TheSequelReturns
Faithful Crusader
~ Mosaic - The World Mirror ~
---
Brave Soul,
You are no doubt wondering who the sender of this unmarked letter is. Certainly you are wondering why I am writing to you in the first place or what this letter means. And, no doubt, you are wondering why it smells suspiciously like freshly baked cinnamon rolls. All in due time.
By now you should have sensed that something is amiss in the world. Perhaps the weather has been acting strange, or the animals seem more aggressive than usual. It could be just a gut feeling, or perhaps you can sense the currents of Mana shifting beyond the Veil.
The truth is, the World Mirror, the great Mosaic that defines our realms is in peril. If you are from a place that knows what I am speaking about, then you already know the danger. If not, well, nobody's perfect. It should suffice to say that the World Mirror is what keeps everything in order. If it were to shatter... your realm, ALL realms would never be the same.
Thankfully, there is something we can do to protect it. But I need your help Brave Soul. I am writing to you, and others like you, because you have what it takes to cross the Veils. Because you few have the gifts needed to perform this quest. Because I have nowhere else to turn.
Hopefully, you will accept this invitation to join me and those like you in the Axiom Gallery, the realm between realms. And hopefully you enjoy the smell of cinnamon rolls. That won't be going away.
Together, we can save the realms from falling into chaos. Should you accept, simply return to the place you found this letter and burn it. The door will open for you. It is my deepest hope that you all will accept this honor and this burden.
May the Tree of Life shade you on your journeys.
- V. V.
---
- The Mosaic -
The World Mirror, often called simply the "Mosaic", is a gargantuan jigsaw of crystals that rests at the origin point of all Mana. Because all Mana, the energy that breathes life into the realms, flows through and from the Mosaic, the Mosaic itself is responsible for the order and well being of all the many realms.
Each crystal in the Mosaic controls a certain aspect of a particular realm. Some control the weather, others the wildlife, plant growth, magic effectiveness, etc. Should a crystal become damaged or worse removed from the Mosaic entirely, the realm tied to that crystal will be thrown out of balance. Unfortunately, that seems to have happened.
The flow of Mana has recently become unstable, sending surges of raw life energy through the Mosaic and disrupting the crystals. The reasons behind this are unknown, but the surges have already dislodged several crystals, sending them tumbling down the Mana stream and into one of the realms. Until the missing crystals are replaced and the source of the Mana surges found, all of the realms remain in danger.
- Mana -
Mana is the raw life energy that flows from the Mosaic out into all the realms. Mana flow in a realm determines how magic works and how strong it is, as well as providing the energy to keep the natural aspects of the realms functioning.
Mana is normally invisible to the eye. However, certain magically trained individuals are able to sense or even see strong sources of Mana. When in the Axiom Gallery however, Mana is visible to the naked eye as vibrantly colored ethereal mist that flows in river like paths.
Once Mana has flowed from the Mosaic and out into the realms, it performs the function instilled in it by the crystals of the Mosaic. Once that energy has been used, the Mana passes on into the Netherrealm, into the roots of the world tree, and back to the origin point in the Axiom Gallery in a never ending cycle.
All forms of magic, in all realms, are powered by drawing on Mana. The more Mana a realm has, the stronger the magic that can be used there.
- The Realms -
The realms were once all parts of the same world, but have long been separated from each other by the Veils, walls of mist that prevent most beings from moving between realms.
Certain magic spells, or beings with enough Mana or willpower can manage to pierce these Veils and move from one realm to another, but without proper portal magic it isn't easy to achieve. Some travelers can freely move between realms and offer trade and information. But not all realms accept that there are other worlds out there beyond the Veils.
Each realm is a self-contained world, complete with its own set of rules (regarding magic mostly, though also including cultural differences, technology level, and even physics on occasion), its own population of races, and its own climate.
A few of the known realms are:
Annorah: A temperate island realm home to many varied races, specifically many types of hybrids or half-humans, though normal humans live here as well. It contains snowy mountains and lush forests of pine trees. Its magic is more or less wild and free and its technology level is more steampunk than anything else.
Celestio: A realm of peaceful gardens and white stone, Celestio is more or less a paradise. However, the food here is toxic to any race with even the slightest hint of darkness in them, limiting the races that can successfully live here, but ensuring that Celestio remains a peaceful realm. Races here are of a heavenly sort, like Angels, Guardian Spirits, Nymphs, and even some types of Dragons. Magic is weak here without the proper channeling equipment, and technology is all but nonexistent.
Clearyal: Clearyal is a cold realm plagued by an eternal winter. the people of Clearyal are mostly humans who have adapted to the climate, and other races are rare, and often met with prejudice from the humans. The humans have formed large cities and walled settlements to keep unwanted monstrosities away. The larger cities often home royalty and nobels, while the less wealthy people live in slums in the outskirts of the cities. Surviving is difficult if you're poor here, for it wouldn't take too long for one to freeze to death without the proper means to cover from the cold. Clearyal favors hard workmanship, and magic is looked down upon. If you can't use it to bash someones skull in, the people of Clearyal will be sceptic towards it. (Submitted by Schade)
Draggnil: A dark and shadowy realm that seems to be entirely underground. Luminous crystals provide lighting, and the races of Draggnil live in the twisting and maze-like tunnels that stretch on for miles. This realm is home to many subterranean races, such as Goblins, Dwarves, Spiderlings, etc. Proper magic is hard to come by here, and technology seems firmly stuck in the old ways.
Edo: A land that heavily resembles Japan in the middle of the Sengoku Period (1467-1603). Much of the building architecture and technology is much like it was during that time. This realm is mostly populated by humans, with ghostly races, namely Yokai, either living alongside said humans, in secret, or even existing in plain sight while invisible with the only trace of their presence being paranormal phenomenon such as possession of humans or moving around inanimate objects. Certain humans practice magic that can be used to exercise mischievous or malicious Yokai that threaten the peace, and certain Yokai wield magic unique to their race, while others, like the Oni, can't use magic at all. (Submitted by Andydemon)
Endiness: The home of the Dragons, Endiness is a land of harsh mountain peaks and beautiful fertile valleys. Lava flows freely from the southern peaks while the northern mountains are locked in snow and ice. The Dragons roam the skies here and the valleys are home to races such as the Dragonkin or the Elementals. Magic permeates everything here, but technology is almost nonexistant.
