Group RP Four Realms characters

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Group RP Four Realms characters

Zory

Sunshine Riptide
Inner Sanctum Nobility
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I'm not dead. I only dress that way
Pronouns
They/Them
Name: Nevada Cadman

Species: Wyvern

Age: 492

Gender: Male

Height: Human Form: 5'10'' Dragon Form: 8'0''

Weight: H:175lbs D: 1500lbs

Appearance:

Occupation: Prince/Warrior/General

Orientation: Bisexual

Personality: Cold, calculating, and observant. Stubborn and a bit of a snob.

Likes: Cold weather, storms, knives, and swords.

Dislikes: Just about anything that's not a dragon.

Abilities: Has control over ice in both human form and dragon form. Minor shapeshifting abilities only to control the size of his dragon and to shift into human form. As a human, he's one of the best fighters the Dragon realm has to offer. As a dragon, he can breathe ice and fly.

Weaknesses: Fire and heat.

Bio: Nevada is the crowned prince of the dragon kingdom, however, it is never meant for him to take the throne. He is the second child of King Cadman and the late Lady Cadman. He's a bit of an oddball because, for generations, his bloodline has been nothing but true to the fire dragons. Even his own sister, The Crown Princess, and the heir to the throne wield fire as easily as a bird can fly. Nevada was nothing like them. He hated the heat, the flame, and even the humid climate his sister seemed to excel in. Instead, Nevada prefers the dry, cold climate of the mountains. Snow and ice make him stronger.
 
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Name: Loralie Dawn
Species: Vampire
Age: 200
Gender: Female
Height: 5'7
Weight: 115
Occupation: Ruler of Vampires
Orientation: Bisexual
Personality: A calm and observant individual when it comes to other species but when it comes to her own she's quite open… playful even.
Appearance:
Likes:
Blood. She likes to spar and even likes to watch the sunrise even though it tries to kill her.
Dislikes: She honestly doesn't care for any other species aside from her own. Being a Vampire is the dream.
Abilities: She wears a ring that allows her to walk in the daylight so she doesn't burn to a crisp. She is the best fighter of the Vampires which is highly due to her ability to adjust and adapt to specific fighting styles.
Weaknesses: It takes a few hits to finally get a hold of fighting combinations. Also, sun. She needs her ring to survive.
Bio: Loralie was originally a human born into slavery. Her owner forced her to fight the other kids in order for her to have the privilege to eat. Eventually this became her fighting against other slaves for their owners entertainment. After continuously winning, the other owners got annoyed and hired four men to beat her to death. Roses owner couldn't imagine losing out on the money she was making him and took her near lifeless body to a rumored healer in the depths of the woods. It was there that the "healer" saved her life by gifting her immortality.
 
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Name: Evanora
Species: Witch
Age: Rude to ask a lady her age.
Gender: Female
Height: 5'8
Weight: 135
Occupation: East Kingdom Ruler / Protector
Orientation: Open
Personality: Evanora leads her personal life similarly to how she reigns: with strength, caution, and care. She is constantly worried about forces harming her people, so she spends most free time in preparation. Winning Eva's trust is a long, some say fulfilling, process.

Appearance:

Values: Respect, loyalty, confidence.
Detests: Dishonesty, patronization, surprises, Caithe.

Abilities:

(Targeted and Group) Illusionary Magic - In short, the ability to manipulate the mind's eye. Evanora can utilize the mind and five senses to cloud reality. The more she connects with someone, the deeper she can alter their reality.
Spellcraft - She likes her spellbooks.
Weaknesses: You'll have to find out for yourself.

Bio: Evanora's reign is a relatively new development, as her mother recently stepped down from the throne. The East kingdom worshipped her mother and her fair rule, which places infinite pressure upon the witch. She wishes to be a more progressive ruler. Many disagree. In terms of other family members, she has a troublesome older brother. Caithe was the original heir to the throne, but the council and royal family halted his preparations around age 14. Many events proved him a psychopath, forcing him to resign his future position… and watch his sister fulfill his place. From age 12 on, Evanora became the primary heir to the throne. Caithe still lives in the castle, in an opposite wing to his kin, and attempts to undermine his sister at every opportunity.
 
