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TOPIC | An Original Babblefest
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I have been working on a completely original story for quite some time. I hit a wall, and started working on small drabbles for a sequel. I posted something in Ice, wondering if people would be interested in reading about this world I have invested literal years of my life into, and I got a positive response. So I thought I would post worldbuilding here at least, potentially a bit of prose if I feel like it. Let me know if you would like to be on a pinglist for updates! [quote=List of Pings] @Salamanderpie @Surpirate @Jayfox [/quote] [quote=Monster pings] Thoracosaurus [/quote]
I have been working on a completely original story for quite some time. I hit a wall, and started working on small drabbles for a sequel. I posted something in Ice, wondering if people would be interested in reading about this world I have invested literal years of my life into, and I got a positive response.

So I thought I would post worldbuilding here at least, potentially a bit of prose if I feel like it. Let me know if you would like to be on a pinglist for updates!
List of Pings wrote:
Monster pings wrote:
Thoracosaurus
lik2pA1X.jpg
[img]http://i.imgur.com/k4rCrMK.png[/img] [font=1]*please note this is only the "known world" [/font] There are three main races in this world. Sentinents, Anthrions, and Dragons. [b] Sentinents[/b] are a race of plantfolk. The majority of their population consists of females, as males do not have the ability to reproduce. They reproduce by spreading flowers (only females flower) that grow from their skin/hair with another while they are still attached. If it takes, one or both of them will produce a seed. Depending on the value of the soil this seed is planted in, determines the "class" outcome of the young sentinent child as it is "born" from the dirt. However, plucking the flowers is a highly effective form of birth control. (There is also medication that prevents flowering) Low class: they take on a highly plantlike appearance. (whatever their plant happens to be) and appear in poor quality soils. They grow their plants completely uncontrollably, and they themselves are primarily plant. This tends to make them rather frail and highly dependent on daylight. Middle class: These are more humanlike, with prominant leaf-shaped ears. Their skin is usually reflective of their plant, so it is not uncommon to find green skinned middle class. They have little control over the plants growing off of them, and depending on said plant, this can be highly restrictive to their movements. This tier is actually highly common in the known world, as they are not intensely frail, and the soil quality required to produce them is abundant. They do have mild control over their plant growth, however. High class: They look strikingly humanoid. Their skin is only tinted "unnatural" colors, with the thinner parts tending to show a greenish hue. They have moderate control of their plant growth, but it still gets away from them sometimes. Their ears tend to have a slight leaf shape to them. Royal class: These are incredibly hard to come by, as their soil requires a specific chemical makeup. Hardly anybody knows this, but Royal class sentinents require soil from the homeland. They have a light dusting of unnatural skintone, with the thinner pieces taking on a greenish tint as well. They have roughly 99% control over their plant, though they do sometimes shed petals or leaves from their hair. They too have a bit of a leaf-shaped ear. [b]Anthrions[/b] are animal shapeshifters, in which they are animal first and then turn into humanoids. Only mammals and birds have been found. Generally they are less accepting to families that cannot hybridize, (such as a gay pair or a mammal/bird pair) however only a few regions will actively do anything in opposition. There is also a collection of magical items referred to as Abfigura that prevent an anthrion from changing shape. They cannot take them off of themselves, however someone else can do it for them regardless of race. They also will revert to their natural form at the loss of consciousness, and sometimes in periods of sudden shock. (Unless they have an abfigura) They also have two "classes" that are determined by their birth. However, Anthrions do not separate themselves because of this, and it is quite common to find mixed families. Changeborns are those that are born in their changed form. This happens when the mother goes through the entire gestation period in her changed form. They take on a mostly humanoid form naturally. Changeborn birds have back-mounted wings. Changeborn infants are immediately given an abfigura, as the shape changing process is incredibly hard on their tiny bodies. They are not permitted to change shape until they are toddlers. Changeborn birds are more common than mammals, as they are easier to dress. Naturalborns are those that were born naturally. They usually take on a more animal appearance. Mammals usually keep their ears, sometimes teeth, and sometimes tails, but it has been practice to learn how to shift out the tail. Some are even highly anthropomorphic, though that is not quite as common. Naturalborn birds have wings mounted on their arms, with a small extra set of bones that allows them mild movement of them. (such as pinning them against their arms, etc) Naturalborn babies will not learn how to change shapes until a few months in. [b]Dragons[/b] are exactly that. Dragons. They are beings of pure magic, most often elemental. They have incredibly long lifespans, and are incredibly vulnerable at a young age. Everything considered, dragons do not breed often. They too are all shapeshifters, save any subset of dragons such as Tricera. They often find themselves in high society, as either royalty or advisors to royalty due to their longevity. Not all of them are, however. Some are even quite dangerous, such as the mythic Edel "mad prince." After a certain age, they are nearly impossible to kill, and your best hope is to damage them enough that they lose interest should you upset one. Dragons are also the only creature that can hybridize with anything due to their magical nature. It is very rare, especially with sentinents, but it can happen to produce infertile hybrid children. It generally takes a male dragon to hybridize with females of other species, but there have been a few born from female dragon mothers.
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*please note this is only the "known world"

There are three main races in this world. Sentinents, Anthrions, and Dragons.

Sentinents
are a race of plantfolk. The majority of their population consists of females, as males do not have the ability to reproduce. They reproduce by spreading flowers (only females flower) that grow from their skin/hair with another while they are still attached. If it takes, one or both of them will produce a seed. Depending on the value of the soil this seed is planted in, determines the "class" outcome of the young sentinent child as it is "born" from the dirt. However, plucking the flowers is a highly effective form of birth control. (There is also medication that prevents flowering)

Low class: they take on a highly plantlike appearance. (whatever their plant happens to be) and appear in poor quality soils. They grow their plants completely uncontrollably, and they themselves are primarily plant. This tends to make them rather frail and highly dependent on daylight.

Middle class: These are more humanlike, with prominant leaf-shaped ears. Their skin is usually reflective of their plant, so it is not uncommon to find green skinned middle class. They have little control over the plants growing off of them, and depending on said plant, this can be highly restrictive to their movements. This tier is actually highly common in the known world, as they are not intensely frail, and the soil quality required to produce them is abundant. They do have mild control over their plant growth, however.

High class: They look strikingly humanoid. Their skin is only tinted "unnatural" colors, with the thinner parts tending to show a greenish hue. They have moderate control of their plant growth, but it still gets away from them sometimes. Their ears tend to have a slight leaf shape to them.

Royal class: These are incredibly hard to come by, as their soil requires a specific chemical makeup. Hardly anybody knows this, but Royal class sentinents require soil from the homeland. They have a light dusting of unnatural skintone, with the thinner pieces taking on a greenish tint as well. They have roughly 99% control over their plant, though they do sometimes shed petals or leaves from their hair. They too have a bit of a leaf-shaped ear.

Anthrions are animal shapeshifters, in which they are animal first and then turn into humanoids. Only mammals and birds have been found. Generally they are less accepting to families that cannot hybridize, (such as a gay pair or a mammal/bird pair) however only a few regions will actively do anything in opposition. There is also a collection of magical items referred to as Abfigura that prevent an anthrion from changing shape. They cannot take them off of themselves, however someone else can do it for them regardless of race. They also will revert to their natural form at the loss of consciousness, and sometimes in periods of sudden shock. (Unless they have an abfigura)

They also have two "classes" that are determined by their birth. However, Anthrions do not separate themselves because of this, and it is quite common to find mixed families.

Changeborns are those that are born in their changed form. This happens when the mother goes through the entire gestation period in her changed form. They take on a mostly humanoid form naturally. Changeborn birds have back-mounted wings. Changeborn infants are immediately given an abfigura, as the shape changing process is incredibly hard on their tiny bodies. They are not permitted to change shape until they are toddlers. Changeborn birds are more common than mammals, as they are easier to dress.

Naturalborns are those that were born naturally. They usually take on a more animal appearance. Mammals usually keep their ears, sometimes teeth, and sometimes tails, but it has been practice to learn how to shift out the tail. Some are even highly anthropomorphic, though that is not quite as common. Naturalborn birds have wings mounted on their arms, with a small extra set of bones that allows them mild movement of them. (such as pinning them against their arms, etc) Naturalborn babies will not learn how to change shapes until a few months in.

Dragons are exactly that. Dragons. They are beings of pure magic, most often elemental. They have incredibly long lifespans, and are incredibly vulnerable at a young age. Everything considered, dragons do not breed often. They too are all shapeshifters, save any subset of dragons such as Tricera. They often find themselves in high society, as either royalty or advisors to royalty due to their longevity. Not all of them are, however. Some are even quite dangerous, such as the mythic Edel "mad prince." After a certain age, they are nearly impossible to kill, and your best hope is to damage them enough that they lose interest should you upset one.

Dragons are also the only creature that can hybridize with anything due to their magical nature. It is very rare, especially with sentinents, but it can happen to produce infertile hybrid children. It generally takes a male dragon to hybridize with females of other species, but there have been a few born from female dragon mothers.
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MAJOR CHARACTERS

Laila is the leading heroine, and is a royal class yellow Rose sentinent. She was the princess of a major sentinent country (Armonie) before it was taken over. She's not all that experienced when it comes to fighting, but she is a strong woman. She has a bit of an attitude problem, but she is the most moral, good aligned character of the lot. She's one to tinker and ask questions at any opportunity, hoping to better understand the world around her. Laila would be a good natural magician, had she the patience for it. Any plants she tends will not die until it is natural for it to do so, due to a natural knack for magic. She never catches it, she just thinks she is well versed in gardening. Eventually, she does get some better weapon training from the others in the group, as well as Condor. She ends up the party tank because of it, and is quite efficient in her role as such. She is a lesbian, eventually ending up in some sort of relationship with Kly.

Klytë is an Irish Ivy sentinent from the middle class. She took over Armonie single handed about a year or so before the story takes place. She's an incredibly talented mage, but her own morals are not always pointing due north. She was involved with a pretty sinister gang of mercenaries, and nearly caused the destruction of the known world by unlocking the elemental dragon wraiths. She joins the team after the mercenaries turn on all of them, also because of Laila. Kly here is bisexual, though should she have to chose she prefers females. She is quite taken with Laila, partially because of the fact Laila is so accepting of her and all of her flaws. Reference Picture

Braile is a blind arctic fox anthrion. He's learned how to read from the indents on paper from the quills used. He's extremely intelligent, and has a serious problem with his aggressively defensive attitude. He generally is angry over things, doesn't like getting help, and is very talented with herbology. (He's got some really good skills, but he's practically useless in noisy or crowded places, or in battles) His past is rather dark, and he really desires becoming a druid. He starts developing natural magic skills in the first story, honing them a bit in the gap between the two. (He's still got a lot to learn) When he's not being hyper defensive, he's a pretty cool guy, especially around Perceval...even if he is really awful at expressing things. Braile is demisexual, and is uncomfortable with most romantic interaction. Sometimes things are ok for a little bit, but he gets squicked out rather quickly. He has been in a sort of open relationship with Perceval for roughly 10 years, but it has been on the down-low until the second story because of reasons.

Perceval is a blue gold macaw anthrion. He was formerly the prince of the tropical country of Arum, but ran off after an event. They have since disowned him there, and he's now a pirate lord. This would be all well and good, except that he's not the brightest bulb in the box. Generally he has Braile come up with plans, and his commodore do all the heavy work. He spent nearly two decades searching for his daughter he lost just after running away from home. He's a talented violinist, that has had his instrument enchanted so he can use it as a weapon. (The bow can become a rapier) Perceval is pansexual, and is pretty open about it. He did have a female mate (Marie) once, before he left home. His only other official partner has been Braile, with all of his others being a slew of one night stands while docked at port. He'd been pretty hung up on his former life for awhile that he had a tendency to neglect Braile. He couldn't understand his entire emotional set until the second story, when he catches how much of an idiot he's been, and becomes desperate to try and fix it.

Cel(este) is a hybrid macaw, and is Perceval's daughter. She had been living in the far northern land of Nivalis for most of the time she was missing. While there, she ended up being picked up by a renown assassin of sorts, of which taught her extreme accuracy with a bow. He died when she was relatively young, and she had been assuming his identity in a backhand way to get herself admitted (as his confidant or what have you) into a thieves guild. She never actually carried out any intense contracts, but she was still able to keep up the ruse until she ran into the group. Those she did were more along the lines of vigilante killings on her part. She does have reocurring nightmares, so much that she has become pretty chill with them. Cel is completely aromantic asexual. A lot of things don't really make sense to her, not even her own gender. She usually feels female, but is uncomfortable in the majority of feminine roles. This has lead to Perceval refusing to use gendered words, and over-collecting clothing in attempt to make sure she feels comfortable. (He knows he's not the brightest, and doesn't want to offend her...even if she is fine with female pronouns regardless.) Reference Picture
MAJOR CHARACTERS

Laila is the leading heroine, and is a royal class yellow Rose sentinent. She was the princess of a major sentinent country (Armonie) before it was taken over. She's not all that experienced when it comes to fighting, but she is a strong woman. She has a bit of an attitude problem, but she is the most moral, good aligned character of the lot. She's one to tinker and ask questions at any opportunity, hoping to better understand the world around her. Laila would be a good natural magician, had she the patience for it. Any plants she tends will not die until it is natural for it to do so, due to a natural knack for magic. She never catches it, she just thinks she is well versed in gardening. Eventually, she does get some better weapon training from the others in the group, as well as Condor. She ends up the party tank because of it, and is quite efficient in her role as such. She is a lesbian, eventually ending up in some sort of relationship with Kly.

Klytë is an Irish Ivy sentinent from the middle class. She took over Armonie single handed about a year or so before the story takes place. She's an incredibly talented mage, but her own morals are not always pointing due north. She was involved with a pretty sinister gang of mercenaries, and nearly caused the destruction of the known world by unlocking the elemental dragon wraiths. She joins the team after the mercenaries turn on all of them, also because of Laila. Kly here is bisexual, though should she have to chose she prefers females. She is quite taken with Laila, partially because of the fact Laila is so accepting of her and all of her flaws. Reference Picture

Braile is a blind arctic fox anthrion. He's learned how to read from the indents on paper from the quills used. He's extremely intelligent, and has a serious problem with his aggressively defensive attitude. He generally is angry over things, doesn't like getting help, and is very talented with herbology. (He's got some really good skills, but he's practically useless in noisy or crowded places, or in battles) His past is rather dark, and he really desires becoming a druid. He starts developing natural magic skills in the first story, honing them a bit in the gap between the two. (He's still got a lot to learn) When he's not being hyper defensive, he's a pretty cool guy, especially around Perceval...even if he is really awful at expressing things. Braile is demisexual, and is uncomfortable with most romantic interaction. Sometimes things are ok for a little bit, but he gets squicked out rather quickly. He has been in a sort of open relationship with Perceval for roughly 10 years, but it has been on the down-low until the second story because of reasons.

Perceval is a blue gold macaw anthrion. He was formerly the prince of the tropical country of Arum, but ran off after an event. They have since disowned him there, and he's now a pirate lord. This would be all well and good, except that he's not the brightest bulb in the box. Generally he has Braile come up with plans, and his commodore do all the heavy work. He spent nearly two decades searching for his daughter he lost just after running away from home. He's a talented violinist, that has had his instrument enchanted so he can use it as a weapon. (The bow can become a rapier) Perceval is pansexual, and is pretty open about it. He did have a female mate (Marie) once, before he left home. His only other official partner has been Braile, with all of his others being a slew of one night stands while docked at port. He'd been pretty hung up on his former life for awhile that he had a tendency to neglect Braile. He couldn't understand his entire emotional set until the second story, when he catches how much of an idiot he's been, and becomes desperate to try and fix it.

Cel(este) is a hybrid macaw, and is Perceval's daughter. She had been living in the far northern land of Nivalis for most of the time she was missing. While there, she ended up being picked up by a renown assassin of sorts, of which taught her extreme accuracy with a bow. He died when she was relatively young, and she had been assuming his identity in a backhand way to get herself admitted (as his confidant or what have you) into a thieves guild. She never actually carried out any intense contracts, but she was still able to keep up the ruse until she ran into the group. Those she did were more along the lines of vigilante killings on her part. She does have reocurring nightmares, so much that she has become pretty chill with them. Cel is completely aromantic asexual. A lot of things don't really make sense to her, not even her own gender. She usually feels female, but is uncomfortable in the majority of feminine roles. This has lead to Perceval refusing to use gendered words, and over-collecting clothing in attempt to make sure she feels comfortable. (He knows he's not the brightest, and doesn't want to offend her...even if she is fine with female pronouns regardless.) Reference Picture
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IMPORTANT MINOR CHARACTERS
While there is a whole slew of minor characters, these ones hold the most weight

(Cornelius) Condor
is a changeborn condor anthrion. Formerly the captain of the royal Keysian guard, at the tragic loss of his family he dropped off the deep end. (He used to have a wife, daughter, and granddaughter that were murdered while he was on duty) He is rather old, and now serves as Perceval's primary commodore on the ship Duchess. Despite his age, he is still incredibly fit and very much a tank in battle situations. He's a sassy old man too, taking much joy in picking at Perceval. Even with his morals slightly smashed, he does have a hard time adjusting to a more lawless lifestyle. Generally he just lets his crew do all of that and turns a blind eye to their behaviour, as to avoid too much emotional turmoil. His crew has learned this, and has taken their pirating down a few notches for him. He really enjoys the company of ferret anthrions, finding them "delightfully clever" and is incredibly loyal to the group. (He's often the one called to bail Perceval out of trouble) Eventually he does teach Laila better fighting skills in a variety of weaponry.

Gwen(ivyr) is a naturalborn sable ferret anthrion and is Condor's first mate on his ship. She has been a companion to him for many years, taking on a daughterly role. She is a sneaky little thief, a full two feet shorter than he is too. Gwen is highly intelligent, fast-thinking and a bit abrasive. She is fiercely loyal to Condor, putting aside everything for what suits their best interest. If he is around, she is not far behind...if she isn't on his shoulder. She even sleeps with him, as in in the same place and not whatever else you may be thinking. She is always prepared for a multitude of situations, leaving some wondering where she manages to hide all of her supplies.

Nocturne is an electric dragon. Those myths about the "mad prince" of Edel? That was all spurred by him. When he was much younger, he went on a rampage and massacred half of the country. Now he is a manipulative, egotistical jerk to say the least, hoarding bones instead of treasures. He absolutely lusts for attention and admiration, so while he pretends like he dislikes Arietta's company, she does everything he wants. Nocturne is the "secret" villain of the first story, his role only coming apparent after Kly switches sides. He wishes to unlock the dragon wraiths in order to create a massive cataclysmic event that will leave many people dead, giving him pickings of their bones.

Arietta is an iris sentinent that is intensely talented with mind magics. She is a psychic, with her most valuable skill being the creation of elaborate dream traps. She is overly obsessed with Nocturne, and will try literally anything to gain any sort of approval from him. I mean anything. Some wonder if it is not some sort of Stockholm Syndrome, or if she herself is not just fried. Rarely is she found anywhere without Nocturne, but if one could get her alone she may express unpopular opinions. If Nocturne is around, she will definitely push herself beyond her limits in attempt to impress him, making her exceedingly dangerous the closer in proximity they are. It is a highly toxic, dangerous relationship the two of them have. After dealing with her, the group is far less susceptible to mental manipulation. To the point any attempt made on them ends with them suggesting the offender take lessons from Arietta.

Antoine is a yellow rose sentinent, and is actually Laila's father. Antoine's birth name was Annabeth, and was born in the sentinent homeland. When he moved to Armonie because of betrothal and to step in to the monarchy, he changed his name and kept his biological sex a secret from the public. The only ones that ever knew were his wife and eventually his very young daughter. When wondering why he could produce flowers, the assumption became that royal biology was simply different. During the attack on Armonie, Antoine used a one-time failsafe to return to the homeland. Unfortunately, he was unable to get to his family and bring them along. The known world assumed he was dead. His homeland, however, quickly blamed the loss of thier colony on the fact he had "been parading around as a man." He has been stuck ever since in an eternal struggle to prove himself all while being forced to live as a woman. Laila is able to figure out who he is while she is there, and at the end of the second story reveals this fact by cutting off his hair for him. She then takes him home, and inevitably asssts him in making himself more comfortable. (This happens post story though. Perhaps in an epilogue.) Reference Picture
IMPORTANT MINOR CHARACTERS
While there is a whole slew of minor characters, these ones hold the most weight

(Cornelius) Condor
is a changeborn condor anthrion. Formerly the captain of the royal Keysian guard, at the tragic loss of his family he dropped off the deep end. (He used to have a wife, daughter, and granddaughter that were murdered while he was on duty) He is rather old, and now serves as Perceval's primary commodore on the ship Duchess. Despite his age, he is still incredibly fit and very much a tank in battle situations. He's a sassy old man too, taking much joy in picking at Perceval. Even with his morals slightly smashed, he does have a hard time adjusting to a more lawless lifestyle. Generally he just lets his crew do all of that and turns a blind eye to their behaviour, as to avoid too much emotional turmoil. His crew has learned this, and has taken their pirating down a few notches for him. He really enjoys the company of ferret anthrions, finding them "delightfully clever" and is incredibly loyal to the group. (He's often the one called to bail Perceval out of trouble) Eventually he does teach Laila better fighting skills in a variety of weaponry.

Gwen(ivyr) is a naturalborn sable ferret anthrion and is Condor's first mate on his ship. She has been a companion to him for many years, taking on a daughterly role. She is a sneaky little thief, a full two feet shorter than he is too. Gwen is highly intelligent, fast-thinking and a bit abrasive. She is fiercely loyal to Condor, putting aside everything for what suits their best interest. If he is around, she is not far behind...if she isn't on his shoulder. She even sleeps with him, as in in the same place and not whatever else you may be thinking. She is always prepared for a multitude of situations, leaving some wondering where she manages to hide all of her supplies.

Nocturne is an electric dragon. Those myths about the "mad prince" of Edel? That was all spurred by him. When he was much younger, he went on a rampage and massacred half of the country. Now he is a manipulative, egotistical jerk to say the least, hoarding bones instead of treasures. He absolutely lusts for attention and admiration, so while he pretends like he dislikes Arietta's company, she does everything he wants. Nocturne is the "secret" villain of the first story, his role only coming apparent after Kly switches sides. He wishes to unlock the dragon wraiths in order to create a massive cataclysmic event that will leave many people dead, giving him pickings of their bones.

Arietta is an iris sentinent that is intensely talented with mind magics. She is a psychic, with her most valuable skill being the creation of elaborate dream traps. She is overly obsessed with Nocturne, and will try literally anything to gain any sort of approval from him. I mean anything. Some wonder if it is not some sort of Stockholm Syndrome, or if she herself is not just fried. Rarely is she found anywhere without Nocturne, but if one could get her alone she may express unpopular opinions. If Nocturne is around, she will definitely push herself beyond her limits in attempt to impress him, making her exceedingly dangerous the closer in proximity they are. It is a highly toxic, dangerous relationship the two of them have. After dealing with her, the group is far less susceptible to mental manipulation. To the point any attempt made on them ends with them suggesting the offender take lessons from Arietta.

Antoine is a yellow rose sentinent, and is actually Laila's father. Antoine's birth name was Annabeth, and was born in the sentinent homeland. When he moved to Armonie because of betrothal and to step in to the monarchy, he changed his name and kept his biological sex a secret from the public. The only ones that ever knew were his wife and eventually his very young daughter. When wondering why he could produce flowers, the assumption became that royal biology was simply different. During the attack on Armonie, Antoine used a one-time failsafe to return to the homeland. Unfortunately, he was unable to get to his family and bring them along. The known world assumed he was dead. His homeland, however, quickly blamed the loss of thier colony on the fact he had "been parading around as a man." He has been stuck ever since in an eternal struggle to prove himself all while being forced to live as a woman. Laila is able to figure out who he is while she is there, and at the end of the second story reveals this fact by cutting off his hair for him. She then takes him home, and inevitably asssts him in making himself more comfortable. (This happens post story though. Perhaps in an epilogue.) Reference Picture
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Story 1 Plot Overview

Laila has been living in a small harbor town in Lilium since the fall of Armonie. She has been selling flowers for spare change, as flowers used to be a form of currency. Now the value of flowers are going down due to a shift in currency to metals and crystal, and she has been barely scraping by. A travelling merchant comes to town, scamming the townsfolk out of hard earned money. When she goes to confront them, a raid on the town ensues from pirates. In the chaos, she is left with two decisions: stay there and die or be left with nothing, or go join up with the merchants and hightail it out of there.

Turns out the merchants were not really merchants, and she had actually waltzed right into the pirate lord Perceval himself. The whole raid was a way to draw out valuables, and she was one. On board the ship she learns they also have a childhood friend of hers. However, instead of being a captive, he is actually working with them! Not even as a lowly deckhand either, but as the first mate to Perceval. Turns out he made the majority of the plans for the entire pirate underworld.

Perceval makes her an offer. He would assist in her regaining her kingdom in exchange for access to any archives she may come across. He'd been looking for somebody, and having a queen on board would make it easier to locate them. Before things get too serious, the ship is attacked by an enormous dragon made entirely out of water and corals. She is forced adrift with the first mate, now referred to as Braile.

Eventually they are reunited with Perceval after an event. Still reluctant, but unable to really do much without them, the three end up in Arum. Perceval happens to be intensely wanted here, even moreso in other places. As in, they actually know him there and not just his reputation. It is revealed that Perceval was formerly a prince, but had been exiled after the murder of a noblewoman and the kidnapping of the crown princess. His mother steps in enough to "save them" by sending them via waypoint to Nivalis for imprisonment.

Their cart is attacked by a slew of bandits on their way to the prison, allowing the three to escape. Their troubles do not end, when they are ambushed later by a group of monsters later discovered to be known as Klepsarka. Perceval ends up severely injured, and the three are at the mercy of the local thieves' guild for assistance. Braile happens to know the guildmaster from his own time in Edel's guild, and it works to their advantage. Here they meet a bow for hire Cel, who ends up accompanying them out of the guild.

Turns out Cel is Celeste, the person Perceval has been searching for. Even though his own side of the bargain has been met, he still plans to assist Laila regain her country. An attack on the former Armonian capital happens, where the leader of the militaristic government resides. She is Klytë, a powerful mage that only fails to destroy them due to some unexpected circumstances. This includes Braile accidentally releasing some natural magic.

All four find themselves into a dream trap, in which they all must work together to break out of before their sleeping corporeal forms are destroyed. When they awaken, they are confronted by a band of mercenaries seeking payment from Kly. She refuses, and a battle ensues. The most prominent survivors were a dragon and his companion, Nocturne and Arietta, as well as a Klepsarka referred to as Patch. All others are dead or presumed to be. The group runs before any of the survivors are able to come back.

They discover Nocturne's plot to unleash the remaining Dragon Wraiths, a collection of four elemental wraiths of legend meant to terraform the known world every 10,000 years. The water creature from earlier was the water wraith, and Klytë has the wind wraith contained. They use her wraith to locate the earth and fire wraiths, and lock them away. It is all too soon, as they now are no longer a viable match for the crazed, and frankly very angry electrical dragon.

After the confrontation with Nocturne, the group returns to Armonie. They are met by the queen of Arum, offering assistance in rebuilding the country. Perceval, however, had disappeared sometime in the night alone. Laila, Klytë, and Braile all stay in Armonie. Laila to take up role as Queen, Kly as an advisor, and Braile as to have access to knowledge about natural magic. Cel returns to her homeland of Arum with the queen in attempt to resume her own role as princess.
Story 1 Plot Overview

Laila has been living in a small harbor town in Lilium since the fall of Armonie. She has been selling flowers for spare change, as flowers used to be a form of currency. Now the value of flowers are going down due to a shift in currency to metals and crystal, and she has been barely scraping by. A travelling merchant comes to town, scamming the townsfolk out of hard earned money. When she goes to confront them, a raid on the town ensues from pirates. In the chaos, she is left with two decisions: stay there and die or be left with nothing, or go join up with the merchants and hightail it out of there.

Turns out the merchants were not really merchants, and she had actually waltzed right into the pirate lord Perceval himself. The whole raid was a way to draw out valuables, and she was one. On board the ship she learns they also have a childhood friend of hers. However, instead of being a captive, he is actually working with them! Not even as a lowly deckhand either, but as the first mate to Perceval. Turns out he made the majority of the plans for the entire pirate underworld.

Perceval makes her an offer. He would assist in her regaining her kingdom in exchange for access to any archives she may come across. He'd been looking for somebody, and having a queen on board would make it easier to locate them. Before things get too serious, the ship is attacked by an enormous dragon made entirely out of water and corals. She is forced adrift with the first mate, now referred to as Braile.

Eventually they are reunited with Perceval after an event. Still reluctant, but unable to really do much without them, the three end up in Arum. Perceval happens to be intensely wanted here, even moreso in other places. As in, they actually know him there and not just his reputation. It is revealed that Perceval was formerly a prince, but had been exiled after the murder of a noblewoman and the kidnapping of the crown princess. His mother steps in enough to "save them" by sending them via waypoint to Nivalis for imprisonment.

Their cart is attacked by a slew of bandits on their way to the prison, allowing the three to escape. Their troubles do not end, when they are ambushed later by a group of monsters later discovered to be known as Klepsarka. Perceval ends up severely injured, and the three are at the mercy of the local thieves' guild for assistance. Braile happens to know the guildmaster from his own time in Edel's guild, and it works to their advantage. Here they meet a bow for hire Cel, who ends up accompanying them out of the guild.

Turns out Cel is Celeste, the person Perceval has been searching for. Even though his own side of the bargain has been met, he still plans to assist Laila regain her country. An attack on the former Armonian capital happens, where the leader of the militaristic government resides. She is Klytë, a powerful mage that only fails to destroy them due to some unexpected circumstances. This includes Braile accidentally releasing some natural magic.

All four find themselves into a dream trap, in which they all must work together to break out of before their sleeping corporeal forms are destroyed. When they awaken, they are confronted by a band of mercenaries seeking payment from Kly. She refuses, and a battle ensues. The most prominent survivors were a dragon and his companion, Nocturne and Arietta, as well as a Klepsarka referred to as Patch. All others are dead or presumed to be. The group runs before any of the survivors are able to come back.

They discover Nocturne's plot to unleash the remaining Dragon Wraiths, a collection of four elemental wraiths of legend meant to terraform the known world every 10,000 years. The water creature from earlier was the water wraith, and Klytë has the wind wraith contained. They use her wraith to locate the earth and fire wraiths, and lock them away. It is all too soon, as they now are no longer a viable match for the crazed, and frankly very angry electrical dragon.

After the confrontation with Nocturne, the group returns to Armonie. They are met by the queen of Arum, offering assistance in rebuilding the country. Perceval, however, had disappeared sometime in the night alone. Laila, Klytë, and Braile all stay in Armonie. Laila to take up role as Queen, Kly as an advisor, and Braile as to have access to knowledge about natural magic. Cel returns to her homeland of Arum with the queen in attempt to resume her own role as princess.
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During the Time Gap between Story 1 and Story 2

A year has passed, and things are already getting boring. Laila has found herself at the mercy of a "council" Arum has set up for her, unable to make any real decisions. Klytë, despite being the official adviser to the throne, also has little say in the comings of the country. Laila, attempting to let it go for the economic stability it has been creating, comes to the conclusion nobody would realize she was missing at this point.

Braile has been living in a nearby garden practicing natural magic and spending far too much time with Laila and Kly or holed up alone. He's been getting a bit bored, and has been starting to wonder if this pursuit for nature magic is really worth it.

Cel had been living in Arum with her grandmother for some time, until she decided she couldn't handle the backwards thinking and ideologies of the nation. Besides, the role of a crown princess just was not her cup of tea. All that pressure and the socializing...yeesh. So she wandered around along shorelines until she was picked up by the Duchess.

Perceval had ran off before the final bits in the last story with Condor, and has been partaking in the usual pirate activities. Lots of raids, lots of treasure, lots of beds, lots of really cool booze. Though, it's all meant nothing in the past couple months. He has found himself intensely bored and despite being surrounded by Condor's well known crew, very lonely. Nothing new is happening, and it's getting to the point where the lack of stimulus is tiring. He had managed to spend some time with Cel to get to know her, but he still isn't sure what to do. They have a relationship more like friends than a parent/child one at this point.

During the Time Gap between Story 1 and Story 2

A year has passed, and things are already getting boring. Laila has found herself at the mercy of a "council" Arum has set up for her, unable to make any real decisions. Klytë, despite being the official adviser to the throne, also has little say in the comings of the country. Laila, attempting to let it go for the economic stability it has been creating, comes to the conclusion nobody would realize she was missing at this point.

Braile has been living in a nearby garden practicing natural magic and spending far too much time with Laila and Kly or holed up alone. He's been getting a bit bored, and has been starting to wonder if this pursuit for nature magic is really worth it.

Cel had been living in Arum with her grandmother for some time, until she decided she couldn't handle the backwards thinking and ideologies of the nation. Besides, the role of a crown princess just was not her cup of tea. All that pressure and the socializing...yeesh. So she wandered around along shorelines until she was picked up by the Duchess.

Perceval had ran off before the final bits in the last story with Condor, and has been partaking in the usual pirate activities. Lots of raids, lots of treasure, lots of beds, lots of really cool booze. Though, it's all meant nothing in the past couple months. He has found himself intensely bored and despite being surrounded by Condor's well known crew, very lonely. Nothing new is happening, and it's getting to the point where the lack of stimulus is tiring. He had managed to spend some time with Cel to get to know her, but he still isn't sure what to do. They have a relationship more like friends than a parent/child one at this point.

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Story 2 Plot Overview

One day, Perceval realizes that there is nothing past the known maps and charts, but there is no evidence that it all just stops. Does it wrap around on itself, fall off, or what happens? Despite travelling all over, he straight up doesn't know...and neither does anyone on board the Duchess. He is able to convince them to at least go look, but before they go off on this wild adventure they need supplies...and a few more hands.

It's not hard to convince the bored three in Armonie to drop everything and run off on this quest, with Braile being the most desperate to return to something familiar. On board the Duchess, Condor starts training Laila in more combat styles and weapons. Klytë is still bored, but when is she not? Cel often finds herself confused at everyone's antics, but again. What is new? Meanwhile Braile and Perceval have some catching up to do, with this whole area being a showcase into their relationship that had been only hinted at earlier.

They end up at an uncharted island that is inhabited strictly by high to royal class sentinents. Turns out, the entire island is the homeland of them. Only about a third of the island is actually populated, with strange myths revolving around the remainder of the island. It's here they run into a sentinent, Annabeth that wholeheartedly attempts to get them to leave.

Failing to do so, the group ends up at the mercy of the court of elders. Noticing they are all from the "lost colony", they are subjected to a series of tests to prove they are not there to "overthrow their way of life". Annabeth slips them answers to solve the tests, until a curve ball is thrown. When that test is passed (by the methods it is passed by), the elders concede to their intentions. They then ask for a favor of the group, to which the majority refuse.

Braile, quite interested in studying the land's biology, manages to convince them otherwise. Laila makes the age-old mistake of asking "what could possibly go wrong?" and they lose Braile over the side of a ravine during a battle with some strange insectoid monsters. Despite the lack of a body, Braile is presumed dead.

This sends Perceval into a severe depression, with the council of elders feeling so at fault the remainder of the group is offered anything they need. After some time sticking around the area for Perceval's mental state, he is convinced that Braile is still out there somewhere, quite alive.

They eventually unravel a story of a pair of goddess sisters that inhabit the island, and the mythology of the two. One, vile by the standards of the people, had been locked away in a shrine. The other was said to live out in the wilds of the island. With sickness beginning to run rampant, stories of a strange dark druid dragging along pestilence, and Perceval having "delusional encounters" with Braile, they are forced to investigate.

Turns out, Perceval was not delusional and Braile was, in fact, alive. However, something is terribly wrong with the fox. While the others take everything that happens and give up, Perceval is hellbent on believing that he can be saved...and if he can't, Perceval is more than willing to do whatever it takes to be close to him again. Literally anything.

After an encounter, Perceval comes up with the idea that divine magic is involved and revisits the idea of the goddess sisters. The mythos of the two make little sense, and is full of gaps. The others assume it is merely how myths are written, and don't seem to understand his need for pressing the issue. He drags Annabeth back into the limelight, as they were the only one from the beginning that seemed to have their wellbeing in mind.

They are taken to the shrine of the vile goddess, and unlock the hidden door to her chambers. She exists, and is really a dragon/anthrion hybrid with powerful divine magic. Turns out, she was attempting to create a peaceful nation there for all life to be able to live harmoniously, but was stopped as her half-sister rallied the natives against her. Having been contained for so long, she is unable to give much timely assistance to the team to stop her sister's current plans.

Then her sister's herald, Braile, shows up offering to exchange the "gifts" he had received from the other "goddess" for a faster turnaround. He destroys the final lock on her, allowing her full escape. Due to the fact he still has his own will, and had just completed releasing her, she obliges. This reverts Braile to the state he was immediately after he fell from the ravine, all injuries included. However, she couldn't bear to take every ounce of her sister's magic from him, fearing it would cost him his life. It does speed up the process, but it will still take some time for it all to be complete.

Perceval's focus turns entirely onto Braile's wellbeing, despite not being well versed in care for someone massively injured. He spends weeks refusing to leave the other's side, and refusing to be without an abfigura either. If Braile must wear one for his safty and be stuck in a humanoid form until healed, so would he.

Little over a month passes, and Braile has regained a semblance of his former strength. He's far more doubtful, and still remembers everything he endured post-fall. At a seemingly random point, Perceval suggests they marry. Braile considers it a cruel joke, and is not amused. To his bewilderment, Perceval was serious. Condor, not entirely sure if they were, gives them a semblance of a service that could easily be "forgotten about in the morning" just in case.

They are met not long after with the key to stopping the other goddess...and it requires Braile to be able to work properly, as he still has a touch of her magic. His extreme lack of self-confidence makes the battle with her a long one. In the end, she is turned into a massive tree by pulling at the life around. This leaves a huge tree in the middle of a massive field of nearly dead forest. All of her suboordinate creatures abandon her, returning to more independent lives or to their previous home. (With her sister)

Except for one small pup, which insists on staying with Braile. They all intend on leaving, but one more thing is required. Laila stops Annabeth just before leaving, and cuts off their hair. She reveals here that throughout their time at the island she learned that Annabeth was in fact her father Antoine, and insists they bring him home. She now knew how to fix Armonie, and wanted him along with her in the process.
Story 2 Plot Overview

One day, Perceval realizes that there is nothing past the known maps and charts, but there is no evidence that it all just stops. Does it wrap around on itself, fall off, or what happens? Despite travelling all over, he straight up doesn't know...and neither does anyone on board the Duchess. He is able to convince them to at least go look, but before they go off on this wild adventure they need supplies...and a few more hands.

It's not hard to convince the bored three in Armonie to drop everything and run off on this quest, with Braile being the most desperate to return to something familiar. On board the Duchess, Condor starts training Laila in more combat styles and weapons. Klytë is still bored, but when is she not? Cel often finds herself confused at everyone's antics, but again. What is new? Meanwhile Braile and Perceval have some catching up to do, with this whole area being a showcase into their relationship that had been only hinted at earlier.

They end up at an uncharted island that is inhabited strictly by high to royal class sentinents. Turns out, the entire island is the homeland of them. Only about a third of the island is actually populated, with strange myths revolving around the remainder of the island. It's here they run into a sentinent, Annabeth that wholeheartedly attempts to get them to leave.

Failing to do so, the group ends up at the mercy of the court of elders. Noticing they are all from the "lost colony", they are subjected to a series of tests to prove they are not there to "overthrow their way of life". Annabeth slips them answers to solve the tests, until a curve ball is thrown. When that test is passed (by the methods it is passed by), the elders concede to their intentions. They then ask for a favor of the group, to which the majority refuse.

Braile, quite interested in studying the land's biology, manages to convince them otherwise. Laila makes the age-old mistake of asking "what could possibly go wrong?" and they lose Braile over the side of a ravine during a battle with some strange insectoid monsters. Despite the lack of a body, Braile is presumed dead.

This sends Perceval into a severe depression, with the council of elders feeling so at fault the remainder of the group is offered anything they need. After some time sticking around the area for Perceval's mental state, he is convinced that Braile is still out there somewhere, quite alive.

They eventually unravel a story of a pair of goddess sisters that inhabit the island, and the mythology of the two. One, vile by the standards of the people, had been locked away in a shrine. The other was said to live out in the wilds of the island. With sickness beginning to run rampant, stories of a strange dark druid dragging along pestilence, and Perceval having "delusional encounters" with Braile, they are forced to investigate.

Turns out, Perceval was not delusional and Braile was, in fact, alive. However, something is terribly wrong with the fox. While the others take everything that happens and give up, Perceval is hellbent on believing that he can be saved...and if he can't, Perceval is more than willing to do whatever it takes to be close to him again. Literally anything.

After an encounter, Perceval comes up with the idea that divine magic is involved and revisits the idea of the goddess sisters. The mythos of the two make little sense, and is full of gaps. The others assume it is merely how myths are written, and don't seem to understand his need for pressing the issue. He drags Annabeth back into the limelight, as they were the only one from the beginning that seemed to have their wellbeing in mind.

They are taken to the shrine of the vile goddess, and unlock the hidden door to her chambers. She exists, and is really a dragon/anthrion hybrid with powerful divine magic. Turns out, she was attempting to create a peaceful nation there for all life to be able to live harmoniously, but was stopped as her half-sister rallied the natives against her. Having been contained for so long, she is unable to give much timely assistance to the team to stop her sister's current plans.

Then her sister's herald, Braile, shows up offering to exchange the "gifts" he had received from the other "goddess" for a faster turnaround. He destroys the final lock on her, allowing her full escape. Due to the fact he still has his own will, and had just completed releasing her, she obliges. This reverts Braile to the state he was immediately after he fell from the ravine, all injuries included. However, she couldn't bear to take every ounce of her sister's magic from him, fearing it would cost him his life. It does speed up the process, but it will still take some time for it all to be complete.

Perceval's focus turns entirely onto Braile's wellbeing, despite not being well versed in care for someone massively injured. He spends weeks refusing to leave the other's side, and refusing to be without an abfigura either. If Braile must wear one for his safty and be stuck in a humanoid form until healed, so would he.

Little over a month passes, and Braile has regained a semblance of his former strength. He's far more doubtful, and still remembers everything he endured post-fall. At a seemingly random point, Perceval suggests they marry. Braile considers it a cruel joke, and is not amused. To his bewilderment, Perceval was serious. Condor, not entirely sure if they were, gives them a semblance of a service that could easily be "forgotten about in the morning" just in case.

They are met not long after with the key to stopping the other goddess...and it requires Braile to be able to work properly, as he still has a touch of her magic. His extreme lack of self-confidence makes the battle with her a long one. In the end, she is turned into a massive tree by pulling at the life around. This leaves a huge tree in the middle of a massive field of nearly dead forest. All of her suboordinate creatures abandon her, returning to more independent lives or to their previous home. (With her sister)

Except for one small pup, which insists on staying with Braile. They all intend on leaving, but one more thing is required. Laila stops Annabeth just before leaving, and cuts off their hair. She reveals here that throughout their time at the island she learned that Annabeth was in fact her father Antoine, and insists they bring him home. She now knew how to fix Armonie, and wanted him along with her in the process.
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Known World Culture

NIVALIS Nivalian
Climate: Very cold, lots of snow.
Far north is Tundra. Summers rarely above 50° Fahrenheit. Winters rarely above -18° Fahrenheit. Ground is almost always frozen. Summers do see some hardy wildflowers.
South is Taiga/Coniferous (evergreen) Forest. Long, cold winters. Average yearly temperature is 32° Fahrenheit. Summer temperature averages around 50° Fahrenheit. Winter temperature averages around 25° Fahrenheit.

Hierarchy: Very business oriented. The more impact a business has on the community as a whole determines how important the owners are. Should someone be able to provide a large number of jobs as well as great revenue, those in charge are seen very highly. Most decisions are made by business owners on grounds of what would be most beneficial for their community as a whole.

Living Conditions: Further south are more established. The far north is quite feral, in which many anthrions rarely shift from their natural forms or natural states of living. Food is scarce in the far north, but more abundant near the Armonian border. Often towns are small, keeping together in small groups and trading amongst nearby settlements. However, most people are able to get assistance from the larger businesses and there are many support groups, especially further south. The businesses are usually quite fond of helping out local communities. Larger cities are all very southern. Sickness and northern famine run rampant. Many of the young, weak, and elderly end up sick and dying during seasonal transitions, if they make it through the harsh winters at all.

Trading: Lots of books, both import and export. Largest companies include large collections of scribes copying books in a sort of mass production line. Exports warm clothing, most with fur trims.

Belief System: They are fond of order and efficiency. Strongly values unbiased opinions. Natural forms are more approved of, especially further north. It's a cold place, stay warm. Having a lot of children is generally acceptable, due to the higher death rates. Traditionally, children are kicked from the house when they are old enough to properly fend for themselves. They are encouraged to go find someone and start families and/or business ventures. Exceptions happen, especially in families trying to cheat the death rate. Academic knowledge is prized.

Clothing: Fur-trimmed clothing is common. Very rarely is anything completely fur lined. Different wools. Thick clothing, lots of layers. Thick capes/cloaks/cowls/coats/scarves common.

Education: Strongly values education. Teaches business sense, survival skills, efficiency, familial education, child development, etc. Tend to be incredibly well rounded in their educations. However, the far north often does NOT go to schools, and are only taught by families and friends, if they are taught more than survival skills. (Most of the far north inhabitants are always in their natural form, and are often far more feral than their southern counterparts as a result.)

EDEL Edelian
Climate: Temperate rainforest. Short, dry, foggy summers. Rarely gets above 80° Fahrenheit. Long wet season. Rarely goes below 32° Fahrenheit. When not rainy, it's usually foggy. Rather muggy. Forests usually away from any townships.

Hierarchy: Everyone for themselves.

Living Conditions: Hell. It's common to find places falling apart beyond repair right next to lavish stone buildings...only to come back next week to find the stone building had been pulled to pieces. Many people living in the streets and in alleyways. Lots of group homes and changing situations on little notice.

Trading: Usually stays inside itself. Black market of the world. If it is illegal or shunned elsewhere, this is the place to find it. Sentinent blood toxins? Check. Anthrion fur clothing? Check. Body altering enchantments and/or permanent changes? Check. If it is wanted, and one has enough money, it likely can be bought here.

Belief System: What are morals? Fear gets you killed. Exposed emotions get you killed. Be stronger/scarier/crazier than the next guy. “You don't have to outrun the bear, just your slowest friend.” Keep your enemies close. Etc. Keep an eye out for the people wearing impressive Edelian clothes. They have probably killed for that, and wouldn't be afraid to do so again.

Clothing: Bone heeled shoes. Basically anything that can be made out of bone. Completely fur-lined clothing. Leathers. Nothing is off limits. Nothing is also perfectly acceptable too actually. Though, that does make you an easy target.

Education: Only the strongest survive. Do what it takes to live. Everyone for themselves. Friends are dangerous. Everything under Belief System.

REGINAE Reginiate
Climate:

Hierarchy:

Living Conditions:

Trading:

Belief System:

Clothing:

Education:

ARMONIE Armonian
Climate: Grasslands with some Deciduous (broadleaf) Forests. Average yearly temperature is 50° Fahrenheit. Summers average 70° Fahrenheit, rarely over 85° Fahrenheit. Winters average 20° Fahrenheit or below, but rarely below 0° Fahrenheit. Fair deal of rainfall, but mostly in spring months. Winter snows and drifts, so it looks like more than it is.

Hierarchy: Formerly a monarchy. Noisette rose rule. High born sentinents higher in standing than lower class, anthrions even below that.
As of BB1, under a militaristic rule. Fair deal of small town militias. No overarching military force, however. Rebuilding industry. Less of a visual class separation, and more separation based on ability to perform. Basically, the harder working people got further.
As of BB2, again under monarchy with a council that holds most of the power. Continued rebuilding of industry. Class separation barely based on looks, still continuing with ability instead.

Living Conditions: Before BB1, sentinents lived well. High classed sentinents lived really well. Anthrions and very low classed sentinents basically lived in slums. Until Antoine started working on giving even them a base standard of living that was actually acceptable. With the crash, larger houses tended to become group homes and everyone was trying for those “base standard” living places.
During BB1, additional housing was being built. Militias reinforced and growth was progressing. Anthrions beginning to find better houses than they ever could before, as long as they worked hard.
During BB2, continued growth. Additional decent houses being built. Regaining grasp of everyone having at least a reasonable base standard of living.

Trading: Silk and sea silk are biggest exporters. Cloth, clothing, etc. Boomed like crazy just before BB1 and early BB1 due to new techniques in the industry. Basically their economy hinges on the silk industry doing well as of BB1 and 2. Also exports some other goods and imports what they cannot grow.

Belief System: Before BB1, there was a lingering belief that high class and royal class sentinents were superior than anything else. Anthrions were barely above animals. Low class sentinents may have well be plants. Both of the latter were often seen as lesser intellectually as well, especially with anthrions having less of a knack for natural and thus “real” magic in general. Antoine was slowly attempting to change these views. As of BB1, the views of everyone being more capable than they believed before has become something. It's more of an even slate, though some old beliefs remain.

Clothing: Heavy fondness for embroidery, especially if floral. Lots of thin layers and delicate lace. Sheer overshirts/skirts and delicate jewelry also common.

Education: Well-rounded educations always have been stressed. Not to the extent of Nivalis. A generalized, overarching education is rather common. More stress on military force, anthrions, and low class sentinents have become more common more towards present time. Attempting to bring in more standardizing has become prevalent, as well as catering to individual needs. Everyone should learn certain things, if it takes longer or alternative methods, they're generally pretty accepting to that. As long as they learn the material, or make a serious effort in doing so. There's basically a “what must be learned” and a “what we would like you to learn” chunks. If all one gets is through the musts, people are fine with that.

LILIUM Lilian
Climate:

Hierarchy:

Living Conditions:

Trading:

Belief System:

Clothing:

Education:

KEYSIA Keysian
Climate: Coastal Desert with 64-77° Fahrenheit average. 6-10 inches of rain a year.
Wasteland: Hot and dry desert 64-77° Fahrenheit average, but can reach 110-120° Fahrenheit. Average ground temperature 64° Fahrenheit. Night can reach -5° Fahrenheit. 3-5 inches of rain a year. Summer is known for extreme heat and sandstorms, and is near impossible to traverse during this time.

Hierarchy: Monarchy, meerkat rule. Those living near the coast were seen as superior until relatively recently. Some stigma towards “wastelanders” still exist.

Living Conditions: Coastal residents often live in dugouts of varying levels of submersion. Larger cities may include underground tunneling between major buildings. Colorful fabrics hung across walkways in attempt to cool the area has been found moderately successful, and brightens up the towns. Fond of intricacy and golds adorning everything possible. Take up most of the imports.
Wastelanders huddle in small, moveable encampments near oases. Often set up in a way to shield the inside from desert storms and exchanges places so no one person is always in one place or the other. Known for eating anything, including lost travelers. Requires more harsh skills for survival. Have become well known for producing extremely good fighters. They also must compete against savage bandits and other lowlife vagabonds.

Trading: Imports food, water, and building materials. Exports weaponry, salt, gems/jewels, figs, and highly decorative and embroidered fabrics/clothing.

Belief System: Women, while fully capable, are often seen as superior and most manual work beneath them. It is a high honor to have daughters. Often met with “why would you want to do something beneath you” sort of behavior when going for more male-dominated fields, but are not stopped. Skills most other countries would find weak or feminine are considered worthwhile and even well-respected. However, this has lead to a sort of over-protectiveness of women and unintentional sexual segregation. Leave the women to do the intellectual and delicate work, while men should go do the brute work. Then again, over-protectiveness can be seen in most families in general.
Wastelanders are quite respective of females, finding their hunting skills superior. However, there are so few that they are preferred to stay behind in their encampments. Most marriages are arranged.

Clothing: Light clothing, especially of which covers the head and face, are common in attempts to protect from sun damage. Despite the extreme temperatures, long sleeves, pants, and skirts are often worn. This outer layer is often shed when indoors, leaving more airy clothing exposed. Light clothing is easily dirtied, and usually reserved for coastal dwellers as a result. Embroidery is a big deal, the more intricate and delicate, the better.
Wastelanders often find themselves repairing clothing or patching using old scraps, making them look more Hodge-podgy.

Education: Coastal communities have a rigid educational system that exposes children to various topics, including things such as biology, geology, economics, and other such related fields. After a generalized school system, they are apprenticed off for a more fine-tuned education in a specialized field.
Wastelanders have no set educational system. Literacy is uncommon, as their main focus is survival. They grow up learning survival and battle skills.

HAEMANTHUS Haemanthan
Climate: Subtropical, borderline tropical. Average temperature between 70 and 80° Fahrenheit. 45-50° Fahrenheit in winter months. Mangrove forests spread due to lowering oxidation of soil on coasts and increased salinity from the sea. Inland very fertile. Few major storms.

Hierarchy: Very business oriented. Trade rules. Older, respected, established businesses tend to have more say in how things are ran. With so many tourists and temporary/seasonal residents, older businesses are generally the only thing that stays constant. They keep order and work more for fair trade.

Living Conditions: Older, more established families tend to have very lavish living. Seasonal residents still have nice housing, but not as nice as year-round. Most living here is considered for the elite. Farmers have less fancy housing, looks awful compared to the large businesses. However, it still is nicer than most other countries. Cost of year-round living is high.

Trading: A major trading hub due to its near centralized location and easy access harbors. A large tourist attraction. Exports a wide range of fruits, vegetables, and berries. Trades from most other countries can also be found here. Very diverse trading. Many local businesses and street workers.

Belief System: Most of the old traditions have been lost and exchanged out with that of other countries. It has become intensely eclectic. Bare to the bones original belief often revolves around the land and how it produces, as well as the mangrove forests being protection from dangerous weather, such as hurricanes.

Clothing: Very eclectic with lots of influence from other cultures. They keep mostly an islander's feel to them. Airy clothes with a beachy feel are common. Sandals and bare feet most readily seen.

Education: Business sense strongly encouraged. Lots of focus on work ethic and entrepreneurship. Statistics, economics, money handling, fair trade, interpersonal relations, ethics, etc. all emphasized. Those who have grown up here generally grow up to have a strong understanding of the world and how to be efficient in it.

ARUM Arumite
Climate: Tropical Rainforest. Very rainy. Hot and humid. Lots of mist and direct sunlight. Pretty even temperatures year round at roughly 77° Fahrenheit. Very fertile. Many plants, almost to the point of overcrowding.

Hierarchy: Highly matriarchal, Blue-gold macaw rule. Birds are most important, anything that lives in trees are next, might as well forget it if you are ground-dwelling. Generally homes are family homes, you don't move out unless you're marrying in.

Living Conditions: Canopy society of birds, monkies, etc. Built rather well with rope bridges and platforms conjoining buildings. The castle is built with five massive trees supporting it. Houses are quite airy, but with some closed spaces for privacy/valuables. Ground society lives in conjunction with the landscape, mild fortifications to make them like homes. (Such as adding a door or supports to prevent collapsing) Windows are not a huge deal for anyone. These are plant and animal people, insects are not a large deal.

Trading: Imports fabrics, some supplies. Exports mainly food.

Belief System: Outsiders are all ghosts. The world ends outside of their lands. Females regarded much higher than their male counterparts. (To the point male birds are sometimes even thought of as less than female non-birds) Strongly family oriented. Respect to elders and group loyalty encouraged. Canopy society views ground society as dangerous due to the nature of the space. (Lots of dangerous plants and animals, low visibility, diseases, poor class, decaying matter.)

Clothing:
Canopy society flowy attire. Ground society more form fitting. Shoes are not a big thing. Generally jewelery is enjoyed.

Education: Ground society has a sort of public schooling for children, but teenagers are usually apprenticed off. Had tests to determine capabilities for placement in workforce. Canopy society is more individual based, and would have the tutors for as long as they needed them. More freedom of choice.
Known World Culture

NIVALIS Nivalian
Climate: Very cold, lots of snow.
Far north is Tundra. Summers rarely above 50° Fahrenheit. Winters rarely above -18° Fahrenheit. Ground is almost always frozen. Summers do see some hardy wildflowers.
South is Taiga/Coniferous (evergreen) Forest. Long, cold winters. Average yearly temperature is 32° Fahrenheit. Summer temperature averages around 50° Fahrenheit. Winter temperature averages around 25° Fahrenheit.

Hierarchy: Very business oriented. The more impact a business has on the community as a whole determines how important the owners are. Should someone be able to provide a large number of jobs as well as great revenue, those in charge are seen very highly. Most decisions are made by business owners on grounds of what would be most beneficial for their community as a whole.

Living Conditions: Further south are more established. The far north is quite feral, in which many anthrions rarely shift from their natural forms or natural states of living. Food is scarce in the far north, but more abundant near the Armonian border. Often towns are small, keeping together in small groups and trading amongst nearby settlements. However, most people are able to get assistance from the larger businesses and there are many support groups, especially further south. The businesses are usually quite fond of helping out local communities. Larger cities are all very southern. Sickness and northern famine run rampant. Many of the young, weak, and elderly end up sick and dying during seasonal transitions, if they make it through the harsh winters at all.

Trading: Lots of books, both import and export. Largest companies include large collections of scribes copying books in a sort of mass production line. Exports warm clothing, most with fur trims.

Belief System: They are fond of order and efficiency. Strongly values unbiased opinions. Natural forms are more approved of, especially further north. It's a cold place, stay warm. Having a lot of children is generally acceptable, due to the higher death rates. Traditionally, children are kicked from the house when they are old enough to properly fend for themselves. They are encouraged to go find someone and start families and/or business ventures. Exceptions happen, especially in families trying to cheat the death rate. Academic knowledge is prized.

Clothing: Fur-trimmed clothing is common. Very rarely is anything completely fur lined. Different wools. Thick clothing, lots of layers. Thick capes/cloaks/cowls/coats/scarves common.

Education: Strongly values education. Teaches business sense, survival skills, efficiency, familial education, child development, etc. Tend to be incredibly well rounded in their educations. However, the far north often does NOT go to schools, and are only taught by families and friends, if they are taught more than survival skills. (Most of the far north inhabitants are always in their natural form, and are often far more feral than their southern counterparts as a result.)

EDEL Edelian
Climate: Temperate rainforest. Short, dry, foggy summers. Rarely gets above 80° Fahrenheit. Long wet season. Rarely goes below 32° Fahrenheit. When not rainy, it's usually foggy. Rather muggy. Forests usually away from any townships.

Hierarchy: Everyone for themselves.

Living Conditions: Hell. It's common to find places falling apart beyond repair right next to lavish stone buildings...only to come back next week to find the stone building had been pulled to pieces. Many people living in the streets and in alleyways. Lots of group homes and changing situations on little notice.

Trading: Usually stays inside itself. Black market of the world. If it is illegal or shunned elsewhere, this is the place to find it. Sentinent blood toxins? Check. Anthrion fur clothing? Check. Body altering enchantments and/or permanent changes? Check. If it is wanted, and one has enough money, it likely can be bought here.

Belief System: What are morals? Fear gets you killed. Exposed emotions get you killed. Be stronger/scarier/crazier than the next guy. “You don't have to outrun the bear, just your slowest friend.” Keep your enemies close. Etc. Keep an eye out for the people wearing impressive Edelian clothes. They have probably killed for that, and wouldn't be afraid to do so again.

Clothing: Bone heeled shoes. Basically anything that can be made out of bone. Completely fur-lined clothing. Leathers. Nothing is off limits. Nothing is also perfectly acceptable too actually. Though, that does make you an easy target.

Education: Only the strongest survive. Do what it takes to live. Everyone for themselves. Friends are dangerous. Everything under Belief System.

REGINAE Reginiate
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ARMONIE Armonian
Climate: Grasslands with some Deciduous (broadleaf) Forests. Average yearly temperature is 50° Fahrenheit. Summers average 70° Fahrenheit, rarely over 85° Fahrenheit. Winters average 20° Fahrenheit or below, but rarely below 0° Fahrenheit. Fair deal of rainfall, but mostly in spring months. Winter snows and drifts, so it looks like more than it is.

Hierarchy: Formerly a monarchy. Noisette rose rule. High born sentinents higher in standing than lower class, anthrions even below that.
As of BB1, under a militaristic rule. Fair deal of small town militias. No overarching military force, however. Rebuilding industry. Less of a visual class separation, and more separation based on ability to perform. Basically, the harder working people got further.
As of BB2, again under monarchy with a council that holds most of the power. Continued rebuilding of industry. Class separation barely based on looks, still continuing with ability instead.

Living Conditions: Before BB1, sentinents lived well. High classed sentinents lived really well. Anthrions and very low classed sentinents basically lived in slums. Until Antoine started working on giving even them a base standard of living that was actually acceptable. With the crash, larger houses tended to become group homes and everyone was trying for those “base standard” living places.
During BB1, additional housing was being built. Militias reinforced and growth was progressing. Anthrions beginning to find better houses than they ever could before, as long as they worked hard.
During BB2, continued growth. Additional decent houses being built. Regaining grasp of everyone having at least a reasonable base standard of living.

Trading: Silk and sea silk are biggest exporters. Cloth, clothing, etc. Boomed like crazy just before BB1 and early BB1 due to new techniques in the industry. Basically their economy hinges on the silk industry doing well as of BB1 and 2. Also exports some other goods and imports what they cannot grow.

Belief System: Before BB1, there was a lingering belief that high class and royal class sentinents were superior than anything else. Anthrions were barely above animals. Low class sentinents may have well be plants. Both of the latter were often seen as lesser intellectually as well, especially with anthrions having less of a knack for natural and thus “real” magic in general. Antoine was slowly attempting to change these views. As of BB1, the views of everyone being more capable than they believed before has become something. It's more of an even slate, though some old beliefs remain.

Clothing: Heavy fondness for embroidery, especially if floral. Lots of thin layers and delicate lace. Sheer overshirts/skirts and delicate jewelry also common.

Education: Well-rounded educations always have been stressed. Not to the extent of Nivalis. A generalized, overarching education is rather common. More stress on military force, anthrions, and low class sentinents have become more common more towards present time. Attempting to bring in more standardizing has become prevalent, as well as catering to individual needs. Everyone should learn certain things, if it takes longer or alternative methods, they're generally pretty accepting to that. As long as they learn the material, or make a serious effort in doing so. There's basically a “what must be learned” and a “what we would like you to learn” chunks. If all one gets is through the musts, people are fine with that.

LILIUM Lilian
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KEYSIA Keysian
Climate: Coastal Desert with 64-77° Fahrenheit average. 6-10 inches of rain a year.
Wasteland: Hot and dry desert 64-77° Fahrenheit average, but can reach 110-120° Fahrenheit. Average ground temperature 64° Fahrenheit. Night can reach -5° Fahrenheit. 3-5 inches of rain a year. Summer is known for extreme heat and sandstorms, and is near impossible to traverse during this time.

Hierarchy: Monarchy, meerkat rule. Those living near the coast were seen as superior until relatively recently. Some stigma towards “wastelanders” still exist.

Living Conditions: Coastal residents often live in dugouts of varying levels of submersion. Larger cities may include underground tunneling between major buildings. Colorful fabrics hung across walkways in attempt to cool the area has been found moderately successful, and brightens up the towns. Fond of intricacy and golds adorning everything possible. Take up most of the imports.
Wastelanders huddle in small, moveable encampments near oases. Often set up in a way to shield the inside from desert storms and exchanges places so no one person is always in one place or the other. Known for eating anything, including lost travelers. Requires more harsh skills for survival. Have become well known for producing extremely good fighters. They also must compete against savage bandits and other lowlife vagabonds.

Trading: Imports food, water, and building materials. Exports weaponry, salt, gems/jewels, figs, and highly decorative and embroidered fabrics/clothing.

Belief System: Women, while fully capable, are often seen as superior and most manual work beneath them. It is a high honor to have daughters. Often met with “why would you want to do something beneath you” sort of behavior when going for more male-dominated fields, but are not stopped. Skills most other countries would find weak or feminine are considered worthwhile and even well-respected. However, this has lead to a sort of over-protectiveness of women and unintentional sexual segregation. Leave the women to do the intellectual and delicate work, while men should go do the brute work. Then again, over-protectiveness can be seen in most families in general.
Wastelanders are quite respective of females, finding their hunting skills superior. However, there are so few that they are preferred to stay behind in their encampments. Most marriages are arranged.

Clothing: Light clothing, especially of which covers the head and face, are common in attempts to protect from sun damage. Despite the extreme temperatures, long sleeves, pants, and skirts are often worn. This outer layer is often shed when indoors, leaving more airy clothing exposed. Light clothing is easily dirtied, and usually reserved for coastal dwellers as a result. Embroidery is a big deal, the more intricate and delicate, the better.
Wastelanders often find themselves repairing clothing or patching using old scraps, making them look more Hodge-podgy.

Education: Coastal communities have a rigid educational system that exposes children to various topics, including things such as biology, geology, economics, and other such related fields. After a generalized school system, they are apprenticed off for a more fine-tuned education in a specialized field.
Wastelanders have no set educational system. Literacy is uncommon, as their main focus is survival. They grow up learning survival and battle skills.

HAEMANTHUS Haemanthan
Climate: Subtropical, borderline tropical. Average temperature between 70 and 80° Fahrenheit. 45-50° Fahrenheit in winter months. Mangrove forests spread due to lowering oxidation of soil on coasts and increased salinity from the sea. Inland very fertile. Few major storms.

Hierarchy: Very business oriented. Trade rules. Older, respected, established businesses tend to have more say in how things are ran. With so many tourists and temporary/seasonal residents, older businesses are generally the only thing that stays constant. They keep order and work more for fair trade.

Living Conditions: Older, more established families tend to have very lavish living. Seasonal residents still have nice housing, but not as nice as year-round. Most living here is considered for the elite. Farmers have less fancy housing, looks awful compared to the large businesses. However, it still is nicer than most other countries. Cost of year-round living is high.

Trading: A major trading hub due to its near centralized location and easy access harbors. A large tourist attraction. Exports a wide range of fruits, vegetables, and berries. Trades from most other countries can also be found here. Very diverse trading. Many local businesses and street workers.

Belief System: Most of the old traditions have been lost and exchanged out with that of other countries. It has become intensely eclectic. Bare to the bones original belief often revolves around the land and how it produces, as well as the mangrove forests being protection from dangerous weather, such as hurricanes.

Clothing: Very eclectic with lots of influence from other cultures. They keep mostly an islander's feel to them. Airy clothes with a beachy feel are common. Sandals and bare feet most readily seen.

Education: Business sense strongly encouraged. Lots of focus on work ethic and entrepreneurship. Statistics, economics, money handling, fair trade, interpersonal relations, ethics, etc. all emphasized. Those who have grown up here generally grow up to have a strong understanding of the world and how to be efficient in it.

ARUM Arumite
Climate: Tropical Rainforest. Very rainy. Hot and humid. Lots of mist and direct sunlight. Pretty even temperatures year round at roughly 77° Fahrenheit. Very fertile. Many plants, almost to the point of overcrowding.

Hierarchy: Highly matriarchal, Blue-gold macaw rule. Birds are most important, anything that lives in trees are next, might as well forget it if you are ground-dwelling. Generally homes are family homes, you don't move out unless you're marrying in.

Living Conditions: Canopy society of birds, monkies, etc. Built rather well with rope bridges and platforms conjoining buildings. The castle is built with five massive trees supporting it. Houses are quite airy, but with some closed spaces for privacy/valuables. Ground society lives in conjunction with the landscape, mild fortifications to make them like homes. (Such as adding a door or supports to prevent collapsing) Windows are not a huge deal for anyone. These are plant and animal people, insects are not a large deal.

Trading: Imports fabrics, some supplies. Exports mainly food.

Belief System: Outsiders are all ghosts. The world ends outside of their lands. Females regarded much higher than their male counterparts. (To the point male birds are sometimes even thought of as less than female non-birds) Strongly family oriented. Respect to elders and group loyalty encouraged. Canopy society views ground society as dangerous due to the nature of the space. (Lots of dangerous plants and animals, low visibility, diseases, poor class, decaying matter.)

Clothing:
Canopy society flowy attire. Ground society more form fitting. Shoes are not a big thing. Generally jewelery is enjoyed.

Education: Ground society has a sort of public schooling for children, but teenagers are usually apprenticed off. Had tests to determine capabilities for placement in workforce. Canopy society is more individual based, and would have the tutors for as long as they needed them. More freedom of choice.
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Also in this spot
Also in this spot
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Ok let's just be honest, I just want the first page to be solely my babbles. Feel free to post now.
Ok let's just be honest, I just want the first page to be solely my babbles. Feel free to post now.
lik2pA1X.jpg
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