Gloomhollow: A land of perpetual night, Gloomhollow is home to various sorts of nocturnal races or those with strong spiritual energy such as several varieties of Yokai, Wraiths, Werecreatures, Trolls, Slimes, or Spirits. Shallow hills and barren cliffs dot the landscape, the rest is shrouded in gloomy trees and bathed in the light of an ever-full moon. Magic is different here, requiring much ceremony and pomp. Technology is mostly Frankenstein-esque.
Hallow’s War: A realm very much like the realm of Gloomhollow, rumoured by those that know of the veils to be an offshoot of the same dimension. The entire realm is shrouded in perpetual twilight, and halloween-esque decorations hang on the houses and streets. Here, there exist multiple small, self-sufficient cities each ruled by lords, who battle each other in a never-ending fight for dominance. A dark, misty forest separates the cities from each other, and all sorts of terrifying beasts are said to dwell there. Magic is not commonplace here, and requires research so extensive that there have only been three individuals who were capable of using it. However, when it is used, it is extremely powerful. The technology here is roughly that of the Napoleonic era. The population of the towns are 100% human, but there's no telling what roams in the unexplored regions of the forest... (Submitted by Vern)
Helunder - much like the realm of Infernus, Helunder is a realm filled with brutal creatures, although due to the impossible living conditions for lesser beings; Oceans of Magma sprawl across the realm with continents of scorched rock and brimstone, thought to be in an eternal, unpenetrable cavern due to no visible sun nor moon. The only form of light in this hellish realm other than magma is the highly explosive, yet sturdy lichshards that grow in excess of hundreds of meters high, some times touching the ceiling of Helunder. The Air always smells of brimstone, sulfur, and biological death, however no beings here are carbon based because Carbon almost instantly crystallized due to the unnatural pressure - even if races such as man could survive the pressure they would almost certianly succumb to the near 500 Celsius air around them. Mana is a primary source of life for beings from Helunder- which springs in massive rivers, and Technology is about as primitive as the dark ages. (Submitted by legnak)
Highnoon: A land of perpetual day, this realm is more or less like a slice of the Old West. Mesas, mines, ghost towns, you name it. The cactai here are actually able to get up and run away if startled, and they have a habit of dancing around. The tumbleweeds are carnivorous, so watch your feet. Due to the constant noon-day sun, the land is quite dry and water wells are a precious luxury. This realm is inhabited mostly by Centaurs and Gryphons, but is also home to Antlions, Harionago, and a few types of ghosts and undead. Magic is weak here, but still commonly used. Technology is a hodgepodge of old west tech and 1950's sci-fi.
Illusand - A vast yet wondrous realm that is primarily Desert and Plain environments. Daylight lasts longer here than in most realms, resulting in long hot mornings and cold brief nights. Ruins and temples can be found often, encouraging exploration for those who seek something to do. But the realm is also prone to having mirages which can throw the unwary traveler off. And, contrary to what one would think, this realm is actually still quite habitable thanks to natural oases scattered throughout its lands, that of which most of the towns and cities centralize around and thrive. The Deserts are rife with creatures, typically having desert-dwelling fauna such as Human (Or Hybrid, for that matter) Nomads, Canines and Felines, Griffons, Wyverns, Lizards, maybe an Antlion or two, among other things of many shapes and sizes. Plains are more temperate and have the most flora and exotic stuff. The creatures, be them human or otherwise, coexist surprisingly well. Both magic and technology flow fairly well, but the former is more on a scientific spectrum and the latter is much more prominent in daily life. As a result, tools and whatnot have been developed into fairly elaborate retro-futuristic gadgetry in this realm. (Submitted by Trot Away)
Infernus: A land covered in ash and dusk where day and night are barely any different. Storms here kick up clouds of ash and dust that can last for days, and clear weather is little more than a lack of ash fall from the dark clouds that blot out the sky. Fire is a naturally occurring part of the landscape, with fires here and there burning of their own accord. Infernus is home to several rough and brutal races, like Imps, Chimera, Ogres, and most types of Demons. Magic here can only be brought about by paying a sacrifice, and technology often is used exclusively to that end.
Kosmos: A realm where gravity has gone entirely bonkers, causing spacial distortions that have turned the whole realm into what appears to be miniature planets floating about in the clouds. Each planet has its own gravitational pull, and the neutral space between the tiny planets lets one float as though in zero-g. Only a brave few make this chaotic realm their home, but they include Mothmen, Harpies, and Spinx. Magic is as odd here as the gravity, working fine sometimes and not at all at others. Technology is quite advanced here, out of necessity to sustain the inhabitants.
Laputia: A realm in which there is no land, no ocean, and only sky. At varying degrees of elevation float titanic flying machines referred to as 'flying cities', ranging from the size of small nations to a simple village. These cities are connected via transport networks running on all sorts of airships of varying tech. The magic and technology of all the cities vary, with some being stuck in a victorian, steampunk-esque state while others seem more like something out of a far-fetched science fiction. Magic is nonexistent in some and is everywhere in others. There seems to be no limit to this endless sky, but most of the cities are clustered around the capital, a gigantic structure called 'Laputa' that is rumoured to have been the place where all these floating cities had first been created. Laputa itself is an ancient structure, looking like something the aztecs might have built. Technology is banned there, but the place is pretty much overflowing with magic. The entire realm is one of the most diverse, with each of the thousands of flying cities having their own biospheres, and creatures of all sorts of races can be found if you look hard enough. (Submitted by Vern)
Loreai: This realm is home to the fey, the fairy folk, and the Elves. It is a vibrant and beautiful realm of forests, rivers, and gardens. Magic and technology here are one and the same. Loreai is however one of the realms that doesn't believe that there are other realms beyond the Veils. Time seems to pass differently here, as though aging has been slowed to a crawl.
Marakesh: A realm covered in seemingly endless swamp. Cypress and mangrove trees here grow for hundreds of feet into the air and miles through the ground and waters. Their canopies are so tall and dense that very little sunlight filters down to the ground below. Their root systems go for miles and are all interconnected in a subterranean web. A large variety of creatures live here that can not be found elsewhere. Dryads populate the dense forests, while humans have some settlements in clearings and along the coasts. They live in peace and occasionally trade with one another. (Submitted by Shampoo Thief)
Ooros: An oddball realm where gravity is only half of the standard in other realms. As such, any creatures living here can easily leap great heights and lift great weights without trouble. Some landmasses here even float on their own, with mountain-like islands floating through the sky. This land is home to races such as Tengu, Dragonkin, Golems, and even some Humans. Magic is common place here and technology is firmly in the bronze age.
Para Guard: A world with life as varied and mixed as mana itself, all kinds of wildlife live in here, if you can think it, it lives in there naturally in some part of the world. The world's environments are like a colorful hodgepodge, with a winter biome right beside a beach one and a jungle one right beside a desert. Society is welcoming to any specie and relationships between species, often making hybrids, for the most part, but prejudice still runs through beings minds and discrimination still occurs. But, there is hope. The Para Guard, short for Paranormal Guard, were created to stop such and are well known across the entire realm. Technology, which is equivalent to the 1940's, plants, and even some beings, both sentient and wildlife, run off of the rich mama that flows through the land. If it were disrupted, chaos and death would quickly reign. (Submitted by TheCharredDragon)
Sweetshire: A realm where everything is edible, and tastes like deserts. Unfortunately, like real deserts they are unhealthy. Chocolate trees, vanilla snow, rivers of blueberry syrup, the whole realm is ridiculously sweet. Few races can stand the non stop sweetness of the food here, but those that can include Spiderlings, Gnomes, Pixies, Slimes, and the occasional overweight traveler. Magic and technology are both at a standstill here, most beings are too busy eating everything to invent stuff. Though, the natural Mana does seem to replenish the landscape somehow.
Taiga: A realm of vast forests, mountains, and rivers. Made up of a mixture of Boreal and temperate forests, Taiga typically has long winters and short summers. The forests are thick with old forest growth that young trees struggle to mature in the shadow of their elders. The prominent feature are the mighty Redwood Forests located at the heart of the realm. Taiga is rich in non-magical wildlife, nature spirits, other supernatural creatures, and hospitable in places to a variety of humaniod races. Mana equals life in the forest. Should the flow of mana be cut off from the lifecycle, flora will become less productive in fruit-bearing and flower blooming until they wither and die. Offspring of fauna will be few and sickly. Life-sustaining water will become stagnant. Technology in villages will be equal to that of the pioneering days of North America. (Submitted by Solsabre)
The Fall: This realm consists entirely of the inside of a huge circular tower. The Veils are located at the top and bottom of the tower, leaving the 100-something mile climb up the curved walls as the only livable surface. Naturally, they are covered in little settlements and shanty towns that are built into the walls any way they can manage. Things from various realms occasionally fall through here, and the locals have drift nets set up to catch anything that might be of use. This realm houses all sorts, from Jotun, Yatagarasu, and Gremlins, to Mummys, Basilisks, and Pixies. Magic here can only be used by invoking technology that, otherwise, wouldn't work.
Veles: Veles seems to be nothing more than a huge city. The entire realm consists of buildings and streets that run right up to the Veils. Veles prides itself on being a gathering place for those who have, in one way or another, managed to cross the Veil from another realm. As such, its races are many and varied and goods from all sorts of realms can be found here. Magic is normal here and technology is at the level of the industrial revolution.
Xea: A realm locked away beneath a great ocean. Naturally occurring air pockets dot the ocean floor, providing safe havens for any non-aquatic residents. This realm is home to Mermaids and other seafolk (Such as Merrows or Undine), as well as Sea Serpents, Nature Elementals, Sirens, and some Fey. Both magic and technology here are quite advanced and are both regarded as sciences.
These are by far not the only realms out there, and its quite possible that your character is from another realm altogether.
- Your Role -
You, the brave and heroic players, will be playing a being from one of the many realms who has received the letter seen at the top of this page. Should you accept (Which we all know you will) you will be transported to the Axiom Gallery, where you will join in the effort to repair the Mosaic and safeguard the realms.
This RP is not meant to be super-serious or dark, so don't expect a lot of beheadings or such. Rather, the goal here is creativity and fun so don't be afraid to think outside the box and roll with it.
I've listed a few realms in the previous section as examples. Feel free to make a character from one of those realms, but also feel free to make your own realm. We might even get to adventure there as part of the RP. If you want to make your own realm, just give it a name and a brief little intro (like the ones you see above) and if your character is accepted I'll add your realm to the list.
There's not many restrictions on what sort of fantasy race or creature your character is. I'll accept pretty much anything as long as its creative, though my only restriction is that I don't want to get a bunch of the same races together. So I'll have to ask ahead of time that we only get one of each race. I'll only be giving out reserves on a race if you post a WIP. But seeing as how all of fantasy and most of mythology is open to you guys, that shouldn't be a problem.
As part of your sign-ups I'll also be asking for a class. I'll include some example classes in the next section, but these follow the same rules as the realms. If you want to use a class that's not listed here, just detail it in your sign-up or simply request that I add it, and I shall make it available.
- Character Classes -
Listed here are some example classes. These are not your only options, just examples. Feel free to pick one of these or create your own.
Alchemist: A character who excels at manipulating the natural elements. They can use symbols and special circles to combine, control, or change the world around them. Can do just about anything with enough prep time.
Archer: A master of the bow and arrow. Straight to the point.
Bard: A character who can use special magic via singing. Bards take pride in being able to make a song about anything.
Blacksmith: A character who is skilled at making just about anything from metal. Typically carry around a hammer or some such and are as adept with smashing metal as they are toes.
Bombardier: A master bomb maker. Bombardier's are a walking fire hazard, just waiting to blow something, or themselves, to smithereens.
Chef: A master of the culinary arts, a good chef can make a meal out of anything at anytime in any situation. With a few hundred recipes for disaster, their trusty frying pans can dish out as much pain as flavor if need be.
Dancer: A character who can use special magic via dancing. Dancers like to think they're better than Bards but everyone knows they're pretty much the same.
Dragon: A flipping element-breathing flying lizard. Dragons are awesome and they know it.
Elemental: Elementals don't typically need jobs or professions. When you have the ability to bend a certain element to your will, there tends to not be much more you could want from life.
Fisherman: Fishermen like to apply what they know about fishing to pretty much everything else. They've been known to use fishing poles as weapons and have a bad habit of leaving lobster traps everywhere.
Forester: A burly character who doesn't just make the forest their home, they become a part of it. They know every brook and canary and defend the forest from any threats. Only they can prevent forest fires.
Gladiator: A rough and tumble fighter for hire who, despite saying otherwise, is really just doing it for the fame. Gladiators are jack of all trades fighters who can use just about anything as a weapon to varying degrees of success.
Guard: To serve and protect is the code they live by. Essentially anyone or anything who takes a role similar to police, not serving any royal or king and instead serving the common folk. Many have standardized gear for whatever organization they work for and have accessories or clothing to show such, sometimes having uniforms. There are usually ranks among them with the highest ranked usually having more varied powers and customized gear and uniforms, if any.
Hunter: Masters of the wild who can track anyone or anything, even ninjas.
Inventor: A being of science who spends most of their time thinking up new contraptions and gear. They pride themselves on solving problems before they're actually problems.
Jester: Laughter is the best medicine, or at least any Jester would tell you so. Like Bards, Jester's can use anything as source material. Their allies often have trouble deciding if their bad jokes are worth the distraction they offer the enemies. If they tend to rhyme, the answer is usually no.
Knight: A gallant protector of the weak, Knights love their armor and most wear a full body set that of course has to match their sword and coat of arms.
Lorist: A master of lore, Lorists can tell you literally everything you would ever need to know about even the most obscure subjects. Need a monster weakness? They've got you covered. Need a cake recipe for that party next week? They've got 32. Unfortunately, most Lorists only have info on their realm of origin.
Luchador: A masked warrior who draws power from flair and style points, Luchadors pride themselves on performing the most over-the-top attacks their bodies can pull off. They also wear masks all the time to keep their alter egos a secret from their rivals.
Monk: A character who has dedicated their lives to the perfection of their physical powers. Monks train every day to hone their body into a well oiled machine capable of astounding feats, like balancing on poles, breaking rocks with their head, or catching a fly with chopsticks.
Monster: A mostly inhuman creature, probably of the night. Monsters rely on their natural abilities and don't tend to care much for weapons, gear, or clothes.
Necromancer: A master of the dark arts, a Necromancer's trademark ability is a spell that summons skeletons that serve their master's every whim. Though the skeletons are nothing but mindless servants, many Necromancers nonetheless start naming them and getting attached.
Ninja: A master of stealth, secrecy, and special magic called ninjutsu, they excel at doing most things without getting caught. No cookie jar is safe from their reach.
Paladin: A noble knight who has pledged himself to a higher cause. Paladins are notorious for being self-sacrificing, gladly laying down their lives for the sake of others. Despite this, their skill with swords, shields, and basic magic gives them a pretty decent life-expectancy.
Saboteur: Best known for being able to ruin literally anything. Their varied traps and concoctions have spelled the doom of many a formal gathering and brought quite a few kingdoms crashing down on the ruins of their social status.
Spellcaster: Masters of the arcane arts, most Spellcasters are well aware of Mana and the Veils. They can use Mana to do any number of magical abilities, though the strength of these is tied to the amount of Mana in the realm they currently find themselves in.
Survivalist: A tough-as-nails-in-a-tattoo-parlor-in-the-heart-of-an-active-volcano character that sees certain death as merely a challenge to overcome. These die-hards can survive any conditions in any climate, and have conditioned themselves to eat anything, sleep anywhere, and embrace discomfort as an old friend.
Thief: A rapscallion with sticky fingers who just can't help but try to rob everyone they come across. Some Thieves like to claim they have a heart of gold, but most don't tell you they keep it in their stash next to their diamond-studded underwear.
Vigilante: A heroic character with a taste for theatrics and an appetite for justice. Vigilante's make it their sworn mission to fight evil wherever they find it. Most wear masks, some wear capes, almost none of them wear name tags.
Wanderer: A free-spirit who isn't sure where they belong, but are pretty sure it isn't their current location. These loners tend to favor odd jobs and as a result have a wealth of experience that can range from super-practical to wildly irrelevant.
Warrior: Masters of the combat arts, Warriors, though generic, are no less effective at taking down anyone who gets in their way. Most Warriors are only afraid of things they can't punch in the face, like feelings.
---
- Sign-Ups -
Remember the rules on realms, classes, and the limit on races, and we'll all get along just fine.
Name: Your character's name, including any nicknames, titles, nobility, or honorifics.
Gender: If your character has a gender, put it here. If not, put that here too.
Age: How old is your character in standard years?
Race: What sort of creature or being is your character? Remember that I want all of these to be unique.
Class: What does your character do? Could be a job or a profession. This will determine your skills. Feel free to choose from the list above or make your own. (If you make your own, please describe it. I can make one for you on request as well.)
Realm of Origin: What realm is your character from? You can pick one of my examples or make your own. (If you make your own, please name and describe it. I can make one for you on request as well.)
Appearance: What do you look like on the outside?
Personality: What do you look like on the inside?
History: Your previous misadventures.
Skills: What sorts of things can your character do? Try to fit it to your class, but go nuts and have fun with this.
Other: Weird birthmarks? Allergies? Irrational fears? Anything that doesn't fit in anywhere else.
---
- Claims -
Monster Guy (Human)
Sketchie (Half-Elf)
shaymin_girl (Dragon)
Schade (Vampire)
Solsabre (Shapeshifter)
Vern (Fairy / Shade)
TheCharredDragon (Werecat / Daemon / Satyr)
Andydemon (Kitsune)
CobaltXIV (Elf)
TheBlackNoivern (Nekomata)
AzerWrath (Elemental)
Trot Away (Hybrid/Half-Breed)
Lengak (Cherufe)
Shampoo Thief (Dryad)
~ Accepted Characters ~
Veronica Lance (Human - Spellcaster/Necromancer) [Monster Guy]
Valkaryn Aithusa Obviessa (Dragon - Hunter/Survivalist) [shaymin_girl]
Strife (Vampire - Thief) [Schade]
Sylvana Fenchurch a.k.a. SYLPH (Fairy - Wind Elemental/Wanderer) [Vern]
Slyvia Moore (Werecat/Guard) [TheCharredDragon]
Nuv' Tekka (Cherufe/Ut-Fa'Til) [legnak]
Zen Moore (Daemon - Monster/Guard) [TheCharredDragon]
Nicole "Cole" Moore (Daemon-Hybrid - Monster) [TheCharredDragon]
Gaheris Gunther (Satyr - Ninja/Dancer/Guard) [TheCharredDragon]
Omar Zephyrwilde (Hybrid/Half-Breed - Hunter/Wanderer) Trot Away]
Kitai Hayashi (Kitsune - Illusionist/Yokai) Andydemon
Luna *Insert Ominous Title Here* (Shade - Monster/Shadow Elemental) [Vern]
Eliza Eclair (Wolpertinger - Monster/Saboteur) ****ot Away]
Célésie Ánoixi (Dryad - Botanist/Fisherman) [Shampoo Thief]
Bjorne Kjarr (Skinwalker - Forester) [Solsabre]
Sylmaris Moonectar (Elf - Enchanter/Lorist) [Cobalt XIV]
---
Brave Soul,
You are no doubt wondering who the sender of this unmarked letter is. Certainly you are wondering why I am writing to you in the first place or what this letter means. And, no doubt, you are wondering why it smells suspiciously like freshly baked cinnamon rolls. All in due time.
By now you should have sensed that something is amiss in the world. Perhaps the weather has been acting strange, or the animals seem more aggressive than usual. It could be just a gut feeling, or perhaps you can sense the currents of Mana shifting beyond the Veil.
The truth is, the World Mirror, the great Mosaic that defines our realms is in peril. If you are from a place that knows what I am speaking about, then you already know the danger. If not, well, nobody's perfect. It should suffice to say that the World Mirror is what keeps everything in order. If it were to shatter... your realm, ALL realms would never be the same.
Thankfully, there is something we can do to protect it. But I need your help Brave Soul. I am writing to you, and others like you, because you have what it takes to cross the Veils. Because you few have the gifts needed to perform this quest. Because I have nowhere else to turn.
Hopefully, you will accept this invitation to join me and those like you in the Axiom Gallery, the realm between realms. And hopefully you enjoy the smell of cinnamon rolls. That won't be going away.
Together, we can save the realms from falling into chaos. Should you accept, simply return to the place you found this letter and burn it. The door will open for you. It is my deepest hope that you all will accept this honor and this burden.
May the Tree of Life shade you on your journeys.
- V. V.
---
- The Mosaic -
The World Mirror, often called simply the "Mosaic", is a gargantuan jigsaw of crystals that rests at the origin point of all Mana. Because all Mana, the energy that breathes life into the realms, flows through and from the Mosaic, the Mosaic itself is responsible for the order and well being of all the many realms.
Each crystal in the Mosaic controls a certain aspect of a particular realm. Some control the weather, others the wildlife, plant growth, magic effectiveness, etc. Should a crystal become damaged or worse removed from the Mosaic entirely, the realm tied to that crystal will be thrown out of balance. Unfortunately, that seems to have happened.
The flow of Mana has recently become unstable, sending surges of raw life energy through the Mosaic and disrupting the crystals. The reasons behind this are unknown, but the surges have already dislodged several crystals, sending them tumbling down the Mana stream and into one of the realms. Until the missing crystals are replaced and the source of the Mana surges found, all of the realms remain in danger.
- Mana -
Mana is the raw life energy that flows from the Mosaic out into all the realms. Mana flow in a realm determines how magic works and how strong it is, as well as providing the energy to keep the natural aspects of the realms functioning.
Mana is normally invisible to the eye. However, certain magically trained individuals are able to sense or even see strong sources of Mana. When in the Axiom Gallery however, Mana is visible to the naked eye as vibrantly colored ethereal mist that flows in river like paths.
Once Mana has flowed from the Mosaic and out into the realms, it performs the function instilled in it by the crystals of the Mosaic. Once that energy has been used, the Mana passes on into the Netherrealm, into the roots of the world tree, and back to the origin point in the Axiom Gallery in a never ending cycle.
All forms of magic, in all realms, are powered by drawing on Mana. The more Mana a realm has, the stronger the magic that can be used there.
- The Realms -
The realms were once all parts of the same world, but have long been separated from each other by the Veils, walls of mist that prevent most beings from moving between realms.
Certain magic spells, or beings with enough Mana or willpower can manage to pierce these Veils and move from one realm to another, but without proper portal magic it isn't easy to achieve. Some travelers can freely move between realms and offer trade and information. But not all realms accept that there are other worlds out there beyond the Veils.
Each realm is a self-contained world, complete with its own set of rules (regarding magic mostly, though also including cultural differences, technology level, and even physics on occasion), its own population of races, and its own climate.
A few of the known realms are:
Annorah: A temperate island realm home to many varied races, specifically many types of hybrids or half-humans, though normal humans live here as well. It contains snowy mountains and lush forests of pine trees. Its magic is more or less wild and free and its technology level is more steampunk than anything else.
Celestio: A realm of peaceful gardens and white stone, Celestio is more or less a paradise. However, the food here is toxic to any race with even the slightest hint of darkness in them, limiting the races that can successfully live here, but ensuring that Celestio remains a peaceful realm. Races here are of a heavenly sort, like Angels, Guardian Spirits, Nymphs, and even some types of Dragons. Magic is weak here without the proper channeling equipment, and technology is all but nonexistent.
Clearyal: Clearyal is a cold realm plagued by an eternal winter. the people of Clearyal are mostly humans who have adapted to the climate, and other races are rare, and often met with prejudice from the humans. The humans have formed large cities and walled settlements to keep unwanted monstrosities away. The larger cities often home royalty and nobels, while the less wealthy people live in slums in the outskirts of the cities. Surviving is difficult if you're poor here, for it wouldn't take too long for one to freeze to death without the proper means to cover from the cold. Clearyal favors hard workmanship, and magic is looked down upon. If you can't use it to bash someones skull in, the people of Clearyal will be sceptic towards it. (Submitted by Schade)
Draggnil: A dark and shadowy realm that seems to be entirely underground. Luminous crystals provide lighting, and the races of Draggnil live in the twisting and maze-like tunnels that stretch on for miles. This realm is home to many subterranean races, such as Goblins, Dwarves, Spiderlings, etc. Proper magic is hard to come by here, and technology seems firmly stuck in the old ways.
Edo: A land that heavily resembles Japan in the middle of the Sengoku Period (1467-1603). Much of the building architecture and technology is much like it was during that time. This realm is mostly populated by humans, with ghostly races, namely Yokai, either living alongside said humans, in secret, or even existing in plain sight while invisible with the only trace of their presence being paranormal phenomenon such as possession of humans or moving around inanimate objects. Certain humans practice magic that can be used to exercise mischievous or malicious Yokai that threaten the peace, and certain Yokai wield magic unique to their race, while others, like the Oni, can't use magic at all. (Submitted by Andydemon)
Endiness: The home of the Dragons, Endiness is a land of harsh mountain peaks and beautiful fertile valleys. Lava flows freely from the southern peaks while the northern mountains are locked in snow and ice. The Dragons roam the skies here and the valleys are home to races such as the Dragonkin or the Elementals. Magic permeates everything here, but technology is almost nonexistant.
Gloomhollow: A land of perpetual night, Gloomhollow is home to various sorts of nocturnal races or those with strong spiritual energy such as several varieties of Yokai, Wraiths, Werecreatures, Trolls, Slimes, or Spirits. Shallow hills and barren cliffs dot the landscape, the rest is shrouded in gloomy trees and bathed in the light of an ever-full moon. Magic is different here, requiring much ceremony and pomp. Technology is mostly Frankenstein-esque.
Hallow’s War: A realm very much like the realm of Gloomhollow, rumoured by those that know of the veils to be an offshoot of the same dimension. The entire realm is shrouded in perpetual twilight, and halloween-esque decorations hang on the houses and streets. Here, there exist multiple small, self-sufficient cities each ruled by lords, who battle each other in a never-ending fight for dominance. A dark, misty forest separates the cities from each other, and all sorts of terrifying beasts are said to dwell there. Magic is not commonplace here, and requires research so extensive that there have only been three individuals who were capable of using it. However, when it is used, it is extremely powerful. The technology here is roughly that of the Napoleonic era. The population of the towns are 100% human, but there's no telling what roams in the unexplored regions of the forest... (Submitted by Vern)
Helunder - much like the realm of Infernus, Helunder is a realm filled with brutal creatures, although due to the impossible living conditions for lesser beings; Oceans of Magma sprawl across the realm with continents of scorched rock and brimstone, thought to be in an eternal, unpenetrable cavern due to no visible sun nor moon. The only form of light in this hellish realm other than magma is the highly explosive, yet sturdy lichshards that grow in excess of hundreds of meters high, some times touching the ceiling of Helunder. The Air always smells of brimstone, sulfur, and biological death, however no beings here are carbon based because Carbon almost instantly crystallized due to the unnatural pressure - even if races such as man could survive the pressure they would almost certianly succumb to the near 500 Celsius air around them. Mana is a primary source of life for beings from Helunder- which springs in massive rivers, and Technology is about as primitive as the dark ages. (Submitted by legnak)
Highnoon: A land of perpetual day, this realm is more or less like a slice of the Old West. Mesas, mines, ghost towns, you name it. The cactai here are actually able to get up and run away if startled, and they have a habit of dancing around. The tumbleweeds are carnivorous, so watch your feet. Due to the constant noon-day sun, the land is quite dry and water wells are a precious luxury. This realm is inhabited mostly by Centaurs and Gryphons, but is also home to Antlions, Harionago, and a few types of ghosts and undead. Magic is weak here, but still commonly used. Technology is a hodgepodge of old west tech and 1950's sci-fi.
Illusand - A vast yet wondrous realm that is primarily Desert and Plain environments. Daylight lasts longer here than in most realms, resulting in long hot mornings and cold brief nights. Ruins and temples can be found often, encouraging exploration for those who seek something to do. But the realm is also prone to having mirages which can throw the unwary traveler off. And, contrary to what one would think, this realm is actually still quite habitable thanks to natural oases scattered throughout its lands, that of which most of the towns and cities centralize around and thrive. The Deserts are rife with creatures, typically having desert-dwelling fauna such as Human (Or Hybrid, for that matter) Nomads, Canines and Felines, Griffons, Wyverns, Lizards, maybe an Antlion or two, among other things of many shapes and sizes. Plains are more temperate and have the most flora and exotic stuff. The creatures, be them human or otherwise, coexist surprisingly well. Both magic and technology flow fairly well, but the former is more on a scientific spectrum and the latter is much more prominent in daily life. As a result, tools and whatnot have been developed into fairly elaborate retro-futuristic gadgetry in this realm. (Submitted by Trot Away)
Infernus: A land covered in ash and dusk where day and night are barely any different. Storms here kick up clouds of ash and dust that can last for days, and clear weather is little more than a lack of ash fall from the dark clouds that blot out the sky. Fire is a naturally occurring part of the landscape, with fires here and there burning of their own accord. Infernus is home to several rough and brutal races, like Imps, Chimera, Ogres, and most types of Demons. Magic here can only be brought about by paying a sacrifice, and technology often is used exclusively to that end.
Kosmos: A realm where gravity has gone entirely bonkers, causing spacial distortions that have turned the whole realm into what appears to be miniature planets floating about in the clouds. Each planet has its own gravitational pull, and the neutral space between the tiny planets lets one float as though in zero-g. Only a brave few make this chaotic realm their home, but they include Mothmen, Harpies, and Spinx. Magic is as odd here as the gravity, working fine sometimes and not at all at others. Technology is quite advanced here, out of necessity to sustain the inhabitants.
Laputia: A realm in which there is no land, no ocean, and only sky. At varying degrees of elevation float titanic flying machines referred to as 'flying cities', ranging from the size of small nations to a simple village. These cities are connected via transport networks running on all sorts of airships of varying tech. The magic and technology of all the cities vary, with some being stuck in a victorian, steampunk-esque state while others seem more like something out of a far-fetched science fiction. Magic is nonexistent in some and is everywhere in others. There seems to be no limit to this endless sky, but most of the cities are clustered around the capital, a gigantic structure called 'Laputa' that is rumoured to have been the place where all these floating cities had first been created. Laputa itself is an ancient structure, looking like something the aztecs might have built. Technology is banned there, but the place is pretty much overflowing with magic. The entire realm is one of the most diverse, with each of the thousands of flying cities having their own biospheres, and creatures of all sorts of races can be found if you look hard enough. (Submitted by Vern)
Loreai: This realm is home to the fey, the fairy folk, and the Elves. It is a vibrant and beautiful realm of forests, rivers, and gardens. Magic and technology here are one and the same. Loreai is however one of the realms that doesn't believe that there are other realms beyond the Veils. Time seems to pass differently here, as though aging has been slowed to a crawl.
Marakesh: A realm covered in seemingly endless swamp. Cypress and mangrove trees here grow for hundreds of feet into the air and miles through the ground and waters. Their canopies are so tall and dense that very little sunlight filters down to the ground below. Their root systems go for miles and are all interconnected in a subterranean web. A large variety of creatures live here that can not be found elsewhere. Dryads populate the dense forests, while humans have some settlements in clearings and along the coasts. They live in peace and occasionally trade with one another. (Submitted by Shampoo Thief)
Ooros: An oddball realm where gravity is only half of the standard in other realms. As such, any creatures living here can easily leap great heights and lift great weights without trouble. Some landmasses here even float on their own, with mountain-like islands floating through the sky. This land is home to races such as Tengu, Dragonkin, Golems, and even some Humans. Magic is common place here and technology is firmly in the bronze age.
Para Guard: A world with life as varied and mixed as mana itself, all kinds of wildlife live in here, if you can think it, it lives in there naturally in some part of the world. The world's environments are like a colorful hodgepodge, with a winter biome right beside a beach one and a jungle one right beside a desert. Society is welcoming to any specie and relationships between species, often making hybrids, for the most part, but prejudice still runs through beings minds and discrimination still occurs. But, there is hope. The Para Guard, short for Paranormal Guard, were created to stop such and are well known across the entire realm. Technology, which is equivalent to the 1940's, plants, and even some beings, both sentient and wildlife, run off of the rich mama that flows through the land. If it were disrupted, chaos and death would quickly reign. (Submitted by TheCharredDragon)
Sweetshire: A realm where everything is edible, and tastes like deserts. Unfortunately, like real deserts they are unhealthy. Chocolate trees, vanilla snow, rivers of blueberry syrup, the whole realm is ridiculously sweet. Few races can stand the non stop sweetness of the food here, but those that can include Spiderlings, Gnomes, Pixies, Slimes, and the occasional overweight traveler. Magic and technology are both at a standstill here, most beings are too busy eating everything to invent stuff. Though, the natural Mana does seem to replenish the landscape somehow.
Taiga: A realm of vast forests, mountains, and rivers. Made up of a mixture of Boreal and temperate forests, Taiga typically has long winters and short summers. The forests are thick with old forest growth that young trees struggle to mature in the shadow of their elders. The prominent feature are the mighty Redwood Forests located at the heart of the realm. Taiga is rich in non-magical wildlife, nature spirits, other supernatural creatures, and hospitable in places to a variety of humaniod races. Mana equals life in the forest. Should the flow of mana be cut off from the lifecycle, flora will become less productive in fruit-bearing and flower blooming until they wither and die. Offspring of fauna will be few and sickly. Life-sustaining water will become stagnant. Technology in villages will be equal to that of the pioneering days of North America. (Submitted by Solsabre)
The Fall: This realm consists entirely of the inside of a huge circular tower. The Veils are located at the top and bottom of the tower, leaving the 100-something mile climb up the curved walls as the only livable surface. Naturally, they are covered in little settlements and shanty towns that are built into the walls any way they can manage. Things from various realms occasionally fall through here, and the locals have drift nets set up to catch anything that might be of use. This realm houses all sorts, from Jotun, Yatagarasu, and Gremlins, to Mummys, Basilisks, and Pixies. Magic here can only be used by invoking technology that, otherwise, wouldn't work.
Veles: Veles seems to be nothing more than a huge city. The entire realm consists of buildings and streets that run right up to the Veils. Veles prides itself on being a gathering place for those who have, in one way or another, managed to cross the Veil from another realm. As such, its races are many and varied and goods from all sorts of realms can be found here. Magic is normal here and technology is at the level of the industrial revolution.
Xea: A realm locked away beneath a great ocean. Naturally occurring air pockets dot the ocean floor, providing safe havens for any non-aquatic residents. This realm is home to Mermaids and other seafolk (Such as Merrows or Undine), as well as Sea Serpents, Nature Elementals, Sirens, and some Fey. Both magic and technology here are quite advanced and are both regarded as sciences.
These are by far not the only realms out there, and its quite possible that your character is from another realm altogether.
- Your Role -
You, the brave and heroic players, will be playing a being from one of the many realms who has received the letter seen at the top of this page. Should you accept (Which we all know you will) you will be transported to the Axiom Gallery, where you will join in the effort to repair the Mosaic and safeguard the realms.
This RP is not meant to be super-serious or dark, so don't expect a lot of beheadings or such. Rather, the goal here is creativity and fun so don't be afraid to think outside the box and roll with it.
I've listed a few realms in the previous section as examples. Feel free to make a character from one of those realms, but also feel free to make your own realm. We might even get to adventure there as part of the RP. If you want to make your own realm, just give it a name and a brief little intro (like the ones you see above) and if your character is accepted I'll add your realm to the list.
There's not many restrictions on what sort of fantasy race or creature your character is. I'll accept pretty much anything as long as its creative, though my only restriction is that I don't want to get a bunch of the same races together. So I'll have to ask ahead of time that we only get one of each race. I'll only be giving out reserves on a race if you post a WIP. But seeing as how all of fantasy and most of mythology is open to you guys, that shouldn't be a problem.
As part of your sign-ups I'll also be asking for a class. I'll include some example classes in the next section, but these follow the same rules as the realms. If you want to use a class that's not listed here, just detail it in your sign-up or simply request that I add it, and I shall make it available.
- Character Classes -
Listed here are some example classes. These are not your only options, just examples. Feel free to pick one of these or create your own.
Alchemist: A character who excels at manipulating the natural elements. They can use symbols and special circles to combine, control, or change the world around them. Can do just about anything with enough prep time.
Archer: A master of the bow and arrow. Straight to the point.
Bard: A character who can use special magic via singing. Bards take pride in being able to make a song about anything.
Blacksmith: A character who is skilled at making just about anything from metal. Typically carry around a hammer or some such and are as adept with smashing metal as they are toes.
Bombardier: A master bomb maker. Bombardier's are a walking fire hazard, just waiting to blow something, or themselves, to smithereens.
Chef: A master of the culinary arts, a good chef can make a meal out of anything at anytime in any situation. With a few hundred recipes for disaster, their trusty frying pans can dish out as much pain as flavor if need be.
Dancer: A character who can use special magic via dancing. Dancers like to think they're better than Bards but everyone knows they're pretty much the same.
Dragon: A flipping element-breathing flying lizard. Dragons are awesome and they know it.
Elemental: Elementals don't typically need jobs or professions. When you have the ability to bend a certain element to your will, there tends to not be much more you could want from life.
Fisherman: Fishermen like to apply what they know about fishing to pretty much everything else. They've been known to use fishing poles as weapons and have a bad habit of leaving lobster traps everywhere.
Forester: A burly character who doesn't just make the forest their home, they become a part of it. They know every brook and canary and defend the forest from any threats. Only they can prevent forest fires.
Gladiator: A rough and tumble fighter for hire who, despite saying otherwise, is really just doing it for the fame. Gladiators are jack of all trades fighters who can use just about anything as a weapon to varying degrees of success.
Guard: To serve and protect is the code they live by. Essentially anyone or anything who takes a role similar to police, not serving any royal or king and instead serving the common folk. Many have standardized gear for whatever organization they work for and have accessories or clothing to show such, sometimes having uniforms. There are usually ranks among them with the highest ranked usually having more varied powers and customized gear and uniforms, if any.
Hunter: Masters of the wild who can track anyone or anything, even ninjas.
Inventor: A being of science who spends most of their time thinking up new contraptions and gear. They pride themselves on solving problems before they're actually problems.
Jester: Laughter is the best medicine, or at least any Jester would tell you so. Like Bards, Jester's can use anything as source material. Their allies often have trouble deciding if their bad jokes are worth the distraction they offer the enemies. If they tend to rhyme, the answer is usually no.
Knight: A gallant protector of the weak, Knights love their armor and most wear a full body set that of course has to match their sword and coat of arms.
Lorist: A master of lore, Lorists can tell you literally everything you would ever need to know about even the most obscure subjects. Need a monster weakness? They've got you covered. Need a cake recipe for that party next week? They've got 32. Unfortunately, most Lorists only have info on their realm of origin.
Luchador: A masked warrior who draws power from flair and style points, Luchadors pride themselves on performing the most over-the-top attacks their bodies can pull off. They also wear masks all the time to keep their alter egos a secret from their rivals.
Monk: A character who has dedicated their lives to the perfection of their physical powers. Monks train every day to hone their body into a well oiled machine capable of astounding feats, like balancing on poles, breaking rocks with their head, or catching a fly with chopsticks.
Monster: A mostly inhuman creature, probably of the night. Monsters rely on their natural abilities and don't tend to care much for weapons, gear, or clothes.
Necromancer: A master of the dark arts, a Necromancer's trademark ability is a spell that summons skeletons that serve their master's every whim. Though the skeletons are nothing but mindless servants, many Necromancers nonetheless start naming them and getting attached.
Ninja: A master of stealth, secrecy, and special magic called ninjutsu, they excel at doing most things without getting caught. No cookie jar is safe from their reach.
Paladin: A noble knight who has pledged himself to a higher cause. Paladins are notorious for being self-sacrificing, gladly laying down their lives for the sake of others. Despite this, their skill with swords, shields, and basic magic gives them a pretty decent life-expectancy.
Saboteur: Best known for being able to ruin literally anything. Their varied traps and concoctions have spelled the doom of many a formal gathering and brought quite a few kingdoms crashing down on the ruins of their social status.
Spellcaster: Masters of the arcane arts, most Spellcasters are well aware of Mana and the Veils. They can use Mana to do any number of magical abilities, though the strength of these is tied to the amount of Mana in the realm they currently find themselves in.
Survivalist: A tough-as-nails-in-a-tattoo-parlor-in-the-heart-of-an-active-volcano character that sees certain death as merely a challenge to overcome. These die-hards can survive any conditions in any climate, and have conditioned themselves to eat anything, sleep anywhere, and embrace discomfort as an old friend.
Thief: A rapscallion with sticky fingers who just can't help but try to rob everyone they come across. Some Thieves like to claim they have a heart of gold, but most don't tell you they keep it in their stash next to their diamond-studded underwear.
Vigilante: A heroic character with a taste for theatrics and an appetite for justice. Vigilante's make it their sworn mission to fight evil wherever they find it. Most wear masks, some wear capes, almost none of them wear name tags.
Wanderer: A free-spirit who isn't sure where they belong, but are pretty sure it isn't their current location. These loners tend to favor odd jobs and as a result have a wealth of experience that can range from super-practical to wildly irrelevant.
Warrior: Masters of the combat arts, Warriors, though generic, are no less effective at taking down anyone who gets in their way. Most Warriors are only afraid of things they can't punch in the face, like feelings.
---
- Sign-Ups -
Remember the rules on realms, classes, and the limit on races, and we'll all get along just fine.
Name: Your character's name, including any nicknames, titles, nobility, or honorifics.
Gender: If your character has a gender, put it here. If not, put that here too.
Age: How old is your character in standard years?
Race: What sort of creature or being is your character? Remember that I want all of these to be unique.
Class: What does your character do? Could be a job or a profession. This will determine your skills. Feel free to choose from the list above or make your own. (If you make your own, please describe it. I can make one for you on request as well.)
Realm of Origin: What realm is your character from? You can pick one of my examples or make your own. (If you make your own, please name and describe it. I can make one for you on request as well.)
Appearance: What do you look like on the outside?
Personality: What do you look like on the inside?
History: Your previous misadventures.
Skills: What sorts of things can your character do? Try to fit it to your class, but go nuts and have fun with this.
Other: Weird birthmarks? Allergies? Irrational fears? Anything that doesn't fit in anywhere else.
---
- Claims -
Monster Guy (Human)
Sketchie (Half-Elf)
shaymin_girl (Dragon)
Schade (Vampire)
Solsabre (Shapeshifter)
Vern (Fairy / Shade)
TheCharredDragon (Werecat / Daemon / Satyr)
Andydemon (Kitsune)
CobaltXIV (Elf)
TheBlackNoivern (Nekomata)
AzerWrath (Elemental)
Trot Away (Hybrid/Half-Breed)
Lengak (Cherufe)
Shampoo Thief (Dryad)
~ Accepted Characters ~
Veronica Lance (Human - Spellcaster/Necromancer) [Monster Guy]
Valkaryn Aithusa Obviessa (Dragon - Hunter/Survivalist) [shaymin_girl]
Strife (Vampire - Thief) [Schade]
Sylvana Fenchurch a.k.a. SYLPH (Fairy - Wind Elemental/Wanderer) [Vern]
Slyvia Moore (Werecat/Guard) [TheCharredDragon]
Nuv' Tekka (Cherufe/Ut-Fa'Til) [legnak]
Zen Moore (Daemon - Monster/Guard) [TheCharredDragon]
Nicole "Cole" Moore (Daemon-Hybrid - Monster) [TheCharredDragon]
Gaheris Gunther (Satyr - Ninja/Dancer/Guard) [TheCharredDragon]
Omar Zephyrwilde (Hybrid/Half-Breed - Hunter/Wanderer) Trot Away]
Kitai Hayashi (Kitsune - Illusionist/Yokai) Andydemon
Luna *Insert Ominous Title Here* (Shade - Monster/Shadow Elemental) [Vern]
Eliza Eclair (Wolpertinger - Monster/Saboteur) ****ot Away]
Célésie Ánoixi (Dryad - Botanist/Fisherman) [Shampoo Thief]
Bjorne Kjarr (Skinwalker - Forester) [Solsabre]
Sylmaris Moonectar (Elf - Enchanter/Lorist) [Cobalt XIV]
Last edited: