greatly lacking in size. Few raids are successful, if at all, due to the sandy, dry terrain invaders face. The inhabitants are mostly human, all tanned and dark. Camels roam the sands, both wild and domesticated. Oasis dot the landscape but it's green is a rare sight except for select area. The cities of Balefall are large and expansive. Due to the unfriendly conditions the province is known for, small communities are near non-existent. Poverty is for the few and far-between as the whole province is fairly rich.
Granite Hallows (Capital):
Built surrounding an ancient quarry, it still produces a major supply of granite for the world. The city itself is a metropolis and a major trading hub, and an almost necessary stop for traders moving through the desert. The city is home to the Sultan of Balefall and is thusly one of the most secure cities in the world. The people of Granite Hallows are some of the wealthiest in existence and flaunt it excessively. Great towers, sculptures and other monuments dot the city.
Violetbeach:
Another large city, Violetbeach is a famous ship-building port. The trade routes between Granite Hallows and Violetbeach are well-built and well-used. This is the port most travelers filter through. It produces anywhere from fishing canoes to warships the size of palaces. Nearly everyone in the city contributes to trade or ship construction. Nearly all export from Balefall goes to Violetbeach and onto it's destination. The people in this city aren't wealthy but they're not poor, and are hardy sea-faring experts. The name originates from the purple tint in the sand.
Greenacre:
Greenacre is the primary agricultural producer for Balefall. The city is simple and more of a giant town. Buildings are rarely larger than one floor and the only large structure resides in the center of Greenacre, towering up to three levels, where the local government presides. Besides the residential city, nearly all of Greenacre is farm. It spreads from the city to the y in the river. The people are simple farm-folk and spend most of the days farming and shipping out food to the other locations in Balefall.
Northboro (The Frost/ The Permafrost): In a permanently frozen, barren land lies Northboro. It's a key trading post for whale and seal products, as well as thick, heavy fur coats. They are the main producer of oil, have a dense pocket of coal underneath their northern landscape, and are also some of the roughest and toughest people around. Those from this northern region are often the best protectors of royals and diplomats due to their toughness, strength, and low standards of living in their homeland.
Note: This is the only province in which sylphs can be found. Common elves and humans can be found in distinct villages with obvious preferences with one race to another, though it is uncommon to see blatant racism. The occasional sea serpent, mermaid, or siren can be found in their waters, though it is pretty rare except in certain places where fishing is strongly discouraged by the government.
Glacia (Capital):
This is Northboro's little secret city. Outsiders aren't allowed inside, so only maps approved by the nation's royals are allowed out. Some speculate that it is for the elite and only nobles and royals can live there. Others say that it's a gargantuan prison that protects the people from savages. Either way, its high, impenetrable walls are the subject of much talk, especially when the local royals make their visits to other provinces or when traders advertise a large influx of furs, oil, or coal. The whole city is shrouded in mystery.
Hunter:
This is a huge hunting and fishing town. It's not much to look at and the primary slum town. Though Hunter does not produce the majority of the province's raw product, it does manufacture nearly all of it. The air quality is low, the population density is high, and poverty is the general affliction. Not many care to visit this town due to all its detractions.
Frezendale:
Frezendale is a quiet residential town. They raise a fair amount of livestock and people are good ol' fashioned friendly. They're countryfolk and don't care much for busy or complicated lives. These people produce much milk, cheese, butter, wool, and fertilizer. If one is feeling particularly adventurous, local delicacies are cheap to try. But visitors beware, once these people get past the warm welcomes, they seem a bit too friendly. It is wise to stay only for a short while.
Greenden:
Though the official name for the town is Greenden, anyone from Northboro could tell you that this village is not as friendly as the name might imply. It is nicknamed 'the Gallows' by natives of this province because no one who ventures into the town comes out alive. The native tribe that inhabits the village is deadset on the idea that their land used to be green (hence the name) and lush, full of all sorts of animals and plants and other forms of wildlife. However, their beliefs say that their god saw people taking advantage of the land's spoils for evil witchcraft and made it frozen to kill all those who were unworthy. Legend has it that, if they eat these unworthy people to purify them and rid them of their transgressions against God, the land will be green and lush again. Suffice it to say, no one likes to visit this town.
Javen:
A fishing town, this is full of people who eat, breathe, and sleep fishing. The husbands and elder sons go out fishing for months at a stretch while women run the town and keep up with raising children. This is the most genuinely friendly town to outsiders and is definitely a recommended vacation spot. There are very unique foods to try and nice trinkets made of wood, ice, metal, and rock to behold. There's even an annual celebration of the hunt in winter. All visitors are welcome to watch the trained whales, seals, wolves, bears, and reindeer perform and see the magnificent carvings, for which the town is famous. In a hostile province, it seems this town might be the only place that welcomes outsiders.
Vardendale: Vardendale is considered to be one of the oldest official provinces. It is an Elvish province with a rich history and beautifully crafted cities. It is one of the world's lead producers of Armor, Jewelry and weapons like swords and bows. It is host to two of the world's most famous magical locations: The Mage's Guild, located in the City of North Thystys; and the College of Nemira, a magical college where aspiring wizards and witches go to learn more of the arcane arts. The people of Vardendale are usually seen as arrogant from those not of the native race, and whether or not this is true they are still a very trustworthy and kind people who keep their city gates open to all who come with peaceful intent.
Nemira (Capital):
The capital city of Vardendale, Nemira is easily the world's largest and most populated city. The architecture still amazes the people of the world, with large spires reaching to the sky and intricate city streets which are filled with vendors and shops. The white stone of the city reflects all sunlight and causes the city to gleam at all times of the day. At sunset the city is turned a red-orange and the Mages of the College can be seen parading through the main street of the city back over the bridge over the Desius River which leads to their place of study. As they march they cast their magic and light the street for the night until dawn's first light peaks up over the mountains to the east.
The City of North Thystys:
Located far North on the Desius river, North Thystys thrives as another center for the arcane arts. Any mage who has not heard of North Thystys, or it's center of magic; the Mage's Guild, is no true scholar of the arcane. It is the second largest city in Vardendale, and the fifth largest city in the World. It is the oldest city in Vardendale and dates back before the First Era, before King Neros united all Provinces under his Empire during the First Era, 1 (1E 1). Although it's streets and buildings are covered with plants and vines to show it's age, it still stands despite many attempts to destroy it, and some accidental and cataclysmic events as a result of dark magical artifacts being found around the Guild.