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Name: Halo Kromm

Species: Quimera

Description: Believed to be the descendants of the ancient sphynx by those who hold the records of their existence, these mostly desert dwelling creatures worship the matron Goddess Sekhmet and rest under Her holy protection and tutelage, holding the sun God Ra as their heavenly father in the cosmic aspects. The Quimera themselves used to be worshipped in the past by the ancient civilisations, the legend surrounding their creation inspiring much fear and respect in those who have encountered the winged lionesses of the sandy realms and savannahs. It is rare to see this species away from their hot homelands, but some travellers had reported encountering 'exiles' of the species outside their clans, as well as 'mirages' – a term the lionesses used to describe the scouts left on the whim of a prophecy from their patron Gods. Their lifespans are typically long, spanning up to 500 years, although most tend to die before they may reach 200 years of life defending their holy prides against the dark creatures loitering beneath the sand.

Species characteristics:
  • Predominantly female, rare males are born but tend to die within the first century of life, having human lifespans and weaker constitutions than their counterparts due to genetic incompatibility
  • While males are held as figurative 'heads' of the pride, the females hold the actual authority, spiritual and military power
  • Bones are magically sturdy, yet hollow like a bird's in order to allow them flight and keep them light on their feet across the sands and savannahs.
  • Assuming sphynx form takes a lot of energy, a quimera may sleep up to a week after the transformation in order to regenerate the lost energy, leaving them vulnerable, and continuously reverting back and forth between shapes may damage their bodies to the point of death from exhaustion. Typically, this form is taken extremely rarely and can only be summoned as a defence mechanism in extreme circumstances.
  • Only the strongest are able to take this form, as without the necessary endurance a quimera may die before the transformation is complete or soon after beginning the attempt
Origin legend: All know the story of the mighty sphynx, guardian of the gate to the godly realm, and the man who came and humiliated her before their holy eyes, shattering her protection and pushing her aside – the grand creature had then jumped off a cliff to her death, heartbroken by the failure of holding her place. The God Ra had then descended to gaze upon her mighty corpse, just as goddess Sekhmet had come to punish the man who had broken her dear child. As they met before the fallen giant, in a mutual agreement, they merged their powers in unity and let them seep into the blood soggy soil beneath the sphynx, her carcass bursting into a fire like the sun and melted into the magic infused sand, consecrating the area as a Holy Site. The father then left, returning to the heavens, while the mother goddess stayed behind, kneeling into the sand and, in a sudden impulse, bowed to kiss the red sand and whisper life into a new creature now kneeling before her creator. "Quimera" her kind was named, after this first offspring whose named, Quima, stayed in their history.

Age: 70

Gender: Female

Height: 6'2

Sphynx height: About 45ft, maybe a bit more, can be controlled by the shifter

Weight: 130

Occupation: Mercenary/Bounty hunter

Orientation: Lesbian

Personality: She can be quite loud and obnoxious at times, with a hot temper to match her native lands. However, she deeply cares for those close to her, loyal to a fault to those she considers part of her 'pride' and holding her ground against any who might try to harm them, be they heroes or villains. Otherwise she mostly keeps to herself, resenting the authority of the new realms and refusing to follow any and all rules that would go against her own principles and morals, even coming off as arrogant in her distaste for certain people and laws. A god complex to top that up never hurt anyone after all.

Appearance: Like most of her kind, Halo is tall and slender, with both lioness and avian features (*see 'normal shape' photo for general idea, I will get working on an original sketch for her as soon as I get the time). She has a full set of elongated canines such as found in large felines, sharp elfish ears, and sienna skin. Golden hair with naturally lighter highlights from the sun and deeply golden eyes that change into almost orange at times.

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Likes: hot weather, sunny days, swimming, beach, sword fighting, hand to hand combat, honesty, big cats (house cats tend to fear her or be aggressive towards her)

Dislikes: snobs, rain, the cold, authority figures aka nobles etc

Abilities
Physical:
Sword fighting, hand to hand combat, aerial combat
Magical: Shape change into a sphynx form, which is the more typical image of a sphynx, minor air control magic

Weaknesses: ice, extreme cold, spiders and snakes, extreme speeds

Bio: Barely a hint of memory of her homelands remains in her head – she was stolen from her crib and smuggled out into the underworld before she even grew her flight feathers, she was raised by a powerful mercenary band who had bought her as a servant but ended up making her one of their own. They all vanished one by one years ago, and despite her efforts she could find no trace of her former adoptive family. Not really remembering her life in the realms of sand, she never tried to go back, assuming the prides would think her an exile and treat her with hostility. However, recently, she has begun having dreams of a lion goddess, and the longing for a home she never knew began seeding within her. Nevertheless, she is well known in the underworld for only taking on missions she deems 'worthy and righteous' of her help and refusing any annoying tasks like slaying a noble's ex-wife or hunting down fugitive daughters.

Extra
Normal (day to day) form
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- Intermediate form
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- Sphynx form
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Name:
Ceò Lèirsinn

Species:
Mistling

Age:
Somewhere around Evanora's

Gender:
Male

Height:
6' (Human form)

Weight:
150 (Human Form)

Occupation:
Guardian of the Misty Forests
"Mistling King" (Leader/Representative)

Orientation:
Straight

Personality:
Ceo is a caring and loyal person with a tendency towards chaotic actions including playing around, teasing, and harmless mischief. He takes great lengths to guard the forests from harm as they're key to the survival of his race and the border between his country and those around them. His confidence knows no bounds as he is willing to play pranks on extremely high ranking individuals in the kingdom in good humor, however if any offense is given he is careful to soothe it over. However this also labels him as disrespectful to some in the upper echelons, even though he has explained on more than one occasion that they're minor jokes in attempts to bring joy and laughter.

Likes:
Rain, High Humidity, Pranks, the moon, birds, small animals, flowers, music, plays, political intrigue, gossip, incense, perfume/cologne,

Dislikes:
Dry Air, Deserts, Freezing Weather, Caithe's attempts to get him on his side, crass/vulgar people, people without tact nor subtlety, getting dirty, sadists

Abilities:
Illusions of misty visions: He relies on his illusions to lead others to traps, hiding allies, keeping them lost till they starve, or have them leave entirely by having them turned around, those with weak wills he can drive insane. His illusions are especially potent where mist and fog are but they can be conjured anywhere.
Mist form: He can (fully or partially) transform into mist making him invulnerable to physical attacks but he cannot use any abilities or spells of his own (except mistwalk). Lightning spells lose their effectiveness against him in this form.
Heaven's Mist: A healing mist that covers the target helping them recover quickly. It is able to remove minor curses, poisons (more time he spends using it the stronger poison he removes) and all diseases.
Fey Winds: The ability allows him to redirect projectiles using the wind, it also has a disorienting affect when used with his mist abilities.
Veil of Mist & Wind: He is always surrounded by an aura of mists which he can shape to his own desire or diminish it entirely.
Water & Wind Resistance: Due to his water & wind nature, those spells aren't as harmful or effective against him.
Sylvan Nightmare (Combined attack with Evanora): A nightmare inducing spell that scares the target to death.
Water & Mist Control: He is able to control water, but it does not summon enough force to hurt someone.
Mistwalk: Where there is mist or fog he can move unseen with great speed.
Mistvision: He can see through mist as if it wasn't there.


Weaknesses:
Sustained by water: Outside of the Misty Forests he requires three times the amount of water that a normal person would to survive (however it can be absorbed through his skin).
Lacking offense: He has no abilities to directly attack others making him rely on his defensive and evasive traits/skills.
Ice Vulnerability: Cold based attacks are twice as harmful to him as they would be to a normal person.

Bio:
Born & Raised in the misty forests he manifested his natural affinity for illusions far younger than most. Through the years he became the foremost guardian of the misty forests as he sent back most invaders, and those who were persistent in trying to harm his forest and the kingdom he had killed. He never liked fighting and would rather use his illusions to play pranks and have a fun time with others, but he knows he has a responsibility to uphold and he dutifully carries out his mission. However he is annoyed by the repeated attempts of the queen's brother to try and recruit him to help overthrow him, as the fool mistakes his chaotic and playful personality as selfish and self serving. When he's not sending intruders out of the kingdom he spends a majority his time playing with the mistling children and helping raise the next generation of soldiers to take his place.
 
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Name: Lyel

Species: Werewolf

Age: 103

Gender: Nonbinary

Pronouns : Any

Height: 1'63" cm

Weight: 67 kg

Occupation: Merchant

Orientation: Demisexual

Personality: Chatty extrovert with a sharp tongue and a witty mind. They are very profit oriented, always open to hear about new business opportunities.

Appearance:
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Likes: Sweet fruits, debates, hot springs, exploring.

Dislikes: Senseless violence, pretense, thieves, wine, the sea.

Abilities:
Phisical : Basic sword fighting
Magical : Advanced wind magic


Weaknesses: Hand to hand combat


Bio:
The sole heir of the famous Evernight Travelling Caravan, a band of merchants with a very long history. Their main trade is silk, fetching very high prices especially among nobles and royalty.


Extra:
Incapable of shifting into their true form due to a birth defect.
 
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Name: Lucain Lebeau (A nickname, true name lost to time)
Species: Dullahan, or Headless Horseman
Age: Lost to time.
Height: 222cm (sans head), 259 cm (with)
Weight: 91kg (sans), 98 kg (with)
Gender: Male
Pronouns: He/Him/It
Occupation: Knight
Orientation: Gynesexual
Personality: Lucain is a tormented and darkened soul, following countless years of suffering under a curse, but the core traits of his personality prior to the change remain, with a dry wit, a no-nonsense attitude, and a penchant for hedonism twisted by sadistic tendencies. His loyalty to the witches extends to the promise of eventually being returned to his human form without losing the powers he acquired as a byproduct of the curse placed upon himself, delighting in the power but missing his good looks. Because he was returned a portion of his appearance - though he has to maintain it through his own power and so only makes use of it on social occasions - he cannot keep a perfectly human air, forcing him to live as the Headless Head Knight of the East until they consider his debt paid, however long that may take.
Appearance:
demon-beard.jpg
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Likes: "Feminine" beauty (regardless of actual gender), gratuitous violence, fine liquor, tobacco, pleasures of the flesh.
Dislikes: Politics, masculine appearances, submission, broken oaths.
Abilities: Supernatural strength, hellfire manifestation, pyrokinesis (extending to shaping things from flames he creates including but not limited to sealing his own injuries back shut and manifesting a quasi-exact copy of his body prior to the curse), nightmare summoning - his "monstrous" steed and its kin which can trample concrete into fine powder under their hooves, hand to hand and melee combat, torture.
Weaknesses: Cannot maintain perfect human form, has poor aim, blinded by bright light, water diminishes his powers.
Biography: Punished for taking liberties in a relationship with a witch, he was turned into a headless horseman for his troubles, and swore loyalty to the witches in return for access to his true form, which they are drip-feeding him to ensure his ongoing compliance. The details of his earlier betrayal and his current ongoings are left nebulous both by vast gaps in time and willfully maintained ignorance as he lost much of his memory along with his head during the hexing.
 
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Name: Ki Songmin and Ki Sujin

Species: Kumiho / Nine-Tailed Fox Spirit

Age: 424

Gender: (Genderfluid) Male / Female

Height: 6'1 / 5'10"

Occupation: Travelling Entertainer / Shaman

Orientation: Bisexual

Personality:

Ki Songmin is a trickster and a seducer. He has no long term goals in life, other than to have as much fun as he can and ruin a few lives and break a few hearts while he is at it. Ki Songmin is loyal to no one but his twin.

Ki Sujin has taken the spiritual path, hoping to one day transcend from her yokwe state into a divine one. Ki Sujin can be quick to anger and will hold grudges for years to come. Despite this, Ki Sujin is caring and tries to help out others where she can.

Appearance:

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Likes:
  • Raw meat
  • Mischief / Spirituality
  • Sex
  • Daylight / Moonlight
Dislikes:
  • Canines
  • Routine / No Routine
  • Confined Spaces
  • Cold Weather / Hot Weather
Abilities:
  • Shapeshifting
  • Invisibility
  • Energy vampirism
Weaknesses:
  • Yeowu Guseul/Fox Bead
  • True Form (is a closely guarded secret)
  • Not physically strong
Bio:

The Ki twins have always been travellers and nomads, in part due to how others perceive kumiho as evil monsters, and in part due to never feeling content being in the same place for too long. The twins lost their mother when they were still kits, and so have had to rely on each other over the years; even now they are both fully grown and independent, they prefer to stay close due to this despite their diverse paths in life.

The twins have the ability to shift into any form they choose, meaning they have not always presented themselves as the way they do now. Over the years they have spent periods as twin sisters, twin brothers, or even with Songmin being female while Sujin was male. Currently, the human forms they wear most often are the ones they have used for the last fifty years.

Songmin is a talented musician and singer, being able to pick up nearly any instrument and play it without training. When he is not trying to be as hedonistic as he can, he will entertain the crowds with song and dance to pay for his way of living.

Sujin lost her fox bead at the last festival and so is currently stuck without her ability to shapeshift or steal energy; she is on a mission to find the man who stole it and get it back (even if it does mean eating his liver while he is still alive).

Extra:

Every kumiho has a fox bead, which they keep at the back of their throat. This is the source of their power and magickal knowledge. A kumiho uses this fox bead to absorb the energy of another being via a 'deep kiss'. However, it is possible to steal a kumiho's fox bead; if another being swallows it, they will gain preternatural powers.
 
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Name: Fade Fist

Species: Qunari

Age: 32

Rank: SaareKatari (Dangerous One who brings Death)

Height: 7'6

Height Counting Horns: 8'2

Weight: 607

Orientation: There is no word in Qunari culture.

Likes: Rain, Learning, Combat, Sailing

Dislikes: Lack of Order

Abilities:

Strength Augmentation - Draws energy from the world into himself further enhancing his already immense strength.

Limb Constructs - A step beyond simple augmentation. Large ethereal constructs will manifest around or next to his arms and legs. Though transport, they strike as if completely solid.
Qunari Skin: Less an ability and more a natural durability given the rough exterior of his skin.

Appearance:

The living embodiment of pushing your body to its effective limit. Even by Qunari standards, Fist is a hulking giant.

Bio:

One of two magic users given the privilege of leading their own kith.(Small Military Unit) Loyal to Qun and the Salasari. Though he is particularly fond of the Arigena. He believes his body and soul to be strong so he venerates the pursuit of knowledge. Recently, the Salasari appointed him their Rasaan(Emissary).
 

Qunari

Many who hear the word Qunari will imagine the horned hulking brutes populating the southern kingdom. Though technically correct, the word actually encompasses all who adhere and swear fealty to the Qun.

Qun

The Qun is a code of honor which encompasses everything from a philosophy, a set of laws, a legislative guide, and a social architecture to govern the Qunari ("People of the Qun"). The Qun defines the role of everyone and everything in the society of the Qunari, regardless of whether it is spiritual or mundane. For example, some Qunari are raised as soldiers from a very young age. They are expected to be strong, disciplined, and stoic, adhering without fail to the tenets of honor and duty as defined in the Qun.

The Qun teaches that all living things have a place and a purpose, and only when they are in the correct place and in control of their self may a being attain balance. When balance is lost, suffering follows. Mastery of the self is, therefore, the first and greatest duty.

The Qun is a path that one follows, not a chain that binds. However, those who reject the Qun after being educated are called Tal-Vashoth. Those branded as such will be subject to the constant struggle of evading the very society they turned away. Those known as the Ben-Hassrath(Essentially police) are duty bound to locate and assassinate the traitors.

For those who are deemed more useful alive than dead, they are retrieved and given Qamek. A poison that effectively lobotomizes victims, wiping out their memories and rendering them into mindless slaves which Qunari call Viddath-bas. Its administration is unpleasant; it leaves its victims screaming. Small doses can be recovered from, but massive ones cause irreversible damage.

Saarebas

Saarebas, translated as 'dangerous thing' , is the Qunari word for any who are born with the ability to manipulate the world around through various magics. It is a remaining term existing from an era long passed but far from forgotten.

There was a time where Saarebas would become slaves within their own body. Donning a set of heavy pauldrons with chains attached to them, perhaps to act as a form of leash, while their faces are hidden beneath a metal visor. In extreme cases their lips may be stitched together.If found practicing forbidden magic, their tongues are cut out to prevent them from corrupting others.

This was before new kingdoms began to arise, all exuding powerful forms of magic. All while allowing those capable of such natural devastation the freedom to roam about unshackled. This posed a potential threat to any saarebas who wished for such a life. As mighty as the Qunari army may be, the saarebas were a powerful weapon. Drastic changes needed to be made.

Very carefully, every Saarebas would be freed from their shackles and properly integrated into society. As magic manifest itself in many forms, it was a tedious task to accurately find one's purpose in Qunari society. There are those that remain who lived during such subjugation. They do well to remind the new blood of times passed.

Life continues on but with a palpable tension lingering in the air.

Salasari (Triumvirate)

The governing body of all of Qunari society. They are three individuals that represent a perfect trinity, a whole that the three complete. Arishok the body, Arigena the mind, and Ariqun the soul, are the three pillars of Qunari society.

Since the Triumvirate represents the whole of the Qunari, they govern those who have also been assigned to their respective paths. The Arishok governs the soldiers, the Arigena governs the craftsmen, and the Ariqun governs the priesthood.

Gender

Qunari have very specific gender roles in their society. Too out things simply. Men are warriors and women are supporters. This view is based solely on efficiency. On the very rare chance that one proves more effective at fulfilling the opposing role, they give up their previous gender entirely.

Advancement

Efficient. The Qunari abhor waste of any kind. Under the Qun, all are equal and every person is expected to devote themselves to fulfilling their function in Qunari society. From laborers to leaders, all are afforded respect for their role in satisfying the demands of the Qun.

This level of devotion to one's work has allowed their society to advance beyond that of other kingdoms. Their life expectancy is beyond that of other humanoid races. Their natural medicines have come farther. They are even more technologically advanced having created powerful dreadnoughts and deadly explosive powder known as gaatlok.

Where they lack drastically is in any category involving magic. Though their saarebas are capable of producing devasting offensive magic, their previous use as attack dogs have not allowed them to advance in a practical manner.
 
Aequatia
(Derived from the Latin words "aequalitatem" and "potentia," meaning equality and power)


Witch / Warlock History
The majority of witches and warlocks reside in Aequatia, the East Kingdom. Magic (although not limited to this standard) generally flows through the bloodlines of witches, and there are countless variants of abilities. Witches and warlocks can draw from many elements, including fire, water, nature, weather, etc. Harnessing power is a natural experience that requires training and practice. Due to the unpredictable nature of magic, witches and warlocks have struggled to be seen as equal, capable, and controlled beings. Whether seen as a threat or as inferior, the bloodline condemned their existence. A few hundred years ago, a revolution transpired; a group of early mages rebelling against mistreatment. By banding together and combining power, they could protect themselves enough to rise to power and (through time) build a safe haven.

Kingdom & Society
The current status of matriarchy is a newer development in the Kingdom's history. Former Queen Elora, Evanora's mother, was the first female ruler of the East Kingdom… and a conservative one at that. Following the King's death, Elora decided to honor her late husband's methods and rule keeping his values in mind. Two key issues to mention: this meant turning a blind eye to misogyny and condemning anything other than monogamy. The kingdom's population divided in opinion regarding another female leader, further heated due to a living male heir existing in the family. Many still wonder why Caithe stepped down.

For this photo: PLEASE IGNORE THE AIRSHIPS. Everything else was perfect for the town except that :,)

The Tranquil & Rite of Tranquility
In the case of a violent and uncontrollable magic user, The Upper Circle has the ability to sever one's ties to magic. This is done through a mysterious ceremony called the Rite of Tranquility. After becoming Tranquil, logic replaces emotion. Although they still have the capacity for free will, The Tranquil have been called sleepwalkers; hollow versions of their former selves.

Mistlings
@EldridSmith
The origins of the mistlings are unknown, always present in the foggy forests surrounding Aequatia. The story passed down through the generations states that at the dawn of creation, a human fell in love with the mist and bore a child with them, making the mistings.

Their history has been tied to the misty forests of the East where they have carefully dwelt and expanded; the only place that their race can sustainably survive without a great exodus risking the lives of many. Mistlings carefully guard the forests, and each generation selects the most powerful and righteous amongst them to rule. When the early mages fled to the East seeking refuge, the two species formed a pact and the kingdom was born. The agreement gave the mistlings dominion over the forests, but to work in conjunction with the kingdom: their ruler would serve under the Aequatia ruler to ensure the safety of all.

In terms of biology, Mistlings are a race closely associated with elementals. Their true forms are that of clouds of mist, of which they were given their name. Being made of mist allows them to move through it with great speed, able to move within fog and mist entirely unseen. The shape of their mistling form is malleable and can be changed at will. This strength is also a weakness, as they cannot use this ability in conjunction with their innate illusions and they must either fully or partially take on their human form. Unlike elementals, they reproduce like other races through a secret ritual known only to the mistlings as "Reaping of the Dew."
 
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Aldermorn

The kingdom of the West​

Vampires:
A being whose entire existence revolves around the consumption of blood. They will allocate to the lands cloaked in darkness where they seek both blood and kinship. The only critical threat to a vampire is the sun. Death by direct sunlight is not instant but it does take about a solid minute to complete. Those who can walk under the sun must do so by an enchanted ring. These rings are only worn by the elite, guardsmen, and everything in between. Only a certain amount of rings are accessible to the vampires.

Holy and pure items may not be held by any vampire (Religious Artifacts blessed by actual divine power beyond standard religions). Reflections in mirrors tend to be inconsistent during this time period. This is due to mirrors being made of silver and unable to reflect evil. More modern aluminum made mirrors are all that exist in the West. Holy ground is also something vampires should tend to avoid.

Vampires are very proper beings. Vampires may enter any home they wish without invite. Though to do so is rude, so they will request an invitation first. After all, it's just good manners. All vampires have an unearthly glow to their eyes as well as an ability to see in the dark. They all have enhanced speed and strength that vary on blood consumption.

Blood:
The very life essence to being a vampire. It fuels every fiber of their being from increasing the speed in which they recover from injuries to enhancing their already enhanced reflexes and strength. Though vampires naturally have quick healing capabilities, the speed and strength vary based on blood consumption. For more severe injuries, copious amounts of blood are required. Blood reserves exist and are usually used for emergencies or injuries. If a vampire doesn't consume enough blood then it's hunger will cause nightmares. Overindulging in blood with make a vampire sluggish and slow (Akin to a human consuming too much food).

The amount of daily blood consumption is based off of social class. Half a pint for citizens, a pint for guardsmen, and a pint and a half for royalty. Though the humans out number the vampires, they both have come to a compromise of sorts. Vampires proved that they could eradicate the humans but then they would have to outsource for food. Humans knew that their deaths would be inevitable so they agreed to donate their blood in portions. Some vampires would seek out humans who were willing to get paid for more donations. Especially if it was being offered straight from the source.

Thralls:
A thrall is typically a human who has been mentally bound to a vampire. The thrall will be in active service to their vampire master, working to benefit the vampires needs and interests. Thralls are servants and not slaves like they once were. When a vampire allows a mortal to feed from them, the mortal will typically become bound to the vampire by the third feeding (This is how a thrall is generally made). Though, a certain level of obsession is achieved between the thrall and the vampires whose blood they drank, the effect if necessary to sway the thrall to want to serve. The thrall becomes addicted, craves a "fix" and will do anything to get it.

Punishment:
If a vampire were to kill anyone for unjustified reasons then they must die by the sun. If a human were to kill anyone for unjustified reasons then they will bleed out and that blood shall be donated to the reserves. If a thrall is mistreated and its reported, the vampire must give up its right to own a thrall and pay the thrall reparations for the remainder of their mortal lives.
 
The Land of Iotiathra
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Dragons live either in or near their respective elements. Ryre Stronghold is nestled against a dormant volcano with snowy peaks. In the basement of the castle is a doorway, leading to the hot volcanic magma that dwells deep inside the mountains. There are many lakes throughout the kingdom with underground caverns. Dragons can easily blend into their environment.

Even though they don't actively attack humans, they are under dragon rule after all, dragons have gained the reputation to be extremely beastly. This is due to their overprotective territorial and protective nature.
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Appearance:
  • Large Serpentine/reptilian creatures
  • Scaly skin - color depends on the type of dragon
  • Horns - placement can differ
  • Wings - The shape of wings depends on the type of dragon.
  • Spinal plates along their backs for armor.
  • Tails - tail decoration is as unique as a fingerprint

Characteristics of all dragons:

They are hoarders. It is guaranteed that in the basement of Ryre Stronghold lies the treasure of a thousand nations. They don't steal from their subjects, but there are definite artifacts from all four Kingdoms located there. Most of them were taken from the battlefield. Dragons are not thieves, and it would be prudent not to call them as such.

One does not insult a dragon as they are proud creatures. They tend to be confident in their abilities and their strength.

Powers:

  • Flight
  • Durability
  • Endurance
  • Speed
  • Strength
  • Enhanced Hearing
  • Enhanced intelligence
  • Enhanced Smell
  • Enhanced Sight
  • Enhanced Intelligence
  • Omnilingualism - ability to quickly understand any known language
  • Claws, horns, and tails can be used as weapons.
  • Human Disguise
  • Elemental Breath in dragon form
  • Elemental attacks in both forms.

How to Kill a Dragon:

It is far easier to expose them to an element they are weak to. Their hard skin makes it difficult for average weapons to penetrate their skin unless you find their soft points. They tend to be weak to magic, but again, mostly elemental magic. It is far easier to kill a dragon in human form than in dragon form.

Characteristics to Fire Dragons:
Personalities: (Most Common)
  • Passionate - makes them good leaders
  • Heated Tempers
  • Emotional
  • Weak to Ice and water

Ice Dragons: (Rare)
  • Apathetic
  • Holds a grudge
  • Loners
  • Weak to heat and fire

Water Dragons: (Common)
  • Calm and collected
  • Peaceful
  • Friendly
  • Weak to heat
 
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Name: Cari Aerwyna

Species: Wyvern

Age: 870

Gender: Female

Height: Human Form: 5'2'' Dragon Form: 7'0''

Weight: H:115lbs D: 1200lbs

Appearance:
Occupation: Warrior/Kingsguard/Spy

Orientation: Open

Personality:
  • Calm
  • Collected
  • Friendly
  • Happy
  • Honorbound
Likes:
  • A good fight
  • Reading
  • Knowledge

Dislikes:
  • Fire
  • Bad Attitudes
Abilities: Same abilities as all dragons, but her element is water. She is able to stay underwater indefinitely and breathe through gills in her neck. She scoops up water in her mouth and boils it, creating a scalding spray. Her bite is venomous

Weaknesses: Fire, heat. She can't stay away from water too long

Bio: From the age of 200, Cari has travelled from kingdom to kingdom. She studies customs and behaviors and relays her information back to her kingdom. She is a close friend to the royal family and has been known to return every ten years to teach the dragons proper etiquette. During her travels, she has picked up many forms of fighting and her endurance without her element has grown, but she prefers to stay near water.
 
Name: Artemis
Age: 300 years old looks to be in her 30s
Artemis is the last of the Nephilim. When she had been a live before her curses, she lived a humble life as a Mother and a wife, married to the legendary warrior Demetrius. When the Demons and the Angels turned on the Nephilim, wiping them out, she lost everything. The demon king's advisor, Chronicus, had used her soul to create Hell's ultimate weapon. The Godslayer. Though she turned out to be a double-edged sword and caused collateral damage, it was more valuable to keep her on the battlefield until someone had sealed away the demons in hell. The Seven kings fought over who would be the one to wield the Godslayer. Until all but one remained. He keeps her trapped in the deepest dungeon. Waiting for the day they can unleash her on the world.
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The curse of Resurrection - The curse of Resurrection from Chronicus is a curse that returns Artemis back from the dead at sunrise. As long as she is whole with all bones accounted for. Making her bones indestructible but like a puzzle, the curse will never work even if she is missing a finger. But as long as she is whole for, Artemis will resurrect on the next sunrise. Any injuries she sustained while alive becoming scars and healed with her resurrection. Artemis, as it resurrected he, is having a sort of dream as she relives every death she's ever experienced as the night turns into day.

The curse of Rage - The curse of Wrath is a curse given on her after being dipped into a river of lava and turning into a skeletal warrior who served as the Paladin in the wars of Hell, bringing Chronicus into reign. The curse comes from the fires that were used to forge the sword. They dipped Artemis into the lava river that lead to the forge of Hell. The curse brings about an ever-burning rage that consumes blood, even if it is her own. It is unique to the Godslayer sword. Chronicus was going to use her to invade heaven. Though ironically it would be this creation that lead to his downfall. Artemis had a strong will. The entity Godslayer fed off of this rage and turned on Chronicus submitting to Artemis as their master. The fire consumes everything. When she reaches the Godslayer state, even she is consumed by her fiery wrath. This can last 10 hours or 10 minutes. It depends on how long she continues to fight and kill. Even bystanders are consumed by her wrath fueling Godslayer more.

Godslayer- God slayer a sword that was forged in hell from a star that fell out of the heavens. The sword is 40 1/2" in total length with a
32" blade with a wide taper between the edges to the point. The handle is 8 1/2", making this a one-handed sword with a two-handed handle. The sword's magical properties lie in the misleading weight. Nephilim are famous for using heavy weapons. But Godslayer is a strangely heavy sword. This is because when Artemis uses blood to activate the sword's magical properties when she swings the sword with two hands, it can extend indefinitely.
 
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