The City of South Thystys:
Located on the tributary where the Desius and Anthyr Rivers meet, South Thystys is a small trading city and is seen as a hub between North Thystys and the capital, Nemira. South Thystys is well known for the location of meeting for the Council of Psijics, who meet once every thousand years to discuss new findings in the arcane and create magical laws for mages across the world to follow. Founded in 2E 295 the city quickly grew in size around the Psijic council building to celebrate each meeting as a Provincial Holiday.
Morcrest: Morcest is a place of fishing and trade. Is it the trade capital of the known world. It's architecture is built to withstand the tormenting winds and rain found most frequently on the coast. It's capital city lies in the Delta of the river leading up to the province above it, towards the lake. They use the river to gt supplies to and from said province. Morcrest doesn't allow tourist to come to it's port, using it for trade and trade only. It uses large creatures to pull it's wagons to and from different provinces. The provinces pay them a small few for the transport and use of their port. A small standing army can also be found in Morcrest, there to protect it's people from attacks from the sea. In the more northern part of the province, tribal natives live in peace. They use their traditional rituals to bring fish and fortune to the island, often cliff diving to show their iron will to the Gods.
Portsmouth (Capital):
A large town that is this province's trading capital, Portsmouth is a true sight to behold. While it does hold a lot with the bountiful trading centers, the city is truly filled when ports, fish houses, and salt refineries are added to the slew. This city is rich with commerce and its people, while hearty and seemingly ever-busy, can afford a nice night at the pub with friends after the work day is done. Compared to the slums of other fishing towns, this city is a bountiful wonderland, full of people who have gotten extraordinarily lucky with their nautical ventures.
The Barren: Being far north, the Barren is known for some of the harshest environments in the world. A large majority of the land is covered by pine forests, the remaining land is mountainous which guards many towns and villages from the wind that blows across the cold Barren plains, which, if left unguarded, could destroy a town in as short of a time as one winter. There are many cities across the province, however most are small stone towns built on the shores of lakes or the banks of major rivers or streams. In the most isolated and secluded places rest the ancient stone structures which is the final resting place of the dragons of old or soldiers of wars long since fought and done. Some rumors say that the ancient bodies of these soldiers, well preserved for their age, awake from their eternal slumber and walk the halls of these tombs and guard the treasure within.
Winterclaw:
Located in the middle of the Barren, Winterclaw is the capital city of the largest province and is very isolated from most civilizations. It is well known mostly for its extreme weather conditions, especially it's harsh winters. Thick forests surround Winterclaw and is home to many tundra dwelling animals, this makes Winterclaw a prime trading hub for exotic furs and tough leathers. The people of Winterclaw have to be hardy to survive the long winters and cold summers, they come in a variety of shapes and sizes but are mostly nordic, they come from across the Barren and many have thrilling stories of their journeys across the harsh unforgiving environment.
The Creatures of the World:
Atronachs
Atronachs are a race of mystery. No one truly knows where they came from or why they exist, they just know they are there. Some scholars of the magic colleges in both Vardendale and Balefall believe the atronachs to be creatures born not of flesh and blood but of magic. They believe the atronachs are the manifestations of remnant creation magic as it builds up in various regions of the land. As the magic swells and grows it is absorbed by the land around it, thus creating life. Many different types of atronach have been seen and reported over the ages. This lead scholars to believe that the magic would be absorbed by the most abundant material in the area and bring life to it. Earth Atronach would be born within the dirt, living in the dirt and moving about as guardians of the surrounding land from which it was born. Rock Atronachs would be formed from the mighty mountains and are heard from time to time, they are believed to be the causes of large scale rock slides and have caused trouble for villages built around and within these great mountains. Water atronachs are the less commonly seen of these creatures as they are the living manifestation of magic in water, they are believed to cause the shifting currents of large bodies of water, pulling the water behind them as they move, they are rarely seen within the ever moving waters of rivers and streams. To see any type of atronach is a sign that one should tread carefully and respectfully, as atronachs are docile creatures if left alone but they can be provoked into monstrous rages should they feel their home has been invaded. There is no evidence to show that a atonach can be killed by any conventional means, it is believed that if the material that forms a atronachs body, and the host to the magic, is destroyed, the magic should simply be absorbed into whatever material is surrounding it and give life to it and birth a new atronach. Scholars speculate the only way to truly kill a atronach would be through heretic means in magic, that to kill a atronach one would need to drain the magic from a atronach's body and unnaturally dissolve or disperse the magic, or in even more controversial ways: to absorb it into one's own body.
Common Elves
They are exactly what they sound like. These types of elves are the most common and are usually found in every province. They are tall and slender with pale skin and very light hair. Their usual eye color ranges from blue to silver, with some instances of different shades of green. Male elves are considered to be very handsome and female elves are all said to be gorgeous. The common elf lives up to four hundred years old. They are usually very intelligent people, but they are still treated like vermin, especially among High Elves. The elves who live in large cities occupy lowly jobs; it is common to find an elf scrubbing floors or performing duties as a slave. Most, however, work at brothels due to their extremely attractive appearances, and thus gather most of the revenue, which isn't a lot.
Desert Elves
Camel ears and dark tan skin. Short hair, often bright yellow; otherwise they look like humans. They range from 5'3" to 5'10" and often don't weigh more than 160lbs. Only blue eyes have been seen on desert elves. They can live to about two hundred. They're origins are unknown but they're native to Balefall. They're presence seems to be non-existent on the desert; there are no standing structures they've built since they live in tents and on caravans. Their history is well-kept but harshly guarded. No other species is permitted to learn their native tongue and no other species is permitted to read their tomes. What we know of desert elves, we know only from inference and what little they've told. They're strict secrecy on their culture doesn't imply they are isolationists, however. They're very welcoming of travelers at their caravans and incredibly hospitable to others. They trade with anyone who will take them and freely walk the streets of human cities in Balefall without qualm. Desert elves are incredibly intelligent creatures but aren't interested much in magic. While many magi in the college are elven, as a species, they care little.
Dragons (demi)
These Dragons, unlike full dragons, do not have the ability to change their form between dragon or human, they are always just human form. They still possess most aspects of their full dragon brethren, they still possess a mark on their body, however it is always found on either the stomach, chest or back. Because demi dragons cannot change form they almost always form a companionship with full dragons for mutual protection, when a companionship is made the mark of the full dragon is magically burned onto their hand as a mark of protection and almost like a signature on a contract between the full and demi dragons. When a demi's companion dies the mark on their hand remains, but will fade over time until the body of their companion is reborn. When a companion is reborn they will be driven by instinct to return to their demi, unless the demi is killed the companion will always find its way back. Demi dragons also cannot be reborn to a new body, even though they are immortal, they can be killed and will remain dead. When this happens their companion dragon is released from the companionship and part of the emotional bond, the one that governs the overwhelming urge to protect their companion, is broken. However generally these bonds last long enough that it leaves a residual effect on the emotions and mind of the companion dragon and as such, when a demi dragon is killed their companion dragon is generally filled with incredible guilt and depression for failing their companion. Some dragons even died and chose not to be reborn because of this guilt, their souls remaining in limbo to try and achieve retribution for their failure.
Dragons (full)
Dragons are an immortal but near extinct race. They were once a mighty race of beings that ruled over the world with a ruthless fist. Dragons are known to have two forms, a human-like form and the more commonly known winged reptilian form. Within either form they are capable of using very powerful magic, though their fire breath is more common in their winged form. Most Dragons are not users of just one type of magic, however they are generally proficient in one type and will therefore use that school of magic more than others. Dragons, like Atronachs, can't technically be killed, their bodies can but their souls will eventually form a new body of a different form and will continue living, however a loose Dragon Soul can be sealed to prevent the reformation of a body and essentially trap it in eternal limbo, but eventually the magic of these seals can fade and allow a dragon to overpower the magic and escape. This is not common but has happened and is the reason why Dragons are rarely seen in either of their forms. When the Dragon's body is reborn both it's dragon form and human form are remade, though only the human form appearance changes, when this happens both revert back to the age of a newly born version of the form, however the human form ages rapidly until it reaches an age where it can defend itself and keep itself alive. The memory of all the past bodies are retained, though it is not rare for a dragon to forget its experiences during a rebirth, but it will eventually return either in a future rebirth or simply over the life of its current life. The human form of dragons may resemble any of the human-like races, generally the distinctive difference between a human-form dragon and an actual human is the mark that a dragon will always have on their body. This mark is most commonly found on the arms or torso/back, but they are known to have been seen on the face or legs, the most well known example of this occurrence was Jundrogin (King Lord Master) whose human form possessed a mark on his right cheek in the shape of three claw marks, as if he had been scratched. This mark is carried across each of the Dragon's bodies and cannot be removed or changed. It is one way in which a dragon may identify another dragon even if their body has changed. Dragons do not have friendly relationships with other dragons, most dragons were either rulers or subjects and their relationship is of those roles, a ruler would expect obedience from those of the subjects, and a subject would instinctively play the role of a submissive subject, however rulers would also show extreme aggression towards other dragon rulers as they are very territorial, and to see another ruler would mean they are invading or being invaded for control of territory. This was one major flaw of Dragons that lead to their downfall, when their human subjects began to revolt and rise up against them, instead of seeking alliances with other dragons to decimate the human revolutionaries they instead fought the weakened dragons to expand their own territory, this lead, slowly, towards their deaths and sealing within the stone labyrinths man titled Dragon Tombs. There are commonly two types of dragon, a full dragon who has the capability to shift their form between human-like and dragon, and demi-dragons who only had one form, generally human, but they could also be stuck in their dragon form. These demi-dragons still had all the aspects of a full dragon but they could not shapeshift, as a result of this weakness it was very common for full dragons to make strong bonds with a demi-dragon, much like a lover, where they would protect and watch over their demi-dragon companion. This was often depicted in history and gave birth to the legend of dragon masters or dragon riders, when a companionship is made a magical burn is made on the demi-dragon's hand of its companions mark to show that they were protected. When a companion dragon "dies" the mark on the demi's hand remains but fades until the body is reborn. Finally, dragons possess the ability to assimilate any language into their mind by "stealing" the breath of the language, magic which absorbs the breath of the spoken language through one's mouth to the other.
Dwarves
[insert description here]
Foreborn
A reclusive group seemingly related to both dwarves and elves, this species exists within forests and hidden from all except those who are the Foreborn. This group will almost never be seen outside of their sanctuaries, save for famine or plague striking them short on resources. They find themselves adhering to a strict discipline of the Templars, believing that magic is 'Beast Magic' and should be left to lesser races. Some Foreborn wish to be more active in the world and others believe the other races a plague to be wiped out. They believe firmly in enhancing themselves through mechanical means, and so most have an outer skeleton what allows them to move faster and be more nimble as well as allowing them to look (when the metal is covered) as though they are about 5' 5'' when in reality they average about 4' 11'' in height. They are directly proportional to their height, and have pointed ears. Also, they often have their elders grow large beards as a sign for how long they have lived. The younger Foreborn often pierce their ears, once per year until they reach mid-age, and starting once they are recognized as an adult within the community. Their earrings can often represent ten years for a single piercing, or they could pierce their face. Some elders have forbidden this practise, blaming the outside world for this act. They mainly use steam or sometimes coal to power their machines, and their technology is much pursued due to their advancement. However, their hiding abilities often leave adventurers to uselessly search for them. Most of the Foreborn are not heartless or like the machines they build, they are compassionate about their community, and if they are banished or their community is destroyed, they will either pursue revenge on their own, kill themselves, or attempt to find a new community. Some communities can be more open to the public, but for the most part they remain secluded to 'preserve their culture'. The Foreborn are incapable of channeling magic through normal means, but they also do not pursue these arts. If a Foreborn were to channel magic, they would slowly become insane due to the continued strain on their body. The only way they can channel magic is through deriving it straight from the earth itself, because Foreborn cannot hold magic within themselves or they would die. The Foreborn also do not have deities outside of believing in a 'Clockmaker' wherein he has only made the universe and does not care happens after. They still have a day where no one may work, and the community gathers, but they discuss as a group how to benefit the group as a whole. The elders usually lead the meetings, and if their views are considered too extreme or they attempt to take over, the elders can be banished or killed.
Golems
Golems, similar to atronachs, are man made creatures. They resemble man in form but not in detail. Golems can be created from a variety of materials, such as water, stone, metal, ice, and sand/clay. They come into existence when a master mage meditates with an element for days on end, expending most of their energy. They are semi-intelligent and are loyal to their creator, and upon creation the two souls become interlocked. If the creator perishes, as will the golem. Often times, they are ordered to a location, to patrol and defend it from obvious threats. The first golems were created in Sandris to fend off dragons, and were great beasts, the size of cities. Their remains lay strewn across the land. Governments discourage the commercial creation of golems, and there are few mages that know quite how to make one. The last giant golem - made of clay - stands outside Sadris, guarding the city and the knowledge it contains. Smaller versions of the creatures still exist. Every now and again a mage will accidentally make one, and the colleges often produce them and send them across the land to allied cities with defensive orders. They are not banned in any province, but cities vary on their views.
Gryphons/Griffons
Majestic creatures, gryphons are most recognized because of their interesting combinations. One might have the basic forebody of a red tailed hawk and the backside of a lion. Others might be more robust and colorful. The average griffon is five feet tall at the shoulder and is as long as a horse and carriage. Their wing span can reach up to fifteen feet. In the wild, they may live up to forty years, but in captivity they only live twenty five to thirty years. They are very loyal creatures, and due to this, many nobles have them on their banners and estates. There have been griffons that have been bred to achieve a very small, dog sized form. Due to many people wanting griffons as pets, they are slowly disappearing from the wild and mostly appear in the cities.
High Elves
High elves, also known as pureblood elves or the elves of old, are less common than the common elves but are still the dominating race in Vardendale. Unlike the common elves, these elves are pure-blooded in their ancestry and do not have a lifespan; they live as long as their life is not cut short by fatal wounds or poisons or unnatural harm to their bodies. Despite their eternal life they still age for a long time, but do so at a slower rate, they will age until they are about a century old and their hair silvers and eyes gray. Their skin, however, will retain the texture of youth and their minds retain the wisdom of their life's knowledge and experiences. High elves are held in great esteem through the races for their peaceful motives and compassionate ways, they are also very intelligent and are generally in the middle of every peace settlement or treaty. They are, however, very arrogant, so despite their high image in the eyes of other races they are still disliked for their constant condescending attitude towards mortal races, whom they view as inferior. The high elves are the builders of the great and beautiful cities of their province and they are the craftsmen of the great elven armors and weapons known well by the world.
Humans
Standing at an average of 5'9" for males and slightly less for females, humans are creatures that populate most of the world as a whole. They are not often inherently born with the ability to bend magic a great amount, but they are exceedingly adaptable creatures that are diverse and able to choose many walks of life. Humans may be magi, soldiers, guards, slaves, harlots, average citizens, or even royals. The list doesn't stop there! Humans are not always beautiful or ugly, but their mass personality is often ugly. They are known to be quite easily corrupted by power and many are sadistic, even if only secretly or only a bit. Humans should be approached with due caution. If they are offered enough of a resource they wish to have more of, it is likely that they will serve alright for most jobs.
Mermaids
Mermaids are possibly the most beautiful of sea creatures, alongside sirens. Even though they are very dangerous, sirens are a gorgeous combination of woman and fish. Their head is one of a woman in the midst of their youth, with long hair. Their torso is human-looking, and maintains womanly features, though some have been known to have paler skin or some scales fading up past the tail. Their legs are replaced by a fish tail, which is scaly and nimble; most are said to be able to move very fast, so only a few have been caught or killed. Even if they are beautiful creatures, crews have been killed at sea due to being lured by their seducing songs. Mermaids are said to decorate themselves and their residences with bones from the sailors they have killed, though no one has ever found out where they congregate. Due to being a female only population, there are rumors that mermaids are immortal. Mermaid scales are extremely valuable and very beautiful.
Sea Serpents
While one might imagine a sea serpent to look very much like a snake like dragon, that is not the case. There are two variations- the Northern Sea Serpents look very much like giant eels with protruding fangs. These serpents are usually dark shades of color with bright, alluring coloring, used to attract whales and other large prey into its territory. The Southern Sea Serpents, however, simply look like humongous snakes of all color combinations. Both, however, use their long bodies to sink ships.
Sirens
Sirens are possibly the most beautiful of sea creatures, alongside mermaids. Even though they are very dangerous, sirens are a gorgeous combination of woman and bird. Their head is one of a woman in the midst of their youth, with long hair. Their torso is covered in feathers, and maintains womanly features, such as a feather covered chest and curves. Their legs are taloned and scaly like any other bird, and their tails are tufted and feathery. They have no arms, just wings. Even if they are beautiful creatures, crews have been killed at sea due to being lured by their seducing songs. Sirens are said to nest on bones from the sailors they have killed, though no one has ever found out where they roost. Due to being a female only population, there are rumors that sirens are immortal. Siren feathers are extremely valuable and very beautiful.
Sylphs
These beings are elementals (not magi, for their ability to bend an element cannot be learned and they may not choose their specialty, as magi can) and are often more masterful than some magi. They typically have a resistance to their born element, have physical features of a color scheme to match that element, and are soulless. This means that they cannot die in the common sense of the word. However, if they are defeated beyond repair, they go into a phase commonly referred to as the "living death", which is similar to a coma is the sense that they are conscious of what is going on around them but cannot move or function beyond maintaining their bodies. They can be brought out of "living death", though no one has ever succeeded to our knowledge. Sylphs are also known to express less emotion than most other races. They can experience emotion in much the same way, but they are known to be colder, harsher, and less prone to be merciful.
Form:
Name:
Age:
Race:
Gender:
Alliance: (pro/con magic)
Race Description:
Appearance:
Clothing
Personality:
History:
Weapons:
Likes:
Dislikes:
Strengths:
Weaknesses:
Themesong:
Other:
So... here are the things we need to talk about (in no particular order):
- The Map: Specifically names of towns/cities/provinces/regions etc. (In progress)
- Overall plot/non-plot: I don't think we have one yet, so we need one or we don't and this can just be a somewhat random gen with no particular goal and the whole thing just goes with whatever big event someone comes up with at the time, when that's done they move on to the next thing, it could be like a big random adventure! So we need to decide if there should be a plot or not, and if we decide with a main plot then what should it be?
- Enemies: We may not end up fighting the Templars this time. I thought it would be a cool idea to not fight an organized enemy, so this is up for discussion.
- Start time: I thought since we were moving here after Gen 6 that we could essentially start Gen 7 right away over here. What do you guys think? Yay or nay?
- Assassin's Creed: now it's obvious this is going to be AC based, but I think we should discuss what we want the creed to be like, since it's a fantasy setting we can make the creed completely different, so we should discuss how the creed will be structured and what this fantasy creed will be like.
Ok, so the map... This is our current map: Map!
All those dots are going to be cities/towns, but they need names! So here's how I want name ideas submitted:
Name of Place:
Type (City/Town/Province/River etc.):
Location Type: (Desert/Plains/Riverside etc.) (If City/Town, this will determine it's location on the map):
General Location (If Province):
Capital (If Province):
Terrain/Biome (If Province or River):
Please delete anything in parentheses and delete any unused or N/A fields.
Provinces don't have borders so try to be specific as to which province you are naming when you give it's general location, I want to make sure I know which province you're referring to. Also, the farthest north province is already determined to be tundra and parts of it's neighboring provinces will also be tundra/cold climate provinces.
I will keep the map up to date so that everything gets done and there aren't any crossovers or too many cities of one type added. I will also try to color code/format the map so that we can tell what regions are which.
So go ahead and start discussing!!!
The World so Far!
Balefall: Balefall is home to nomads and traders alike. The entire province stays afloat with trade and it exports it's excess all over the world. Balefall's navy is the most equipped, largest and well trained to ever exist, though it's army is greatly lacking in size. Few raids are successful, if at all, due to the sandy, dry terrain invaders face. The inhabitants are mostly human, all tanned and dark. Camels roam the sands, both wild and domesticated. Oasis dot the landscape but it's green is a rare sight except for select area. The cities of Balefall are large and expansive. Due to the unfriendly conditions the province is known for, small communities are near non-existent. Poverty is for the few and far-between as the whole province is fairly rich.
Granite Hallows (Capital):
Built surrounding an ancient quarry, it still produces a major supply of granite for the world. The city itself is a metropolis and a major trading hub, and an almost necessary stop for traders moving through the desert. The city is home to the Sultan of Balefall and is thusly one of the most secure cities in the world. The people of Granite Hallows are some of the wealthiest in existence and flaunt it excessively. Great towers, sculptures and other monuments dot the city.
Violetbeach:
Another large city, Violetbeach is a famous ship-building port. The trade routes between Granite Hallows and Violetbeach are well-built and well-used. This is the port most travelers filter through. It produces anywhere from fishing canoes to warships the size of palaces. Nearly everyone in the city contributes to trade or ship construction. Nearly all export from Balefall goes to Violetbeach and onto it's destination. The people in this city aren't wealthy but they're not poor, and are hardy sea-faring experts. The name originates from the purple tint in the sand.
Greenacre:
Greenacre is the primary agricultural producer for Balefall. The city is simple and more of a giant town. Buildings are rarely larger than one floor and the only large structure resides in the center of Greenacre, towering up to three levels, where the local government presides. Besides the residential city, nearly all of Greenacre is farm. It spreads from the city to the y in the river. The people are simple farm-folk and spend most of the days farming and shipping out food to the other locations in Balefall.
Northboro (The Frost/ The Permafrost): In a permanently frozen, barren land lies Northboro. It's a key trading post for whale and seal products, as well as thick, heavy fur coats. They are the main producer of oil, have a dense pocket of coal underneath their northern landscape, and are also some of the roughest and toughest people around. Those from this northern region are often the best protectors of royals and diplomats due to their toughness, strength, and low standards of living in their homeland.
Note: This is the only province in which sylphs can be found. Common elves and humans can be found in distinct villages with obvious preferences with one race to another, though it is uncommon to see blatant racism. The occasional sea serpent, mermaid, or siren can be found in their waters, though it is pretty rare except in certain places where fishing is strongly discouraged by the government.
Glacia (Capital):
This is Northboro's little secret city. Outsiders aren't allowed inside, so only maps approved by the nation's royals are allowed out. Some speculate that it is for the elite and only nobles and royals can live there. Others say that it's a gargantuan prison that protects the people from savages. Either way, its high, impenetrable walls are the subject of much talk, especially when the local royals make their visits to other provinces or when traders advertise a large influx of furs, oil, or coal. The whole city is shrouded in mystery.
Hunter:
This is a huge hunting and fishing town. It's not much to look at and the primary slum town. Though Hunter does not produce the majority of the province's raw product, it does manufacture nearly all of it. The air quality is low, the population density is high, and poverty is the general affliction. Not many care to visit this town due to all its detractions.
Frezendale:
Frezendale is a quiet residential town. They raise a fair amount of livestock and people are good ol' fashioned friendly. They're countryfolk and don't care much for busy or complicated lives. These people produce much milk, cheese, butter, wool, and fertilizer. If one is feeling particularly adventurous, local delicacies are cheap to try. But visitors beware, once these people get past the warm welcomes, they seem a bit too friendly. It is wise to stay only for a short while.
Greenden:
Though the official name for the town is Greenden, anyone from Northboro could tell you that this village is not as friendly as the name might imply. It is nicknamed 'the Gallows' by natives of this province because no one who ventures into the town comes out alive. The native tribe that inhabits the village is deadset on the idea that their land used to be green (hence the name) and lush, full of all sorts of animals and plants and other forms of wildlife. However, their beliefs say that their god saw people taking advantage of the land's spoils for evil witchcraft and made it frozen to kill all those who were unworthy. Legend has it that, if they eat these unworthy people to purify them and rid them of their transgressions against God, the land will be green and lush again. Suffice it to say, no one likes to visit this town.
Javen:
A fishing town, this is full of people who eat, breathe, and sleep fishing. The husbands and elder sons go out fishing for months at a stretch while women run the town and keep up with raising children. This is the most genuinely friendly town to outsiders and is definitely a recommended vacation spot. There are very unique foods to try and nice trinkets made of wood, ice, metal, and rock to behold. There's even an annual celebration of the hunt in winter. All visitors are welcome to watch the trained whales, seals, wolves, bears, and reindeer perform and see the magnificent carvings, for which the town is famous. In a hostile province, it seems this town might be the only place that welcomes outsiders.
Vardendale: Vardendale is considered to be one of the oldest official provinces. It is an Elvish province with a rich history and beautifully crafted cities. It is one of the world's lead producers of Armor, Jewelry and weapons like swords and bows. It is host to two of the world's most famous magical locations: The Mage's Guild, located in the City of North Thystys; and the College of Nemira, a magical college where aspiring wizards and witches go to learn more of the arcane arts. The people of Vardendale are usually seen as arrogant from those not of the native race, and whether or not this is true they are still a very trustworthy and kind people who keep their city gates open to all who come with peaceful intent.
Nemira (Capital):
The capital city of Vardendale, Nemira is easily the world's largest and most populated city. The architecture still amazes the people of the world, with large spires reaching to the sky and intricate city streets which are filled with vendors and shops. The white stone of the city reflects all sunlight and causes the city to gleam at all times of the day. At sunset the city is turned a red-orange and the Mages of the College can be seen parading through the main street of the city back over the bridge over the Desius River which leads to their place of study. As they march they cast their magic and light the street for the night until dawn's first light peaks up over the mountains to the east.
The City of North Thystys:
Located far North on the Desius river, North Thystys thrives as another center for the arcane arts. Any mage who has not heard of North Thystys, or it's center of magic; the Mage's Guild, is no true scholar of the arcane. It is the second largest city in Vardendale, and the fifth largest city in the World. It is the oldest city in Vardendale and dates back before the First Era, before King Neros united all Provinces under his Empire during the First Era, 1 (1E 1). Although it's streets and buildings are covered with plants and vines to show it's age, it still stands despite many attempts to destroy it, and some accidental and cataclysmic events as a result of dark magical artifacts being found around the Guild.
The City of South Thystys:
Located on the tributary where the Desius and Anthyr Rivers meet, South Thystys is a small trading city and is seen as a hub between North Thystys and the capital, Nemira. South Thystys is well known for the location of meeting for the Council of Psijics, who meet once every thousand years to discuss new findings in the arcane and create magical laws for mages across the world to follow. Founded in 2E 295 the city quickly grew in size around the Psijic council building to celebrate each meeting as a Provincial Holiday.
Morcrest: Morcest is a place of fishing and trade. Is it the trade capital of the known world. It's architecture is built to withstand the tormenting winds and rain found most frequently on the coast. It's capital city lies in the Delta of the river leading up to the province above it, towards the lake. They use the river to gt supplies to and from said province. Morcrest doesn't allow tourist to come to it's port, using it for trade and trade only. It uses large creatures to pull it's wagons to and from different provinces. The provinces pay them a small few for the transport and use of their port. A small standing army can also be found in Morcrest, there to protect it's people from attacks from the sea. In the more northern part of the province, tribal natives live in peace. They use their traditional rituals to bring fish and fortune to the island, often cliff diving to show their iron will to the Gods.
Portsmouth (Capital):
A large town that is this province's trading capital, Portsmouth is a true sight to behold. While it does hold a lot with the bountiful trading centers, the city is truly filled when ports, fish houses, and salt refineries are added to the slew. This city is rich with commerce and its people, while hearty and seemingly ever-busy, can afford a nice night at the pub with friends after the work day is done. Compared to the slums of other fishing towns, this city is a bountiful wonderland, full of people who have gotten extraordinarily lucky with their nautical ventures.
The Barren: Being far north, the Barren is known for some of the harshest environments in the world. A large majority of the land is covered by pine forests, the remaining land is mountainous which guards many towns and villages from the wind that blows across the cold Barren plains, which, if left unguarded, could destroy a town in as short of a time as one winter. There are many cities across the province, however most are small stone towns built on the shores of lakes or the banks of major rivers or streams. In the most isolated and secluded places rest the ancient stone structures which is the final resting place of the dragons of old or soldiers of wars long since fought and done. Some rumors say that the ancient bodies of these soldiers, well preserved for their age, awake from their eternal slumber and walk the halls of these tombs and guard the treasure within.
Winterclaw:
Located in the middle of the Barren, Winterclaw is the capital city of the largest province and is very isolated from most civilizations. It is well known mostly for its extreme weather conditions, especially it's harsh winters. Thick forests surround Winterclaw and is home to many tundra dwelling animals, this makes Winterclaw a prime trading hub for exotic furs and tough leathers. The people of Winterclaw have to be hardy to survive the long winters and cold summers, they come in a variety of shapes and sizes but are mostly nordic, they come from across the Barren and many have thrilling stories of their journeys across the harsh unforgiving environment.
The Creatures of the World:
Atronachs
Atronachs are a race of mystery. No one truly knows where they came from or why they exist, they just know they are there. Some scholars of the magic colleges in both Vardendale and Balefall believe the atronachs to be creatures born not of flesh and blood but of magic. They believe the atronachs are the manifestations of remnant creation magic as it builds up in various regions of the land. As the magic swells and grows it is absorbed by the land around it, thus creating life. Many different types of atronach have been seen and reported over the ages. This lead scholars to believe that the magic would be absorbed by the most abundant material in the area and bring life to it. Earth Atronach would be born within the dirt, living in the dirt and moving about as guardians of the surrounding land from which it was born. Rock Atronachs would be formed from the mighty mountains and are heard from time to time, they are believed to be the causes of large scale rock slides and have caused trouble for villages built around and within these great mountains. Water atronachs are the less commonly seen of these creatures as they are the living manifestation of magic in water, they are believed to cause the shifting currents of large bodies of water, pulling the water behind them as they move, they are rarely seen within the ever moving waters of rivers and streams. To see any type of atronach is a sign that one should tread carefully and respectfully, as atronachs are docile creatures if left alone but they can be provoked into monstrous rages should they feel their home has been invaded. There is no evidence to show that a atonach can be killed by any conventional means, it is believed that if the material that forms a atronachs body, and the host to the magic, is destroyed, the magic should simply be absorbed into whatever material is surrounding it and give life to it and birth a new atronach. Scholars speculate the only way to truly kill a atronach would be through heretic means in magic, that to kill a atronach one would need to drain the magic from a atronach's body and unnaturally dissolve or disperse the magic, or in even more controversial ways: to absorb it into one's own body.
Common Elves
They are exactly what they sound like. These types of elves are the most common and are usually found in every province. They are tall and slender with pale skin and very light hair. Their usual eye color ranges from blue to silver, with some instances of different shades of green. Male elves are considered to be very handsome and female elves are all said to be gorgeous. The common elf lives up to four hundred years old. They are usually very intelligent people, but they are still treated like vermin, especially among High Elves. The elves who live in large cities occupy lowly jobs; it is common to find an elf scrubbing floors or performing duties as a slave. Most, however, work at brothels due to their extremely attractive appearances, and thus gather most of the revenue, which isn't a lot.
Desert Elves
Camel ears and dark tan skin. Short hair, often bright yellow; otherwise they look like humans. They range from 5'3" to 5'10" and often don't weigh more than 160lbs. Only blue eyes have been seen on desert elves. They can live to about two hundred. They're origins are unknown but they're native to Balefall. They're presence seems to be non-existent on the desert; there are no standing structures they've built since they live in tents and on caravans. Their history is well-kept but harshly guarded. No other species is permitted to learn their native tongue and no other species is permitted to read their tomes. What we know of desert elves, we know only from inference and what little they've told. They're strict secrecy on their culture doesn't imply they are isolationists, however. They're very welcoming of travelers at their caravans and incredibly hospitable to others. They trade with anyone who will take them and freely walk the streets of human cities in Balefall without qualm. Desert elves are incredibly intelligent creatures but aren't interested much in magic. While many magi in the college are elven, as a species, they care little.
Dragons (demi)
These Dragons, unlike full dragons, do not have the ability to change their form between dragon or human, they are always just human form. They still possess most aspects of their full dragon brethren, they still possess a mark on their body, however it is always found on either the stomach, chest or back. Because demi dragons cannot change form they almost always form a companionship with full dragons for mutual protection, when a companionship is made the mark of the full dragon is magically burned onto their hand as a mark of protection and almost like a signature on a contract between the full and demi dragons. When a demi's companion dies the mark on their hand remains, but will fade over time until the body of their companion is reborn. When a companion is reborn they will be driven by instinct to return to their demi, unless the demi is killed the companion will always find its way back. Demi dragons also cannot be reborn to a new body, even though they are immortal, they can be killed and will remain dead. When this happens their companion dragon is released from the companionship and part of the emotional bond, the one that governs the overwhelming urge to protect their companion, is broken. However generally these bonds last long enough that it leaves a residual effect on the emotions and mind of the companion dragon and as such, when a demi dragon is killed their companion dragon is generally filled with incredible guilt and depression for failing their companion. Some dragons even died and chose not to be reborn because of this guilt, their souls remaining in limbo to try and achieve retribution for their failure.
Dragons (full)
Dragons are an immortal but near extinct race. They were once a mighty race of beings that ruled over the world with a ruthless fist. Dragons are known to have two forms, a human-like form and the more commonly known winged reptilian form. Within either form they are capable of using very powerful magic, though their fire breath is more common in their winged form. Most Dragons are not users of just one type of magic, however they are generally proficient in one type and will therefore use that school of magic more than others. Dragons, like Atronachs, can't technically be killed, their bodies can but their souls will eventually form a new body of a different form and will continue living, however a loose Dragon Soul can be sealed to prevent the reformation of a body and essentially trap it in eternal limbo, but eventually the magic of these seals can fade and allow a dragon to overpower the magic and escape. This is not common but has happened and is the reason why Dragons are rarely seen in either of their forms. When the Dragon's body is reborn both it's dragon form and human form are remade, though only the human form appearance changes, when this happens both revert back to the age of a newly born version of the form, however the human form ages rapidly until it reaches an age where it can defend itself and keep itself alive. The memory of all the past bodies are retained, though it is not rare for a dragon to forget its experiences during a rebirth, but it will eventually return either in a future rebirth or simply over the life of its current life. The human form of dragons may resemble any of the human-like races, generally the distinctive difference between a human-form dragon and an actual human is the mark that a dragon will always have on their body. This mark is most commonly found on the arms or torso/back, but they are known to have been seen on the face or legs, the most well known example of this occurrence was Jundrogin (King Lord Master) whose human form possessed a mark on his right cheek in the shape of three claw marks, as if he had been scratched. This mark is carried across each of the Dragon's bodies and cannot be removed or changed. It is one way in which a dragon may identify another dragon even if their body has changed. Dragons do not have friendly relationships with other dragons, most dragons were either rulers or subjects and their relationship is of those roles, a ruler would expect obedience from those of the subjects, and a subject would instinctively play the role of a submissive subject, however rulers would also show extreme aggression towards other dragon rulers as they are very territorial, and to see another ruler would mean they are invading or being invaded for control of territory. This was one major flaw of Dragons that lead to their downfall, when their human subjects began to revolt and rise up against them, instead of seeking alliances with other dragons to decimate the human revolutionaries they instead fought the weakened dragons to expand their own territory, this lead, slowly, towards their deaths and sealing within the stone labyrinths man titled Dragon Tombs. There are commonly two types of dragon, a full dragon who has the capability to shift their form between human-like and dragon, and demi-dragons who only had one form, generally human, but they could also be stuck in their dragon form. These demi-dragons still had all the aspects of a full dragon but they could not shapeshift, as a result of this weakness it was very common for full dragons to make strong bonds with a demi-dragon, much like a lover, where they would protect and watch over their demi-dragon companion. This was often depicted in history and gave birth to the legend of dragon masters or dragon riders, when a companionship is made a magical burn is made on the demi-dragon's hand of its companions mark to show that they were protected. When a companion dragon "dies" the mark on the demi's hand remains but fades until the body is reborn. Finally, dragons possess the ability to assimilate any language into their mind by "stealing" the breath of the language, magic which absorbs the breath of the spoken language through one's mouth to the other.
Dwarves
[insert description here]
Foreborn
A reclusive group seemingly related to both dwarves and elves, this species exists within forests and hidden from all except those who are the Foreborn. This group will almost never be seen outside of their sanctuaries, save for famine or plague striking them short on resources. They find themselves adhering to a strict discipline of the Templars, believing that magic is 'Beast Magic' and should be left to lesser races. Some Foreborn wish to be more active in the world and others believe the other races a plague to be wiped out. They believe firmly in enhancing themselves through mechanical means, and so most have an outer skeleton what allows them to move faster and be more nimble as well as allowing them to look (when the metal is covered) as though they are about 5' 5'' when in reality they average about 4' 11'' in height. They are directly proportional to their height, and have pointed ears. Also, they often have their elders grow large beards as a sign for how long they have lived. The younger Foreborn often pierce their ears, once per year until they reach mid-age, and starting once they are recognized as an adult within the community. Their earrings can often represent ten years for a single piercing, or they could pierce their face. Some elders have forbidden this practise, blaming the outside world for this act. They mainly use steam or sometimes coal to power their machines, and their technology is much pursued due to their advancement. However, their hiding abilities often leave adventurers to uselessly search for them. Most of the Foreborn are not heartless or like the machines they build, they are compassionate about their community, and if they are banished or their community is destroyed, they will either pursue revenge on their own, kill themselves, or attempt to find a new community. Some communities can be more open to the public, but for the most part they remain secluded to 'preserve their culture'. The Foreborn are incapable of channeling magic through normal means, but they also do not pursue these arts. If a Foreborn were to channel magic, they would slowly become insane due to the continued strain on their body. The only way they can channel magic is through deriving it straight from the earth itself, because Foreborn cannot hold magic within themselves or they would die. The Foreborn also do not have deities outside of believing in a 'Clockmaker' wherein he has only made the universe and does not care happens after. They still have a day where no one may work, and the community gathers, but they discuss as a group how to benefit the group as a whole. The elders usually lead the meetings, and if their views are considered too extreme or they attempt to take over, the elders can be banished or killed.
Golems
Golems, similar to atronachs, are man made creatures. They resemble man in form but not in detail. Golems can be created from a variety of materials, such as water, stone, metal, ice, and sand/clay. They come into existence when a master mage meditates with an element for days on end, expending most of their energy. They are semi-intelligent and are loyal to their creator, and upon creation the two souls become interlocked. If the creator perishes, as will the golem. Often times, they are ordered to a location, to patrol and defend it from obvious threats. The first golems were created in Sandris to fend off dragons, and were great beasts, the size of cities. Their remains lay strewn across the land. Governments discourage the commercial creation of golems, and there are few mages that know quite how to make one. The last giant golem - made of clay - stands outside Sadris, guarding the city and the knowledge it contains. Smaller versions of the creatures still exist. Every now and again a mage will accidentally make one, and the colleges often produce them and send them across the land to allied cities with defensive orders. They are not banned in any province, but cities vary on their views.
Gryphons/Griffons
Majestic creatures, gryphons are most recognized because of their interesting combinations. One might have the basic forebody of a red tailed hawk and the backside of a lion. Others might be more robust and colorful. The average griffon is five feet tall at the shoulder and is as long as a horse and carriage. Their wing span can reach up to fifteen feet. In the wild, they may live up to forty years, but in captivity they only live twenty five to thirty years. They are very loyal creatures, and due to this, many nobles have them on their banners and estates. There have been griffons that have been bred to achieve a very small, dog sized form. Due to many people wanting griffons as pets, they are slowly disappearing from the wild and mostly appear in the cities.
High Elves
High elves, also known as pureblood elves or the elves of old, are less common than the common elves but are still the dominating race in Vardendale. Unlike the common elves, these elves are pure-blooded in their ancestry and do not have a lifespan; they live as long as their life is not cut short by fatal wounds or poisons or unnatural harm to their bodies. Despite their eternal life they still age for a long time, but do so at a slower rate, they will age until they are about a century old and their hair silvers and eyes gray. Their skin, however, will retain the texture of youth and their minds retain the wisdom of their life's knowledge and experiences. High elves are held in great esteem through the races for their peaceful motives and compassionate ways, they are also very intelligent and are generally in the middle of every peace settlement or treaty. They are, however, very arrogant, so despite their high image in the eyes of other races they are still disliked for their constant condescending attitude towards mortal races, whom they view as inferior. The high elves are the builders of the great and beautiful cities of their province and they are the craftsmen of the great elven armors and weapons known well by the world.
Humans
Standing at an average of 5'9" for males and slightly less for females, humans are creatures that populate most of the world as a whole. They are not often inherently born with the ability to bend magic a great amount, but they are exceedingly adaptable creatures that are diverse and able to choose many walks of life. Humans may be magi, soldiers, guards, slaves, harlots, average citizens, or even royals. The list doesn't stop there! Humans are not always beautiful or ugly, but their mass personality is often ugly. They are known to be quite easily corrupted by power and many are sadistic, even if only secretly or only a bit. Humans should be approached with due caution. If they are offered enough of a resource they wish to have more of, it is likely that they will serve alright for most jobs.
Mermaids
Mermaids are possibly the most beautiful of sea creatures, alongside sirens. Even though they are very dangerous, sirens are a gorgeous combination of woman and fish. Their head is one of a woman in the midst of their youth, with long hair. Their torso is human-looking, and maintains womanly features, though some have been known to have paler skin or some scales fading up past the tail. Their legs are replaced by a fish tail, which is scaly and nimble; most are said to be able to move very fast, so only a few have been caught or killed. Even if they are beautiful creatures, crews have been killed at sea due to being lured by their seducing songs. Mermaids are said to decorate themselves and their residences with bones from the sailors they have killed, though no one has ever found out where they congregate. Due to being a female only population, there are rumors that mermaids are immortal. Mermaid scales are extremely valuable and very beautiful.
Sea Serpents
While one might imagine a sea serpent to look very much like a snake like dragon, that is not the case. There are two variations- the Northern Sea Serpents look very much like giant eels with protruding fangs. These serpents are usually dark shades of color with bright, alluring coloring, used to attract whales and other large prey into its territory. The Southern Sea Serpents, however, simply look like humongous snakes of all color combinations. Both, however, use their long bodies to sink ships.
Sirens
Sirens are possibly the most beautiful of sea creatures, alongside mermaids. Even though they are very dangerous, sirens are a gorgeous combination of woman and bird. Their head is one of a woman in the midst of their youth, with long hair. Their torso is covered in feathers, and maintains womanly features, such as a feather covered chest and curves. Their legs are taloned and scaly like any other bird, and their tails are tufted and feathery. They have no arms, just wings. Even if they are beautiful creatures, crews have been killed at sea due to being lured by their seducing songs. Sirens are said to nest on bones from the sailors they have killed, though no one has ever found out where they roost. Due to being a female only population, there are rumors that sirens are immortal. Siren feathers are extremely valuable and very beautiful.
Sylphs
These beings are elementals (not magi, for their ability to bend an element cannot be learned and they may not choose their specialty, as magi can) and are often more masterful than some magi. They typically have a resistance to their born element, have physical features of a color scheme to match that element, and are soulless. This means that they cannot die in the common sense of the word. However, if they are defeated beyond repair, they go into a phase commonly referred to as the "living death", which is similar to a coma is the sense that they are conscious of what is going on around them but cannot move or function beyond maintaining their bodies. They can be brought out of "living death", though no one has ever succeeded to our knowledge. Sylphs are also known to express less emotion than most other races. They can experience emotion in much the same way, but they are known to be colder, harsher, and less prone to be merciful.
Form:
Name:
Age:
Race:
Gender:
Alliance: (pro/con magic)
Race Description:
Appearance:
Clothing
Personality:
History:
Weapons:
Likes:
Dislikes:
Strengths:
Weaknesses:
Themesong:
Other: