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The planet Arious: Book/game ideas
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The planet Arious is a strange mysterious place with numerous cultures, races, deities, mythological creatures, strange science, and strange abilities known as Artes. I uploaded this so that hopefully, just maybe someone would either be inspired, intrigued, or at least find the things I decided to write about over the years to be informative. I enjoy mythology and writing tales inspired by the natural world around us. I hope that anyone that comes across this will comment, critique and be constructive towards my future writings. please let me know what races you find interesting, Not interesting, strange, or just a little out there. I am also interested to know what races or characters you might wish to see in future writings. Lastly tell me whether you wish to see more from me.
As always I love the creative people that call this site home and look forward to serving all of you in the future
Signed- Wolf Man
As always I love the creative people that call this site home and look forward to serving all of you in the future
Signed- Wolf Man
9 years ago
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Estimated reading time
118 Minutes
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Trogonites The world was reborn and all things refreshed. Fear, death, malice and hate were unknown to the inhabitants. The world was known as Arious and there were numerous species that called it home. The people of the sky who nested in floating citadels known as Fortaleza’s were called Trogonites. These avian people were full of the wanderlust that exists in all sentient species; however the Trogonites had exuded this to the point of it being a cultural icon. Leaving the nest as it were for young Trogonites was a rite of passage. Humanoid in appearance Trogonites often instead of having actual hair on their heads instead grew feathers of numerous colors. Their eyes were very sharp like the predatory birds many of them descended from. There are numerous Trogonites who are strictly herbivores as well showing the vast diversity in this race of beings. Unlike their avian cousins who are not sentient Trogonites do not horde shiny objects and other trinkets to look at. Instead they see this as a cultural stigma pinned on them by other races. The Trogonite’s are often seen flustered and frustrated when another race does make such an ignorant statement about their race. A few Trogonite’s have even taken to trying to eradicate this thought from the minds of all other sentient life through example. Adventurers often see the Trogonites veering through the skies as they walk below their mighty fortresses. Loving embraces are a true sight to behold as two Trogonite lovers hold onto each other in midair and descend at tremendous speeds. Trogonites often have tribally elected chieftains that go through ritual combat to achieve dominance over a local Citadel. Village elders oversee such acts and deem which of the two warriors fought more bravely; assessing a warrior for wit and intelligence in a battle often choosing the warrior who didn’t take unnecessary risks during the duel. For Trogonites Bravery is never to be confused with stupidity or rash action. Reading one’s opponent tolerating them until the time to strike arrives. This is what Trogonites strive for. Heavily isolationists from other species when it comes to them visiting their Fortaleza’s Trogonites have received a large amount of mystique from the races that dwell below them. Masters of the bow and wielders of powerful tribal magic the Trogonites are a potent mix of warrior and seer. The warriors are known as Raptors and the seers are known as Augurs. The Trogonites fortaleza are ancient and kept afloat by powerful magic’s long since forgotten by all but those whom the elders pass on their knowledge of how to care for and maintain the Fortaleza. The area of gravest importance is in the most central and lowest region of the Fortaleza. This central room is simply known as the realm of dreams. What occurs within is forbidden to be seen by anyone who is not chosen by the elders and never by an outsider. Rumors abound that ancient and secret technology is responsible for powering the Fortaleza’s and in order to maintain their spiritual beliefs the elders forbid their people and outsiders from seeing. The Elders have a circle made up of nine members in total with the Citadels Chieftain presiding over the meeting at a slightly elevated station in order to preserve the image of him being of higher station than any of those on the elder counsel. Ones station within Trogonite society is displayed through a headband worn somewhere on the body so that members can show proper respect to visiting Trogonites of other villages and on the street. This headband will have a sigil on the center representing the crest of the citadel he was born and raised in. on either side of the central crest secondary crests can be etched into the material used by the home citadel whether that be wood, steel, or for higher ranking members gold and other precious metals. The secondary sigils show your rank with a distinctively drawn feather of a particular color. Lowest ranking members are given white feathers to show their innocence in the realm of Trogonite society. Middle ranking members are given one of three colors green for naiveté and youth, red for being a warrior, or blue for healer. The higher ranks are yellow which is representing elite warriors that have reached renowned status for their exploits. Purple for those who are artisans and gray for elders. The chief has all of the colors upon his feather in order to show that he is the hopes and dreams of all of those below him. Black feathers represent those outcast from Trogonite society and are usually war criminals or former prisoners. The Trogonites are divided into clans that are each spread across vast regions of Arious. Each one also seems perfectly adapted to different climates and temperate zones. The clan adapted to the frigid northlands are known as the “Phantoms of the North” or simply as “phantoms”. This clan often garbs itself in subtle grays and browns and have striking similarities to Owls. Their bodies are perfectly adapted to the perpetual night blessed upon this region. Able to take flight and do so without making a sound as they stalk prey and unsuspecting travelers who wander into their territories. The Phantoms of the North are the most adept at seeing in darkness of any of the Trogonite clans. It could be argued that the Phantoms are the best at seeing at night period, but the Thomas and Wolfarians employ similar finesse in this particular field as well. The Phantoms, however show their ingenuity and strength in the way that they employ their gift of sight. The Phantoms are able to see further than either the Thomas or Wolfarians as far as distance is involved and have Telescopic capabilities. The Phantoms can zoom in on and follow their prey at over a mile away with clear and concise precision. The Phantoms are also known for their secretive natures in that the Phantom clan buys and sells secrets. The clan will deliver notes between warring factions for a price and can slip through enemy lines unnoticed due to their incredible sight and adaptation for silent flight. This makes the Phantoms both excellent messengers and even greater assassins. Often the Phantoms will broker for information regarding wanted individuals within a given region and from there dispatch one of their own to carry out the kill. The other Trogonite clans have frowned upon this activity by the Phantoms, but little has been done in open discussions between the Phantoms and the other nine. This can majorly be attributed to the fact that the Phantoms are the ones charged with hunting down those wanted within the Trogonite society itself. Now whether it is out of fear that anyone who would speak out against the phantoms would be silenced or if it is just the ineptness of a bureaucratic governing body the answer is unclear. This doesn’t stop the Trogonite society from whispering of possible foul deeds enacted by the Phantoms and there hypothetical cabal that holds sway over the circle of nine that presides over every Trogonite Fortaleza. The second Clan represented in the Trogonites circle of nine is the Chikap or Kotankor-Kamuy clan. This clan is responsible for the Kotan (domain) of the mountains and streams located along the Eastern shores of Arious’s easternmost landmass. The Kamuy clan lives in the oldest and densest forests that are known to Arious’s inhabitants. The Kamuy watch over and protect these lands with such tenacity and fierceness that few outsiders have seen led alone stepped inside the forests of Kotan. The lands of the Kamuy are said to be lush and rich and the Kamuy themselves are very successful at both trade and Finance. The reason for this is despite being xenophobic to outsiders coming within their own lands. The Kamuy are more than willing to engage in trade and exchange of material goods at designated posts that are at the outermost reaches of their domain. Gold and silver often represent this clan and it is said that their elders are capable of crying tears of gold and silver, which is why the Chikap Kamuy clan is always associated with wealth and material gain. This holds true both within and without the Trogonite societies. Even the Thomas have found it difficult to do dealings with the Chikap and Kotankor Kamuy. This is partially due to the Thomas possessing little that the Kamuy clan’s desire. The Thomas have secured trade with the Kamuy in one area that they hold an advantage and that is in the trading of weapons. The Thomas realized that the Kamuy would do anything to ensure that the grip upon their lands was absolute. This lead the Thomas to create an artificial arms race, which was guaranteed by the Thomas’s ability to acquire strange and unusual weapons from across Arious and show them to the Kamuy. The only residents within the Kotan other than the Kamuy clan is the Adamu people known as Ainu. The Ainu are guarded and looked after by the Kotankor Kamuy. The Ainu see the Kamuy as gods and thus worship them in a similar manner. This is likely why the Kamuy accept and look after them from afar. Trogonite Artes: Level 1 Counting coup- Trogonites gain a free retest in any skill of strength that they choose, but the retest can only be used once per challenge. Cost 1 aura. Fleetness of the wind- Trogonites gain an extra action when engaged in combat or any action where flying could reasonably give them an advantage. Can only be used once per action and cannot stack overtime. Cost 1 aura and 1 fly retest. Keen as a Hawk- the Trogonite is able to transform his eyes, and ears into those of a hawk enabling him to be able to see for miles off in the distance and hear even the slightest of noises. The Trogonite is up 3 traits on any awareness tests and 2 traits on any investigation tests. Level 2 Ancestral Wanderlust- the Trogonites have an innate love of adventure and travel; because of this they can tap into the knowledge of their ancestors and from this knowledge they can glean details about a territory even if they have never been there before. They also gain a temporary level of survival whenever they tap into this power. Cost 1 aura Bird of Prey- the Trogonites are after all great hunters and warriors; because of this they are able to spend 1 Aura to grow Talons. These Talons will sprout forth and transform the user’s feet into the feet resembling those found on an eagle or hawk. 4 large and extremely sharp talons become the user’s weapon as he either dives down to attack his/her opponent or whatever purpose he/she deems this power necessary for. The Talons are able to deal an extra level of damage to the users unarmed attack roll and enables him to grapple his opponent. An opponent who is grappled in this manner is down 2 strength when making a test of strength against anyone including the user of this power. Level 3 Thunder Bird- Like a bird from legend the Trogonite begins to flap his/her wings creating a thundercloud beneath them. The Trogonite who activates this power must either already be in the air or spend a round ascending high enough for this power to be activated. Once the user of this power is in position they must spend 2 aura and win a mysticism challenge. The number of aura increases by 1 for every opponent the caster chooses to target above 2. The caster must also roll against each opponent he wishes to target as well. After the Trogonite wins his challenge the thundercloud will make a deafening noise that paralyzes the opponent for 1d6 rounds divided by ½. Walk of the Great Spirit- the Trogonites are a spiritual people and so developed this power to commune with their ancestors. The Trogonite enters into a trance leaving his physical body wherever he activated this power. The power costs 1 aura to activate and the user must spend an additional aura for every question he or she asks while in this form. The user finds himself in the realm of his ancestors and can interact with any spirits that are in the world around him. The user may find the spirits to be sometime uncooperative or even hostile depending on the region he finds himself in. if the user is attacked while in spirit form he/she can defend as if they were in their actual body and have access to all their Artes. Level 4- Form of the Thunder Hawk- the Trogonites despite being possessed with Wanderlust were never foolish in their pursuit for new lands. Due to the perilous nature of travel they were forced to derive this form to take on adversaries who intended to do harm to them and their people. The form of the Thunder hawk costs 3 Aura and must spend a mysticism retest. The Trogonite transforms into a hawk that is three times the characters size and has full access to the powers of keen as a hawk, bird of prey and the Thunder bird powers without having to expend any further Aura. The user still has to expend more aura if they wish to target more than 2 opponents with their Thunder bird Arte. The form of the Thunder Hawk also grants the user 3 extra traits in any test of flight or strength that is directly related to combat. Level 5 Ancestor’s wrath- the Trogonites worship their ancestors and hope to bring honor to their lineage. This worship may at times be able to manifest itself on the physical plane. By expending a single aura for 3 rounds and succeeding in a mysticism test on the third round. The User is able to summon one of his ancestors to the battlefield to fight alongside him. This ancestor has the same number of instincts and Talents as the caster. The Game Master is responsible for approving the NPC that gets summoned and where the talents and instincts are spent. The GM is also responsible for what Artes the ancestor is given. The ancestor will also have at least the same number of Artes as the caster. Thomas: Descended from numerous and ancient species of Felines the Thomas is often seen on the open plains, jungles and forests of Arious. In fact the Thomas has proven to be the most adaptable species on the planet. The joys of trading and the new mercantile industriousness of their kind have shaped them into the planets keepers of wealth. If there is a business deal going down or a conflict of arms, the Thomas are lurking somewhere behind the scenes waiting watching and plying their silent trade of wealth. Perhaps this is due to their feline nature or a more primeval aspect of their species. Whatever the case the Thomas are producers and creators with a wealth of curiosity behind them that drives them forward into the future. The Thomas are known for their fine production of exotic goods and often are seen crafting things from mysterious gems and crystals. This tradition descended from a time when the Thomas worshipped a giant stone that had to be replenished of its power every so many years. This lead too many of the Thomas’s youth going out on adventures to find the source of the mighty stones power. When the youths of the Thomas left however they found much more than the power of a dyeing stone. They found other races that were sentient like themselves. The Trogonites, Trogoths, Duggie, Angelus, Folfs, Dravyrn, Tacitus, Bovari, Ottari, Foxari and Wolfari are all just a few examples of the races that coexist on this massive planet. The Thomas have a single weakness and that is their curiosity. This drives them into situations that could compromise their wellbeing and elders of this race often tell tales of unwary Thomas that wandered into the woods at night after hearing an unfamiliar noise never to be heard from again. Often Thomas youth put this off as a bedtime story to keep children in their beds after dark, but some truths can always be gleaned from the most basic of Tales. Thomas society is organized by Arious’s first and only truly plutocratic society. Run entirely by the wealthiest and most powerful individuals of the society. The plutocracy is specifically run by corporation’s who’s wealthiest and most powerful members are placed in charge of the Thomas’s commercial interests. These members are constantly in flux as the amount of wealth each member has is often exchanging hands. Deals that are struck sometimes have disastrous results for the corporate executives who have reached these heights. The reason is due to the fact that every member regardless of blood or family ties is ranked by how much he or she owns. If a Member of one of the wealthiest corporations finds him or herself having less material goods than another member he will be bumped down in rank and possibly removed from the executives table. Chairmen as they are known are often made excruciatingly paranoid of their peers and even more so of their lessors. This fear of being disposed not by a dagger in their back but instead by another Thomas’s ability to make a buck has caused many of those placed in charge to attempt legislation that infringes upon their lessor’s ability to profit within the Thomas’s legitimate homelands. These laws have forced the Thomas to leave the relative safety of their great Capitol located in the Jungles of Jangala. Jangala is also the word outsider’s use for the Thomas’s homeland so often whenever a map of the region is depicted it has the word Jangala twice. The Actual name of their homeland in their own native tongue is “Menma” Thomas cities range from very ancient stone works to extravagant modern cityscapes dipped in mystically artificial light. Each city reflects the personal tastes of the Thomas who reside within. Often Thomas use their homes as a way of fully engrossing their guests into their personality and tastes. Thomas love to have social gatherings and discuss the politics of the day. Despite many Thomas being engrossed in their societies desire to better their rank not all hold this system as their purpose for living. Many Thomas pursue personal satisfaction in simple trades such as being Cobblers, leather workers, and an assortment of other craftsmen. Some have even developed a fascination with books and how to bind them. Exploration into their own homeland has become a recent phenomenon as well. The reason for this is due to the most recent Thomas youth coming to age and desiring to find the ancient crystal that lead their ancestors. Perhaps the crystal holds a long forgotten power or is merely a reminder of where they have come from. Regardless to the Thomas their history is precious to them and holds proof of their nation’s strength and power. Thomas children often are seen climbing up to the tops of buildings and jumping from rooftop to rooftop. The reason for this is due to a natural ability and affinity towards athletic endeavors as well as a nimble pair of hands and feet. At night the youth sit around fires that are set about the city for lighting as well as social purposes. These fires are set within a round brick or sandstone hearth that has a metal sphere overtop of it, the metal sphere is lines of metal woven together so that it doesn’t block the fires light or heat but protects those around it from the fire. The Thomas youth are raised from a young age to admire and participate in storytelling. This is because the elders wish for their youth to become great orators in their own right. The ability to spin a tail or get ones point across are key features of Thomas society. Theatre as an art form is widespread throughout Thomas society and so grandiose stages have been erected by wealthy Thomas who live and breathe the arts. These theatres are often named after the ones who contributed the greatest amount of wealth to their completion. The most famous of these sites is the “Jang Ge Ung” named after the Thomas’s first recorded rank 1 Merchant Jang “The Wealthy”. Thomas Artes: Level 1 Alley Cat- You are able to detect other Thomas within a city or town if there happen to be any at the time you activate this power. You can activate this power a second time when you are within eyesight of any Thomas and instantly know the rank of the Thomas as well as the appropriate mannerisms to approach them. Cost 1 aura and 1 street smart retest. Line your pockets- sometimes you’ve got to make a little money even if it means going outside the box. This power detects individuals who may be purchasing or are at least interested in goods that you have to sell or trade. This power does not tell you if those you have detected are hostile towards you. Level 2 Law of the streets- activating this power allows the player to detect small tells in his opponent whether it be an unusual behavior, an old injury or whether he or she is being lied to. The player can also detect any hostility and if something is off about a situation. The player is also 2 points up on any cognition vs behavior tests. Cost 1 aura. Cat scratch- getting your hands dirty isn’t always the most ideal option for a Thomas merchant; but sometimes one has little choice and must engage in some aggressive negotiations. When a Thomas activates this power he or she finds their claws to be sharper and stronger. The Thomas’s claws are also imbued with a debilitating disease or infection. Player gains 2 traits in any unarmed test and deals an extra level of damage. The Thomas will also get a chance to infect their opponent with a disease by rolling a d100 or two d10’s. This test can be rerolled with medicine if the Thomas is unsuccessful in their initial test. Cost 1 aura and an unarmed retest. Level 3 Fat Cat- the Thomas’s trade network is legendary and for good reason. The Thomas have access to Spirits of Trade and wealth, which for a price can either tell them where to procure the goods they are looking for, or can give it to them directly for a price. The Thomas must spend a number of aura related to the strength of the spirit he wishes to get into contact with. A local spirit of trade will cost less than a spirit that can influence an entire region or country. The stronger the spirit is will generally cause the price of the item the Thomas is looking for to go up as well as the difficulty of the Task that the spirit will require of the user. A local spirit will cost 2 Aura to get into contact with, a spirit of a large metropolis will be either 3 or 4 depending on the size of the city. A spirit that influences an entire country will cost 5 and one that oversees an entire region will be 6. Gift of Gab- the Thomas people are gifted in storytelling and political theatre. Thomas who activate the gift of Gab find themselves better able to convince others to go along with their ideas or to stop others from doing something that the Thomas feels would be detrimental. The Thomas is up 2 traits on any behavior challenge that their voice could reasonably have an effect upon. The Thomas also receives an extra retest on any of these challenges even if this puts them above their maximum of 5 talent points. Level 4 Super Beast- the Thomas aren’t known only for their trade deals; no they have a far darker side that modern Thomas within the Capital of Jangala would sooner forget than remember. The side of the Thomas that presided over Arious long ago was an imperial power that subjugated those of distant lands and fought many a war. Power courses through the Thomas’s veins and increases his reaction time to everything that occurs around him. His claws become sharp similar to the Cat Scratch Arte. The Thomas’s strength rating increases by 6 for any skill that raw power could give the Thomas a leg up in. His ability to smell, hear and see an adversary also increases by 3 points as well. The cost of this power is 4 aura at the beginning of combat and 1 aura for every 3 rounds of combat after that. Level 5 The Smoking Mirror- the Thomas’s true power comes from the powers bestowed upon them by a mighty obsidian crystal. There is an Obsidian statue or guide stone located at the center of every city that the Thomas race holds sway over. This stone enables them to be instantly transported to a city that they have either visited or know the way to through maps or other means. The Thomas must be wearing an obsidian amulet or Mirror around their neck to activate this power or they have to be directly touching one of the guide stones at the center of a city or town that they are inside of. Cost is 1 aura x each city between the Thomas and the city that they are attempting to reach and a survival retest for each subject that they are trying to bring along with them through the stone. Trogoths: Deep in jungles and steaming swamplands the Trogoth thrive under the warm suns gaze. Reptilian in nature the Trogoth resemble a humanoid lizard with scales and often ornamental crests on their heads. Descended from ocean dwelling reptiles they developed heavily the ability to swim through rivers and around coastlines. The Trogoths are a very diverse Race ranging from green scales to black and even the hues of multiple colorations all at once. This closeness to water has turned into a love that shapes the entire Trogoth society. Trogoths are natural swimmers making them adept sailors and pirates in this world of uncertainty. Trogoths have a rite of passage where the first thing a male or female must do is build their own ship out of a hollowed log. This log is taken from a sacred forest at the center of the Trogoth homeland and given to the upcoming generation to transform into sleek vessels. The Trogoth call these vessels “waka” meaning canoe or riverboat in their native tongue. Trogoth have mastered shipbuilding and are often seen fishing in new experimental vessels one of their eldest engineers has put into production. A Trogoth loves the smell of the sea and calls it his true home. Marsh dwelling Trogoth often are more reclusive than their jungle or shore dwelling kin. All Trogoths have developed immunity to most poisons as they are often hunting or near the most hostile creatures that exist in Arious. This immunity and nearness to poison has caused them to perfect the subtle and refined art of tasting poisons. The upper classes of the Trogoth are often seen sipping the vile liquids known as Noctos due to its dark coloration and devastating effect on other life forms. The Trogoth are nearly undetectable once they delve into the dark waters of their homelands. Outsiders like the Thomas often speak of bloody tales that end with one of their kin dipping his or her head under the water only to find a dagger waiting in the murky rivers and marshland. The Trogoth have three distinct branches that exist within their kingdom. The first branch of Trogoth arose from the swamplands and are known as the “Neup ?”. The Neup Trogoth are the largest of their kind making them fearsome combatants to go up against. The Neup have also developed a unique genetic trait where their bodies produce a volatile poison that is excreted from various parts of their bodies. The most notable area is along the fingertips just beneath their claws with a single good scratch they are capable of taking down the most daunting of prey. The Neup are seen as backwards, rugged and stuck in the old traditions by their peers of the other two branches. The reason for this has to do with how isolated their territory is from the other two. The lack of transference of ideas and information from the other provinces within the Trogoth kingdom has led to a slower and more laid back culture within the swamps, bayous and marshlands that the Neup call home. The second branch of Trogoth hails from the tropical jungles along the Trogoth kingdoms western edge. These Trogoth are known as the “Millim ? ?”. The Millim are the most diverse in color and shape of the three branches. The Millim are also known as the “keepers of dyes” The vast wealth of plants, animal life and raw timber enabled this group to develop faster than their kin. Due to this fact The Millim have secured their place within Trogoth society. The Millim branches leadership ensured that the Trogoth capital city was built and maintained within their territorial control. This was partially due to the Millim defeating their fellow branch families 300 years before. The Millim are in the midst of enjoying vast wealth and success. Trade from the other provinces flows into the capitols market stalls and from there is redistributed to the rest of the province. Merchants from other towns within the Millim province come in and purchase large quantities of goods cheaply and then go back to their hometowns and sell these products for marked up prices that ensure they make a profit and hopefully strike it rich. The third branch of Trogoth call the beaches, rocky shores and numerous capes of the Trogoth kingdoms outer reaches home. Brave merchants, bloodthirsty pirates and shipbuilders alike have hailed from this unique branch of Trogoth. The name given to these Trogoth by their fellow provinces is “Daeyang ??”. Able to breathe and see clearly underwater this family of Trogoth are known as the greatest shipbuilders in all of Arious. The reason is due to the fact that they do not require dry-docks when constructing their ships and can build them while they are still in the water. Due to the Daeyang branch being able to breathe underwater their name has become synonymous with treasure hunting. Swimming to great depth’s in order to search ancient and forgotten wrecks, ruins and sunken treasure, because of this new lifeblood has been pumped into their once poor province. Many smaller branches of Trogoth exist throughout both the kingdom of the Trogoth and throughout Arious. The most famous of these small branch families are merely known as the Karsenia and have cut out a small nation within the dark and mysterious realm of Noctos. Within their fiery and volcanic home they have delved into the darker magic’s that that land has to offer. Somehow the Karsenia discovered the power to harness magma, which is the most devastating energy that the region has to offer. The greatest distinction that this small branch family has from the rest of their kin is that they do not possess lunges and instead breathe through their skin and special tissues in their mouth. This branch family also has a slit between their nostrils and upper lip that is known as the nasolabial groove. This groove is lined with glands that aide in the unique ability of chemoreception. Despite all of these dark tails the Trogoth are very refined in their culture. Having developed the art of dyeing clothes from experimenting with local berries and tree sap the Trogoth have become close allies with both the Thomas and the Dravyrn people. The Trogoth have numerous port cities within the bayous, rivers and bays of their homeland. These cities are unlike other cities one would expect to see as their houses and buildings are slanted and unassuming. These houses are like eastern architecture that has met roman building standards. Cobblestone streets are strewn across areas that are more heavily utilized for commerce and trade. Vast amounts of goods come in through the Trogoth ports and this commercial enterprise caught the eye of the Thomas long ago. The two races are trading partners in many areas that involve shipping by sea and ensuring secure travel to distant lands. The Trogoths with their advanced naval capacity are known to have a few bad seeds that turn to piracy and espionage. Those Trogoth who are master ship builders are constantly under threat of death as their secrets are the key to the Trogoths control over the waterways. A Trogoth child is given relative freedom to grow and live in relative peace in the current age. This was not always the case and certain scars of old have yet to heal. Older Trogoth can recall a time where the youth were expected to fight alongside adults and kill without mercy. These tragedies of darker time were given the name “Tangun” which translates roughly as founder. The reason is that these youths were the foundation for the groundwork of Trogoth prosperity and strength in the modern era. The current Trogoth society is made up of 8 separate states or duchy. 4 are ruled by dukes 3 by a duchess and the last and most famous is ruled by the grand duke or duchess. The eight states are a confederacy where none truly rule over one another anymore than the next. Even though there is a grand duke or duchess they are merely a symbol to their people. The Grand duke and duchess position is held by and given the title “High Tyrannous” which shows they are the king or queen of all lizards. The position of “High tyrannous” is not inherited nor is it appointed. Instead, Once every four years a Junta is called and anyone who desires to become the Grand duke/duchess is allowed to stake their claim for the title of “high tyrannous”. The Junta is held in the Southern Duchy province of Domabaem. In this province there is a grand spectacle left by the Trogoths creator god and goddess. The spectacle is the imposing Tower coliseum known as the blood constellation. This is because the seven stars that make up the Trogoths warrior constellation is directly above the massive construct and whenever the Junta is held the constellation magically glows red with the blood of those who have died before. Trogoth Artes: Level 1 Black blood- Due to the Trogoths constant imbibing of poisonous and sometimes diseased plants or animals their blood is naturally toxic. Trogoths are also naturally resistant to poisons and disease for the same reasons. A Trogoth can expend a survival and an aura whenever he has been potentially poisoned and become immune to its effects the next time he comes across this type of poison. Black blood effect 2: The Trogoth can also expend an Aura and a medicine as a separate action from the first ability in order to infect an opponent with the toxins found in their blood. This can be done by coating a weapon with one’s blood or if your opponent successfully hits you; you can roll to see if the blood gets on them and infects them with the poison. The effect in either case if successful will result in the opponent taking on the damaging effects of the Trogoths blood. This can range from a level of damage being dealt over time to being down traits until they are able to be cured of the vile toxin. Level 2 Toxic maw- simply by expending an aura and an unarmed skill retest your teeth become sharper, but not only that they are able to infect an opponent with a deadly toxin. After this power is activated your bite deals an extra level of damage and another level of damage every turn after you have successfully bitten your opponent. The damage dealt every turn can be healed by an opponent with enough medicine or a power that directly deals with poisons. The continuous damage aspect of this power is negated if you have also activated poisonous breath and the opponent you’re biting has succumbed to its effects. Thick skinned- By expending an aura and a survival you gain 2 extra health levels and a single defensive trait; or you can get 2 defensive traits and a single health level for the same cost. These two abilities cannot be stacked and they last for the duration of combat. Poisonous breath- by expending an aura you can spew forth a poisonous mist that will envelop everything in front of you and spread out until it has filled the area of a small room. Those caught in the mist will begin taking damage for as long as they remain inside the mist cloud. The opponents can halt the damaging effects of the mist by either holding their breath or by managing to get out of the layer of mist before they become saturated in it. The mist will continue to be present so long as you expend an aura every 5 rounds of combat to maintain it generally by spewing out more of the noxious mist. After the first successful spreading of the mist you can keep it up as a free action. Poisonous Breath Deals 2 levels of damage every round that the opponent is forced to breathe it in. An opponent can hold his breath for 1d6 rounds plus their strength points divided by 3. The number of rounds an opponent can hold his breath is also decreased by 1 every time they take an action. Level 3 Natural camouflage- When one thinks of a Trogoth this would be the first thing to come to mind when describing them. The Trogoth are extremely good at blending into their surroundings and become nearly invisible to the naked eye when this power is in full effect. The Trogoths skin reworks itself to match the terrain around his or herself. Duggie: From the arid desserts to the hostile mountains and even deep inside the most deadly of volcanic areas Hail the Duggie. The Duggie are an ancient and warlike canine race descended from their ancient legend called the Dogs of War. The Duggie worship an ancient deity that many other races have equated to a demon lord rather than an actual god. For this god requires blood and the sacrifice of sentient life to garner his mighty favor. Tales of entire Duggie cults laying waste to fellow villages and pack mates is only one of hundreds of stories told by survivors of this violent religious cabal. Deep in the Duggie homeland of Noctos the race has built massive stone pyramids from which they have sacrificed hundreds if not thousands of tortured souls. Their war god named Areva is said to come forth and speak with its subjects after a tremendous sacrifice has been made. Few however know exactly how many souls are needed for this dark ritual and few would dare it other than the foul Duggie of Noctos. Not all Duggie are as warlike as their cousins that thrive in the scarred landscape of Noctos. The Duggie who live in the arid desserts of oasis are often proud and staunch competitors of their cousins who have fallen victim to what they see as a false god who uses their kind to commit horrible acts of violence. The Duggie of oasis are often seen fighting their other brethren who believe in Areva. The Duggie of Oasis believe in the god of loyalty known as Jaka. Those Duggie who follow Jaka are still warlike beings in nature having instead developed a code of honor that is seen throughout Jaka culture in Oasis. The Duggie of Oasis have been seen trading with the Folf people as well as the Wolfari, Foxari and Trogonites. The Duggie of Oasis are strong and resilient people. Raised in a state of constant defense where they believe that all of their species regardless of gender is a soldier first and a citizen second. To them this means every member of their society is raised to defend their homeland from outside threats. Oasis is a desert nation founded in opposition to Noctos. This opposition has bred a warrior culture that looks to innovate wherever it can in order to hold at bay the inhabitants of Noctos regardless of the costs. Man woman and child are raised to know the art of killing in all its forms and everything is a weapon in their eyes to be used for and against them. Depending on where you find yourself in oasis the architecture of the village could be huts made of adobe with red green or blue stones mixed in to give the homes more color. Other villages and the Duggie’s only major city is found near the Gang Kawa River. This River is the longest and widest river in the known world and carries with it the Duggie’s lifeblood of trade and commerce. The river is also a major source of fresh water for the dessert nation. Many of the smaller towns are desperate for water after recent droughts in the region devastated the water table. The villages have tried desperately to drill wells deep enough to reach the lowered water table. Few of the remote Towns and villages can actually afford it on their own. Missionaries from distant lands have come to the aide of the people of Oasis and one such Missionary known as father Munmu has become a legend in Oasis. Some say he is an “Imugi” which is a legendary Creature in Duggie culture said to bring about good luck. The actual Father Munmu is garbed in blue robes and has a long white beard. Whenever anyone has seen him, he is always described as carrying an orb that is of an azure coloration and an opal aura swirls around the inside of the orb like a storm. This orbs description matches an ancient artifact described in the histories of the Duggie, as well as that of the Dravyrn peoples who reside in a mountain region far to the east of Oasis. This artifact known as the Cintamani is quoted as being “The leftovers of creation by the gods.” This artifact is gifted with the powers of creation and supposedly anyone who wields it possesses the power of omnipotence. This power however according to the ancient tomes is only accessible for limited periods of time and places a tremendous strain on the one wielding the orb. The orb wielded by Father Munmu is said to wield the power of creation due to the miracles he has performed through the orb by having it produce an untold level of water. The water he has created has not gone undocumented due to entire lakes appearing where there was once arid dessert. The hierarchy between the two sects of Duggie culture is very dynamic and there are a number of dynastic orders that have withstood the test of time. The most influential of these orders on the side of Noctos are known as the Hel Hounds. The Hel Hounds are known for their Tenacity and steadfastness in their devotion to Areva. The Hel Hounds have lead their fellow Noctons for as long as memory can serve the war torn region. The Hel Hounds are led by a powerful female Duggie known as Helena of Garmr. Helena has masterminded many of the defeats suffered by the Duggie who reside within Oasis. The Hel hounds are often seen utilizing fiery aura techniques known as Hel’s Fire to strike down opponents. When a Hel Hound displays their more demonic side through this technique almost none have managed to evade or escape its fiery tendrils that seem to leap forth from the very ground itself. In oasis a very ancient order that rivals the Hel Hounds with their own reputation for being an Iron wall. A wall which is unyielding, a wall that doesn’t bend or break no matter how hard the hordes of Noctos bellow at, gnash their teeth, or attempt to ravage the members of this particular Dynasty on the battlefield. This esteemed Dynastic order is known as the Cerberus and are the Keepers of the Keys. What is meant by this is they are the ones charged with guarding the gates into Noctos. The duties of a Cerberus are also to ensure that those who enter into Noctos understand the perils of such a journey. A Cerberus is also expected keep the Duggie of Noctos contained within their borders. The Cerberus have been met with defeat on more than one occasion, but that doesn’t deter them and rather than admit defeat they choose to evolve and reevaluate whenever a major blow is dealt against them. The Cerberus have been forged by an age old conflict between their brethren within Noctos. The Cerberus despite being on opposing sides have developed a mutual respect for the Hel Hounds. The sibling to the Cerberus Dynastic order is the Dynasty of Orthrus. The clan of Orthrus is a mobile and elite mercenary order that hires itself out in order to obtain wealth, Honor and glory for those who hail from its halls. Angelus: The Angelus are humanoid beings with certain celestial powers that manifest at puberty in the Angelus youth. The Angelus are said to be the greatest healers in all of Arious. The Angelus having developed a repertoire of spells and incantation to do just that is often a testament to their divine nature. The angelus are a wielder of intense magic’s that they call miracle powers. These powers are expressed through an angelus’s aura, which they use to ignite their miracles upon others who are in need. This power can also be seen as a potent weapon that they utilize in the form of what they call Crescendos of light. The Angelus are often seen on pilgrimages to distant lands to spread their progenitor’s divine love and the road to transcendence. Their holy city is known as Seraph and within the city is a place known as the celestial gate. The Angelus’s progenitor is known as “Magi” or the bringer of light. Magi is opposed to the Duggie of Noctos and his people war constantly with the followers of Areva. The Angelus are led by the Arch-Magi. The Arch-magi is always a blood descendant of the Progenitor and is elected through a gathering known as a christening. The holy city of Seraph is the oldest city in Arious and is often a place where travelers gather to pay homage to the angelus faith. The angeluses are known for their advanced understanding of architecture and masonry. Vast aqueducts are known to exist in the Angelus’s domain leading water to their holy city and driving their culture forward. The Angelus often trade with the Thomas and Ottari peoples. Known as the Caliphate Nation to outsiders the Angelus’s Snow covered homeland is mostly an arid frozen wasteland. The Caliphate Nation is also located in the coldest region of Arious far to the south of Oasis and Noctos it is said to be the third wasteland. Oasis is the wasteland of sand, Noctos the wasteland of scorched earth, and the frozen icy wasteland of “Eol Eum”. The Angelus are a prideful race that fights for a religious fanaticism that cannot be sated easily. The destruction of Areva and his followers is their orders entire purpose. Despite the frigid inescapable landscape the mountains within the region are volcanic and have led to a form of tourism. This tourism centered on hot springs that are located near hotels for weary travelers and adventurers. These travelers are often pilgrims desiring to locate the meaning of their existence by visiting Seraph the Holy city of the Angelus at least once. The hot springs are known for their healing properties and are said to be blessed by the Angelus’s god of creation known as Mura. The god who opposes Mura is Bastille the god of destruction. These two are opposites in every way and represent the eternal cycle of the universe from birth to death. Those who live in the Caliphate nation have a limited amount of freedom due to the strict and forceful code of Mura. This code passed down by the progenitor of the Angelus order has led to a police state being formed within the Caliphate. Armed warriors of Bastille storm their way into people’s homes as they suspect them of immoral and sacrileges’ behavior. Arious has also suffered its first major civil war in recent history. The sons and daughters of destruction war against the followers of creation in a violent ploy for power in the city of Seraph. Streets are stained with frozen blood and entire portions of the city have been set ablaze by the sons of destruction. The daughters of destruction follow their own path of murderous zeal as they slaughter the first bourns of any of the followers of creation that they can get ahold of. The holy city’s eternal light has finally begun to wane; as to whether it will go out completely remains to be seen. Folfs: The Folfs are often descended from the union of the Foxari and Wolfari people. Bastard children to both and thrown aside as mutts the Folf find themselves misunderstood by all. Folfs developed their own culture along the coast and enjoy the life of being a corsair. Thieves of both land and sea the Folfs are the most democratic and political of any race on Arious. Ship captains are often on edge fearing that any word they say could set off their shipmates in a frenzied debate of political standing. Folfs rarely keep the same leaders for more than a few months at best and fewer than a couple hours at worst. Folfs are very much the individual placing worth in the form of what one knows rather than whom. The Wolfari and Foxari rather despise their so called brethren of the sea. Folfs have few strongholds along the coasts of LATROCINIUM the ones they lay claim to are centers of commerce and potent centers of debate. Brethren of the seas the Folf are unified under a loose ruling of nine elders who are given the title “sea dog”. The Folfs worship the mighty sea goddess called Marianas for which the depths are named after. The Folfs though outmatched by the vast Navies of the Trogoth are known for their shipbuilding techniques that have derived a fleetness even the greatest of Trogoth ships are envious of. Fast and light the Folf ships are even equipped to handle the rigors of flight. Folfs are often seen raiding the Trogonites and their Fortaleza’s high in the blue skies above. Rather than trade with other species the Folfs have decided to take what is rightfully theirs. A racial hatred from the Wolfari and Foxari is returned tenfold by the Folfs sky armada. The Folfs are the only society to have a true democracy and control a small coastline wedged in the middle of the Foxari’s former homeland. After the Foxari’s failed war in the name of science and technology, the Foxari were forced to flee in fear as their enemies closed in and sacked their cities for all of its bounties. The Folfs were among the first to lay claim to the region after the Foxari purge had been affirmed. The Folfs took the Foxari’s former capitol of Kumar and renamed it Urbis. The Foxari were known for their flight technology and the Folfs desiring something to give them an edge against both the Trogoths and Trogonites, decided to capture the Foxari capitol in hopes of making that technology their own. Since that time they have become the undisputed masters of innovation and industrialization. Despite the Foxari’s former mistreatment of the Folfs the two societies have made reconciliations in recent generations and the remaining Foxari now call Latrocinium their new homeland. The Folfs are their protectors and they are the life breath to the Folfs industrial might. The two races most impressive innovation in recent time has been the development of the process to convert Aura into a liquid fuel source. This new fuel has led to the possibility of an industrial revolution taking hold within the lands of Latrocinium. The Folfs three major cities have strong ties to one another as they are based around a mercantile system of trade. Keeping goods between the three of them and viewing external merchants as burdens upon their way of life. The Folfs keep every nation other than the Thomas at bay. The Thomas being experts at trade have signed a lucrative treaty with the Folf nation ensuring large quantities of capitol in exchange for open borders and soul trade relations. The Folfs seeing an opportunity to improve their status in the world accepted the agreement. All other needs that the Folfs have a propensity to fulfill are done through piracy and raiding of coastal towns. The Folfs youth are raised aboard ships and trained from the time they can walk to understand astronomy and how to run a ship. Dravyrn: Known for their mastery over elemental manipulation the Dravyrn are winged Dragonoid beings that enjoy the high altitudes of mountains. The foreboding cracks and slippery rocks leave them to their own devices. The Dravyrn build massive libraries devoted to their mystical and scientific study of the phenomenon known as “Aura manifestation”. Aura manifestation is the moment in which a creature’s aura is brought into the visible spectrum. This is often the case during the moment a Personifier as the subject is called amplifies his Aurum into a physical mass. This mass is often seen in the subject’s hands or fingertips. This Aurum is then warped into a written language that the Personifier etches into the very air itself. Once the Aurum is manifested it can be made to do a number of things. It can be used to call upon the earth around it, Create fire, a burst of air, shoot water, lightning, freeze time, shoot a beam of light, and manifest ice, darkness, and even nature itself. An Aurum is like chemistry mixed with magic as it derives from the elements the very source of creation known as quintessence. A person’s aura is the manifestation of their quintessence or life energies. Each element has its own Aurum and requires a piece of the personifier’s quintessence to activate. This is the major flaw that all Aurum Masters are attempting to overcome. Some Aurum Personifiers have gone to great length to manifest life forces out of the very elements themselves rather than sapping their own strength. However these quintessence’s are not as strong as the Personifiers own life-force and often leads to destruction of the energies around them. This imbalance is known as a “rift” in the energies that transcend all over Arious. When a rift occurs life becomes weak, animals begin to die and plants refuse to grow in these areas. The Dravyrn are said to be partially responsible for the wastelands of Noctos. An ancient Dravyrn Personifier fought against the god Areva and sapped much of the quintessence from the land itself. Dravyrns must walk a thin line between creation and destruction. Many of the Dravyrn Personifiers have failed and instead leapt into the madness of Areva and joined the legions of Noctos. The Aurum masters of the Dravyrn people have found this development in their youth to be most unsettling and so have begun to war against their brethren who have chosen a much darker path. The Path that those who follow Areva and his legions in Noctos have chosen is that instead of stealing the quintessence of themselves or the elements around them. They have instead chosen to steal the very life-force of their enemies utilizing this to enhance their lifespan and grab enormous power for themselves. Some have even made pacts with the dark god Areva and garnered enough energy to manifests as deities themselves. Dravyrn Children are raised in boarding school academies located throughout their rich and vibrant homeland. Their homeland called Mons is not only a mountainous region, It has vast and numerous valleys as well. The Dravyrn elders reside in solitude atop the mountains in their vast studies looking to perfect their Mystical knowledge. The Dravyrn elders also wish to further develop Aurum technology and allow their people to live better lives than their ancestors were able to. The Valleys below these elders are home to the true and esteemed Philosophers kingdom of Mons. Mons has a Philosopher king who desires to explore and unlock the very meaning of the universe. Millennia old the Philosopher king known as Hangul is said to have been there for creation itself and was tasked by the elder gods to determine exactly why it was that they formed the universe. If this is truly the case then Hangul is the first Philosopher to have ever existed. Aurum society consists of 71 different houses or families that have joined together to form what the Dravyrn call a “High Sanhedrin” or in laymen’s terms a council of mages. Much smaller councils exist within the different provinces of mons but usually only convene ten to twenty members at a time and are known as “lesser Sanhedrin”. Within the high Sanhedrin is a leading council of five to seven separate houses which count themselves among either the most influential houses or have the largest following and in turn the most power. The leading house within the High Sanhedrin is House Vahni meaning fire. The next house that holds a great deal of power is Tacitus: The Tacitus are known for their artificial constructs that roam throughout their homeland of Little Rock. Inventors and alchemists the Tacitus are masters of the material plane. Shaping metals and creating chemical compounds to suite their whims. Very astute and clever the Tacitus often fined the solutions to problems others do not. The Tacitus are known for their knowledge of crafting humanoid constructs that follow their every command without question. The discovery of medicine and the development of Aurum technology the Tacitus have created a bold new world that they have yet to master. The Tacitus are known to have developed the strange explosive powder known as thunder dust. This rare element is utilized in cannons, firearms, and even in celebratory fashion. Highly industrialized and heavy producers the Tacitus find themselves in a gilded age of prosperity. The upper class is known to oppress those of the middle and working class level. Riots have taken root in the streets of the cities controlled by the Tacitus. Forced labor is often the drive behind these riots as citizens desire better working conditions and healthier living quarters. The streets that were once a haven of free speech now see signs of oppression and bloody carnage. The elites warring against the poor, the middle class fights both the rich and the poor as they attempt to hold onto what they have while also working for a better future. Often Tacitus are seen fleeing their once vibrant cities as they look for a better life elsewhere. Working for the Thomas or developing new Aurum technologies for the Dravyrn are just a few examples of the state the Tacitus race has found itself in. The Tacitus homeland of Little Rock is known for its sporadic and intense weather patterns. At one moment it could be sunny and beautiful outside and the next you’ll find it stormy, cloudy or unbearably hot. Located at the planets equator Little Rock is a tropical homeland with exotic fruits and strange creatures lurking all about. Due to the Tacitus’s ability to design and create new constructs without a tremendous effort the need for workers is limited at best. This reliance on constructs has caused the Tacitus too often be self-employed. Due to the overutilization of constructs very few real world skills have been acquired other than the mechanical ones needed to make constructs and foraging for food. This lack of ability has made for the Tacitus on average to be regarded as lazy and estranged to the plight of those around them. Despite this stereotype the Tacitus are not all enveloped under this recent banner of frivolous crafting and creating of mechanical servant’s. A great many of the new generation is humbled by the inability to find work and have left little rock for new pastures. A desire to estrange themselves from the unfortunate label thrust upon them drives the Tacitus’s latest generation known as the wandering youth. This wandering youth has reached the distant cities of the Trogoth, Angelus and even Ottari seeking to make their skills useful. In the Trogoth nation they hope to become a part of the bustling subculture within the western duchy ruled by one of the lady duchess’s. Others went to the Angelus homeland looking to profit from the civil war by making constructs to fight on the frontlines. The remaining members went to the Ottari homeland in hopes to improve the status of the Ottari people. One cannot talk about the Tacitus without bringing up their strange and unusual Constructs that have been with them for generations. These constructs vary in size, shape and purpose. This is largely due to the varied interests and desires of the Tacitus who created them. Some small, some large, some enormous and built with saw, hammer and various other sundries. One class however sticks out amongst the others because they are in fact gifted with a soul. These constructs can think, act and behave like any other living creature. These constructs have interests, desires and unlike their lessor brethren they do not always follow their creator’s orders. These constructs are often modelled after other races that the Tacitus have come into contact with. The constructs although modelled after other races are easily differentiated from those that inspired them. Synthetic skin, feathers, fur, animatronic features are just a few examples. These constructs will also make strange noises when they move such as clinking or clanking and the sounds of grinding gears can be heard in some cases. Simultaneously these beings are equally capable of looking extremely lifelike and the appearance can be extremely uncanny. There is a debate that has arisen since constructs such as these were created. Namely weather they are to be treated with the same respect and dignity as other sentient beings. The Bovari who have just recently attained independence and freedom from being enslaved have drawn a line behind the constructs and their desire to do the same. These Constructs that wish for independence and the ability to pave their own path call themselves “The Dawn”. More precisely they call themselves children of the dawn because these constructs see themselves as the start of a new race on Arious. Other races that have shown interest and understanding with these children of the dawn are the Monoliths. The reason is largely due to the fact that both are artificially made as far as biology is concerned. One through mystical energy and a deep understanding of magic. The other created through hard science and alchemical knowhow. Regardless of these differences the Children of the Dawn have found a friend that understands the issues that plague them. The Tacitus within Little Rock have handled what they see as yet another uprising within their gilded community in the same manner as everything else. Namely the Tacitus have viewed the Children of the Dawn with suspicion and hatred and regard them in a similar manner that they once viewed the Bovari. These constructs are nothing more than slaves that they have created. The Tacitus refuse to see their constructs as anything more than property and actively speak about them as such. The Tacitus are also secretly very afraid of these “Children of the Dawn”. The reason is quite simple as they fear an uprising is imminent within their homeland. This fear has led to foul treatment of those constructs who have sentience in any capacity. The Tacitus have also outlawed the practice of creating sentient constructs. This is largely due to the fear that any new constructs of this level of intelligence may fall in league with those who are a part of “The Dawn”. This mistreatment has emboldened the resolve of the Children of the Dawn and led to the very outcome that the Tacitus feared would happen. The gilded cage has been ripped asunder and the people within Little Rock found a harsh reality that is still plaguing them. Bovari (Nandi): The strongest and largest of all the races on Arious the Bovari (Nandi) are Bovine in appearance with massive horns bulging muscles and fueled by deep passions. The Bovari (Nandi) are often seen in the wooded regions and grasslands of Arious. Wielding massive battleaxes and able to carry huge loads; the Bovari (Nandi) were once a slave race to the Tacitus and Trogonites who outwitted one of their progenitors in a game. The stakes were a thousand years of service to the two races, however to a Bovari (Nandi) years and days have no meaning and thus had no context to place the length of time. In recent decades the Tacitus have fallen out of power and the Trogonites wishing to undo the past have granted freedom to the Bovari (Nandi). The Bovari (Nandi) now face the uncertainties of the future as they lay claim to a single city. Deep thinkers and possessed with a stern personality the Bovari (Nandi) are often quick to anger due to their enslaved history. The Bovari (Nandi) often hire themselves out as mercenaries and guards to both the Thomas and Ottari who live near their forest homes. The Bovari (Nandi) have found freedom and thus rediscovered themselves. The Bovari (Nandi) often adventure in order to find their lost heritage hoping strongly to find it out there somewhere in the far reaches of Arious. The Bovari (Nandi) love to charge at one another in a game of chicken often sticking their horns forward and the one who doesn't back down the longest is declared victor and often garners the respect of other Bovari (Nandi). Those not of Bovari(Nandi) custom often see this as childish and stupid, however the Bovari(Nandi) take great respect of non Bovari(Nandi) who decide to partake of the ancient ritual. These individuals are called "little beasts”. The Bovari’s single city stands as a beacon to their kind. The desire to better their race through swift action and acquiring of knowledgeable individuals to lead their first academy are the politics of the day. Ambassadors from the fledgling nation have sought an audience with the Dravyrn peoples. The reason for this being that they are the most advanced when it comes to education and its practice as a whole. The Dravyrn never ones to turn away a people who wish to advance themselves have been more than forthcoming in a reasonable arrangement. Hangul has pledged that so long as they desire to unravel the mysteries of the universe he will never forsake the Nandi. Hangul has also stated that he wishes to help them for moral reasons, the Nandi just escaping bondage had been deprived of what he considered most precious. He sees life as to fragile to remove that which makes sentient creatures just what they are; free to make a choice. The Bovari are divided among clan lines where each clan has both a name and a head. These heads of each clan are further divided along bloodlines to determine who the next head of each clan is. The Bovari are also heavily vested in the belief of geomancy and causing the land and world to do what they wish through arranging things in a certain fashion. This has caused the area where the clan heads meet to be in the very center of their city and for this location to become a potent point of power. The emotions and desires of the people are felt with great fervor when one enters the hall of leadership as they call it. Terrible Roar: The Bovari can issue a challenge and when he does so he is up 2 traits on any intimidation tests. The player can utilize either socials or physicals for this test. Blood Rage: the Bovari goes into a frenzy that increases his physicals by 3 and he deals an extra level of damage to his opponent on top of whatever his weapon was already dealing in damage. Ottari: The Ottari also known as Lutrinae are sentient aquatic mammals that descended from the sea and came inland to their present homes along riverbanks and deep wooded areas. The Ottari have many similarities to the otter in appearance, but walk on their hind legs and stand around 4 feet in length. The Ottari garbed themselves in very tribal attire with males wearing different styles of native dress. Female otters are just as fearsome as the males wielding mighty bow and arrow or striking fast with spear in hand. The Lutrinae women are not held down by any one job and have been seen performing all the same duties as men. The men are often out in hunting parties that search for fish along rivers or in vast lakes. The men and women are both expected to know how to make canoes, rafts and sew their own clothes. Clothes were important to both males and females as it reflected ones standing within the tribe and the deeds one has done for the tribe. The most common sight for outsiders is the ceremonial clothes that the bands of Lutrinae wear when greeting friends. The Lutrinae have also been seen striking fear into their enemies when they wear their signature battledress. Fishermen and delvers into the deeps around their river homes; the Ottari fear no beast. Staunch combatants against the Trogoths who invade their river homelands for resources, The Ottari compete against this timeless incursion by adapting to their environments. The Ottari are very close to one another as entire communities often live in the same Holt. Their young are raised to fight for their Holts survival and what the Ottari lack in long endured swims they make up for in speed. The Ottari may be unable to hold their breath for nearly as long as the Trogoth but they are often capable of outmaneuvering them with their webbed fingers and toes. The Ottari are able to see underwater just as well as the Trogoth. Epic battles have been fought within the contested rivers of the Ottari and Trogoth domains. The Ottari possess pearls that are blessed with the powers of their Progenitor. Legend holds that the Ottari who collects all of these Pearls scattered between the nine Holt’s of the Lutrinae will become the Hero of his people and lead them to a time of greatness once more. Ottari culture holds many different avenues for its people to thrive such as warriors, merchants, fishermen, healers, seers, and “High Dog” or leader of the Lutrinae. Ottari are often taught to be headstrong and wise in their domains. Ottari adventurers often leave their Holts due to assault by Trogoths that invaded there waterways, or for visitation amongst the other nine Holt's in the Ottari homeland. This constant fear of invasion has forced Lutrinae to be highly mobile transporting their goods and people in organized bands. The Ottari people have made drastic changes to their Holt’s allowing them to be relocated just as easily as their people and goods. Rougauru: Fearsome swamp dwellers the Rougauru are notorious in their harsh and unforgiving terrain. The Rougauru are shape changers able to blend into their watery homeland. Described as Lupus in appearance these native swamp dwellers gather together in packs hunting the flesh of sentient beings in the hopes to devour the victim’s knowledge and strength, whether this practice actually works matters very little to those that the Rougauru victimize. Strange rituals are seen performed on moonlit nights as the leaders known as the Wendigo takes the victim’s body and places it upon a marble slab. Once the victim is positioned the Wendigo stabs him in the center of the forehead with a sacred knife bathed in dark magic. From there the Wendigo extracts there very soul. Dragging the victim’s soul out with his own Aura and soul that are working together simultaneously in unison. The victim is often seen screaming as the torturous procedure is being performed. After the soul is removed the Wendigo priest breathes the soul that has just been extracted into his body. One might believe this would be the end of the victims suffering; however he is now undead and very much under the Wendigo’s power. The Wendigo can choose to go further devouring the soulless bodies heart and mind taking everything he can from the vessel before forcing the empty lifeless corpse to follow his every command. Very few ever manage to regain themselves after the Wendigo has his way with them. This is why the Rougauru are the most feared beings along with the Kushtaka. Kushtaka: The Kushtaka are very much like the Rougauru of the southern swamplands. The major difference is that the Kushtaka instead of enslaving the body and absorbing the souls essence. They instead enslave the person's soul after luring the victim away from their loved ones. The Kushtaka are said to prey on children and those who have become lost in the frigid northlands. Able to appear as anyone’s loved one makes the Kushtaka a very real threat to those who dare to wander into its frigid landscape. The Kushtaka is also said to appear as a humanoid otter creature leading to conclusions that the Kushtaka is a lost tribe of the Ottari people. Deep within the Kushtaka's homeland this rumor is proven quite true as the Kushtaka engage in necromantic rituals and are the kings of stealth. Able to appear as anyone or anything they have seen the cunning tricksters relish in the myth they have set up for themselves. Many fear speaking of the mythical beings. In truth the Kushtaka are very close knit as a society. At least when it comes to their own kind. They treasure one such thing that leads to an intriguing conclusion from the few outsiders who have seen it. A mighty Black pearl sacred to them is held in their hauntingly vast Holt. This way of building and the sacred rule placed upon pearls lends credence to the connection between them and the Ottari. The Ottari fear the Kushtaka and tell of their evil deeds as a lesson to young children to listen to their elders. The Kushtaka see themselves as their own race and peoples that are steeped in culture and religion. The Kushtaka have shamanistic ways of looking at the world and see the world as a massive living organism that they must learn from and master. The Kushtaka though practicing both shamanism and soul binding through their necromantic rituals do not seek out others for the soul purpose of being evil. In fact they believe they are change agents and seekers of a greater truth. They wish to unlock the secrets of the soul and how to manipulate it to the ends of halting death itself, while simultaneously seeking how to bring it close to hand when it comes to their enemies. Apotamkin: The Cold ones apotamkins are different from the other races forced to live underground or in the sewers, caves and any dark corner of the earth. Walkers of the night devourers of children Apotamkin are the quintessential vampires of this world. Surviving on quintessence or life energy to fuel their powerful abilities they are not a nation onto themselves. Rather the Apotamkin live among the warm vessels of the living seeking them out for nourishment. Living off of both psychic energies and drinking the blood of the various races in the world. Apotamkin are feared by all and rarely reveal their true nature. Apotamkin can be of any race and always hold onto that identity the strongest; receiving the greatest amount of nourishment from the race they were born from. Other races than their own taste strange and only satiate their blood thirst for a few hours. Masters of the dark artes and of such natural stealth that a Kushtaka or Rougauru that becomes an Apotamkin is nearly undetectable by others when he truly wants to be. Without a true soul the Apotamkin must feed once per day to revitalize his empty vessel. An Apotamkin will learn information from those he feeds upon and possess any memories that the person was dwelling upon at the time of consumption. No Apotamkin may enter the light of day as their strength is garnered from the darkest and most impure magic’s ever seen. Some say that the first Apotamkins were in fact Kushtaka’s that discovered mastery over death as they are now truly immortal other than the constant hunger for quintessence. Apotamkin often gather in small groups during the midnight hours and plot their vile schemes to ensnare the races they once inhabited. An eternity is a long time and plotting seems to have become their pass time and filler for the duration of their new existence as true abominations and monsters. While a great deal of the things said previously can indeed be said to have an heir of truth to them. One cannot state that the Apotamkin are innately evil. The lack of knowledge towards this once proud race has bread mistrust and fear towards them. Although it is true that the Apotamkin are not made up of strictly one race there is more to them than just a corpse brought back to life. In fact it is a biological anomaly within their very blood that has led to their need to feed on other beings. The Apotamkin according to legend worshipped the moon and originally hailed from the same region as the Wolfari people. It is said that the oldest members of this mighty clan still reside within that same frozen Tundra far to the north. It is also rumored by a cautious few that it is because of their influence within that region that the blessings enjoyed by the Wolfari people are even possible. The two groups share the same affinity and love for the lunar pantheon that originally blessed the region with eternal night, a heaven full of stars, and most importantly they were forever able to gaze upon the moon. Legend holds that the moon is where the lunar powers all reside in gleaming palaces and cities. It is from here that the moon gods watch over their followers and affect the realms under their control. Further delving into the history of the Apotamkin tells of why they cannot go out into the light or even be awake during the day. The moon goddess known as the “Great Mother” was revered above all others housed in the lunar pantheon and it was from her that the Apotamkin were gifted with their powers. Sadly the “Great Mother” at this time was warring with her husband known symbolically by the Apotamkin as the “Great Father”. The “Great Father” just so happened to be the god of the Sun and as his wife bestowed her gift he secretly imbued his own power as well. Rather than bestowing a gift he instead laced into the Apotamkin a powerful curse. This curse forbid them from ever walking out in the sun ever again and at the same time forbid them from being in his or any of the members of his pantheons presence. The “Great Mother” sensing what had happened bestowed a second and final gift upon her children. This gift was the same as the one she bestowed upon her other children the Wolfari. The Sun was forever banished from the skies of the north so only her light could reach them. Karzelek: The Karzelek are able to endure almost anything as they guard ancient underground mines that were built long before the written word. The Karzelek are rugged and stern in their mountain homeland of Jorgen’s hold. The Karzelek are masters of the forge and craft the finest blades and armor. Able to imbue their blades with special gifts and the ability to cut through even the toughest of hides makes their skills highly sought out by the warriors of other nations. There armor is even more highly prized as it makes any who wear it impervious to magic’s and as tough as diamonds. The Karzelek are also very intense brawlers that love a good pint of whiskey and some gin to get there day started. The Karzelek live far underground in Holds that were built by their ancient ancestors. Within the holds are great halls that mighty feasts are held for week’s even months at a time. The Karzelek have a very advanced political system held together by lords and ladies alike. Lords are higher up male Karzelek, while Ladies are higher up female Karzelek. Karzelek dress in plate mail when going into battle that is highly ornate and made of Karzelek steel one of the strongest substances in all of Arious. Karzelek politics are highly bureaucratic and longwinded in speech. Hours are spent deliberating on what could have been a five minute debate. At least one member from each Karzelek house must be present to deliberate or the holdings of the council will undoubtedly fall into question. This rule has been abused by house Grunger numerous times in order to deadlock the Karzelek Senate. Beautiful stone works have been attributed to the Karzelek people throughout history none are more stunning than the central city of Agartha. Agartha is the Karzelek peoples Capitol city and home to the legendary forge called Vulcan. The Karzelek although devout more to science than any religion have dealings with so called mining spirits and spirits of luck known as Tommyknocker’s or knockers. Often the Karzelek will leave offerings in front of mines in order to gain these knockers favor. The knockers are as numerous and diverse as those who pray to them. These knockers have been known to be both benevolent and malevolent in their interactions with the Karzelek. If a knocker is displeased with a particular Karzelek he may cause a cave in when he is working or steal an object of importance from him in order to get even. Another creature that the Karzelek deal with in order to improve their luck is known as the treasurer or Skarbnik. Skarbnik is a guardian of the mines and leads the Tommyknocker’s and is hailed as the Lord of the Underground. Skarbnik is depicted traditionally as an old man with a full beard and wearing miner’s clothes while holding a torch in one hand. Skarbnik is described as being kind and gentle to those miners who are hardworking, reliable and honorable in their actions. To those miners who are not these things Skarbnik is fierce and vindictive often bringing bad luck or judging these souls as unworthy of his deep underground realm. Skarbnik is the most powerful of the spirits that call the deep underground their home. To the Karzelek he is the closest thing they have to a deity and is revered in many of their strongholds. The Karzelek Strongholds are vast and impregnable stone fortresses built into the sides of mountains. These strongholds reflect their creator’s knowledge of masonry and stonework. Each stronghold is ruled by a lord or lady who has been deemed “Master of the Keep” by their fellow Karzelek. The Tacitus and the Karzelek both being known for their craftsmanship and building techniques has led to an alliance of sorts between the two cultures. The Tacitus provide the Karzelek with valuable products and various constructs; then the Karzelek in return provide the Tacitus with important raw materials that are used to make more constructs. The Karzelek generally do all the mining by hand and take pride in this fact because it is so engrained in their culture, however the deepest recesses of the Karzelek mines are filled with foul beasts and monsters that even the Karzelek still have trouble with. The answer to these monsters were the Tacitus constructs, which not only can work without tire, but also can be designed to take on these foul monsters before they are able to reach the areas that the Karzelek miners were working. Chandra: The Chandra according to legend fell to Arious from the moon itself in what they describe as a meteor shower that erupted from the lunar surface. After populating Arious the Chandra people settled in a region that has become known as the land of the white lotus. The land of the white lotus is alien and strange to those who gaze upon it. The sky is choked by ash clouds caused by volcanic eruptions, large vents of steam, and even meteors that crash down to the planet in this region. The meteorites originate from the moon, which is highly active and constantly spewing rocks, ice and dust into its own atmosphere and sometimes this debris is picked up by Arious’s gravity and pulled down to the land of the white lotus. This has been speculated to be due to the moons orbit being closest to Arious as it passes over this region of the planet. This phenomena known as “Chandra’s Wrath” happens once a month or every 27 days exactly lending credence to this theory. The Chandra worship the deity known as Rajanipati or “The lord of the night.” and his wife Kshupakara or “one who illuminates the night.” Rajanipati represents the new moon and his wife Kshupakara represents the full moon. The other phases according to the Chandra people are these two deities balancing one another’s powers between each other. The ash covered landscape of the Chandra is not necessarily a wasteland as numerous species claim it as their home. Strange organisms are seen crawling forth from meteor craters and have everything from tentacles to odd appendages. The beings of this land have two sets of eyes that they rely on. The first set of eyes see the same way everyone else does, but the second pair is especially useful at night or when heavy ash clouds are forming across the landscape. The Chandra are gifted with this adaptation as well and are known to be quite deadly when they are hunting their prey. The Chandra hunt strange luminescent mammalian beasts known as bonga-kudu. Resembling antelopes in appearance these herbivores feed upon whatever they can find. The local flora that has managed to survive in this region is also bioluminescent and is why the Bonga-kudu has luminous stripes and various other patterns dotting its body. The petals of the white lotus for which the region is named are the most beautiful of these plants growing in small craters that have filled with water made murky by the ash covered region. The lotus is a symbol of purity and strength to the Chandra people as its light shines through any amount of ash and even the darkest of nights. The petals are known to contain healing properties and the Chandra grow the lotus anywhere they can. The three most well-known settlements of the Chandra are called “Nakshatra”. Those unfamiliar with the meaning of this term have endearingly given these three cities the nickname of “lunar mansions”. The first city is known as Rohini or the red city. Some have gone to calling it “blood moon city” due to the recent devastation brought on by the latest lunar eruption. Destruction rained down upon the city killing thousands of the Chandra people in a single night. The streets were awash with blood and as the moon reached the highest point in the sky it turned a deep red as if the gods themselves were able to sense the people’s pain; or worse the gods themselves had caused this calamity and were hungry for more bloodshed. The second city was given the name Hasta and to the Chandra this word means “The Hand”, which is fitting as this city is the Chandra people’s capitol city. The city of Hasta is located next to a vast reservoir of water that spills into a vast lake created by the largest meteor crater known in the region. The lake spans a mile and a half in diameter and the water is crystal clear. The lakes surface is a true wonder to behold at night as the moon reflects off of it in a silvery hue. The surface unless disturbed by the Chandra and their barges is deathly still and appears like glass that could be skated across. The last of the three settlements is known as Shravana which means “The Ear” and is linked with the Chandra people’s ability to listen or hear things. For this reason Shravana has become home to the Chandra peoples most important institutions of learning, law and a massive senate or council that convenes every three months in order to deal with the Chandra peoples most pressing and important issues. The largest Chandra University also claims this city as its home. The city is also famous for its large courthouse, which was the first in the Chandra people’s history to hold a written code or doctrine for them to abide by and follow. The strangest and most deadly creature in the land of the white lotus is the Caldera. This strange creature looks more like a plant than an animal. The Caldera has two appendages that resemble Venus flytraps; the appendages spew out a foul poison that attaches itself to the calderas targets and either paralyzes the victim or fills them with a sense of euphoria. The creature will then rely on Tendrils to grab its prey and drag it closer to its oversized maw; where the Caldera will begin digesting it slowly over the next few days. Varuna: The Varuna are Ancient sea dwellers that are proud and strong and who inhabit the deepest parts of the ocean in unique dwellings that resemble underwater shrines inside golden bubbles of light. The Varuna rule the deep oceans and high seas with an Iron grip. The Varuna are always challenging the Trogoth and their armadas. The Trogoth and the Varuna call these conflicts battles of supremacy. The Varuna and Trogoth are caught up in a war of supremacy over the trade routes that the ocean and high seas open up to them. The Folfs and Ottari are also major players in this war, but they have their own interests to settle in this conflict. The Varuna are at war with all but the Ottari and the reasons for this go back to the times when the Ottari were still a seafaring people. A treatise was signed by one of the Varuna leaders and an Ottari chieftain. The Varuna are not ones to break an oath and so they leave the Ottari to their own devices and even trade with them if the winds are right. Many of the Varuna are either pirates or naval officers that roam the seas of Arious looking for potential targets. Those Varuna that find themselves as pirates often compete against the Folfs as the two sides are often in the same seas as one another. Those that join the royal navy are fiercely loyal to their leaders and will fight to preserve both their own honor and that of the crowns. The Varuna are skilled gunners and have access to the finest cannons due to the ingenuity and strength of the Varuna’s navy, dockworkers and even skilled craftsmen who specialize in naval gunnery. The mariners within the ranks of the Varuna are indeed skilled at sailing and naval combat, but more so they have begun to specialize in boarding enemy ships. The Varuna who delve into the art of infiltration and boarding rely on an ancient and powerful ally known as the Makara. Makara are strange sea-beasts that resemble a sea serpent with four legs that are webbed and a long rudder like tail to navigate with. The Makara are adept at sneaking up on unwary foes and have been recorded on more than one occasion as being the cause of a failed naval battle between the Trogoth and Varuna. The Makara can either be mounts for the Varuna to ride into battle and take on foes, or the Makara can even be trained to attack and defend certain areas by themselves without much supervision. The Makara are also utilized in trade relations between the different holds of the Varuna carrying cargo and goods upon their backs. The Varuna have numerous cities within the oceans depths and range from very small outposts or satellite cities along the outer rim of the empire all the way to enormous cityscapes that envelope large swaths of the ocean floor. The most famous of these cities is called Mag Mell and their leader resides in this city. The Manannán Mac Lear as he is known is believed to be the embodiment of the world’s Psychopomp. Meaning that he oversees all souls between this world and the next. The city of Mag Mell is wholly devoted to this task as a massive temple at the center is said to siphon the souls into the inner chambers and the Manannán is responsible for ferrying these souls to the otherworld. The Manannán rarely leaves his temple at the center of the city as he is often in a meditative trance. Most scholars believe that during most of this time he isn’t actually held up in his corpus at all; but instead he is within his astral form. This form is often said to be doing the duties expected of the leader who traverses the underworld and attempts to bring restless souls to their final destination. Monoliths: The monoliths are a rarity among the other races in that they appear to be made of earth, stone, clay and a number of other materials that one would not expect to be sentient to any degree whatsoever. The monoliths are bipedal and often cover their faces with cloth or strange helmets. The Monoliths are an ancient and powerful race that has dominated the harshness of the dessert, the frigidness of the ice caps and even the volcanic regions of Arious. The monoliths can communicate with one another but do so through some form of mental phenomena that few outsiders understand. The monoliths cannot speak the way that the rest of the planets creatures do through a voice or shout. This has caused hostility from the other races who feel that the monoliths are either ignoring them or are just freaked out by them. The Monoliths stick to the shadows fighting for whomever pays them the most coin. The Monoliths oddly enough take great pleasure in killing the Duggie of Noctos due to an ancient rivalry between the two. This rivalry stems from both races having skills in assassination and attacking from the shadows as a sort of trademark. The monoliths can stand perfectly still for hours without making a sound or the slightest motion in any direction. Monolith culture revolves around the three sages or wise men who lead their people. These Wise men are said to breathe life into Monoliths through powerful rituals that have been passed down for generations. These rituals or formulas are written upon a “Shem” or piece of paper. This Shem is then placed in the mouth of an infant Monolith by the wise man who presides over the birthing ritual. After a few words and further incantation the newborn begins to wail and cry as any infant would. The monoliths parents play a heavy role in shaping the newborn in that they take a piece of themselves whether it be clay or iron or steel and even stone. From this part of themselves the parents mold the child in their likeness and pour all of their hopes and dreams into the still lifeless form. It is after this moment that the birthing ritual takes place and the wise man breathes life into the newborn. The newborn will like any other child be raised by its parents and taught the ways of its people. The Monolith will make friends meet loved ones and hope for a better future for itself and fellow creatures. The Shem that the wise man places in the Monoliths mouth is its very soul; the part of them that sparks life, animation, and individual thought. This fact causes the individual Monolith to hold his personal Shem as sacred and they will protect it by any means necessary. This is done through the way they wear a cloth around their head and face. This cloth is known as a Kefiyah or Sudra depending on if you are male or female. Males wear Kefiyah and females wear the Sudra. The difference between the two types of cloth are in the designs sewn into them. The Kefiyah is generally made of darker or far heavier colors, while the Sudra is vibrant or contains far more radiant colors in its design. The Monoliths are also known for exotic helmets, which serve a similar purpose to the Kefiyah or Sudra in that it disguises where the Shem is located. The Monoliths also wear armor that they have perfected to be light and maneuverable in order to work well with their trade. The Armor known as Rashidun armor is generally dark blue in color and faded in order to eliminate any parts that may have gleamed and in effect given away their presence to an opponent. Dark blue is also important in that it blends with shadows better than other colors and so secures their anonymity even further. Draconians: Draconians are space travelers; who at one point had stretched out their empire onto five planets within the solar system and forced the local beings to submit to their authority. The Draconians used the local resources of the different planets to power their advanced war machine. The Draconians have now set their sights upon the planet Arious home to the numerous races that are now vying for survival. The numerous sentient races of Arious find themselves being under attack. The Draconian empire threatening citizens and even their very way of life. Draconians have found a true foe in the Wolfarian race and every time the two see each other the two sides would sooner attack then speak to one another. Draconians are an imperial power that is led by a counsel of nine overcome with religious zeal and a tendency to force their beliefs on their entire race. Over the counsel of nine is the Archon a fearsome figure who leads with an iron fist answering only to the counsel who as long as he conquers and converts with the aid of his crusader army could care less about his sociopathic reign. Draconians are divided into three categories of power all generated through their genetic history. The blue Draconians are the weakest and most prevalent, and then there is the red Draconians the middlemen and arbiters of the battlefield. Finally there are the Gold Draconians royals, generals and priests exist in this category and only 500 exist in the entirety of the empire. These Draconians if seen on the battlefield are to be feared like no other able to dispense death with ease and great joy. Blue Draconians Intelligent, headstrong and fierce Blue Draconians are the workhorse of the Draconian empire. What the blues lack in raw power make up for in intellect and cunning. The blues on more than one occasion have outwitted there much stronger and stubborn cousins who claim to be there superiors. Blue Draconians are also the ones who build a great deal of the Draconian technology; they are also the ones who understand how the technology works. These two facts lead to them being the frontrunners on the battlefield as either pilots or foot soldiers. Many blues who arrive on Arious fall in love with the planet and have even been known to refuse orders to leave; instead they desert their posts and seek out alliances with the local races. Due to their capabilities as engineers and technicians the blues have been welcomed by those of the Tacitus and even the Foxari Empire before it fell. The Trogoth have even brought in a few of these blues who have thrown away everything in hopes of making a new life on Arious. The blues are often seen toiling away within a Draconian garrison or fortress, which are aptly named “Sanctuaries” by the Draconian elites due to their zealous faith in the cause in which this mighty empire is fighting for. Due to their low status within the empire blues have set up their own distinct and unique culture. This culture is heavily influenced by their innate love of technology and engineering. The blues will often be seen on some form of console challenging one another in virtual reality worlds, which they utilize both as a training tool and for more casual play. The blues love playing games in these virtual realms that they have set up for one another. Huge competitions have been spawned between blues often splitting up into teams that are set between two separate units or even an entire base has been known to get swept into these competitions. For the blues that are still on their home world and have at least some semblance of a civilian life; one can see them enjoying their evenings at the bar or local café. Many blues let loose their emotions in poetry and fiery speeches about how they should have more say in their government. The blues do not see themselves as inferior to their brethren, but instead they wish to be equals. This has caused them to push forward with great resolve as they fight for the right to be heard. The blues on the frontlines have even less political clout because of the hierarchy of the draconian military. The blues are the first ones to be deployed and the last to leave the battlefield in many cases. This fact alone has led to a disproportionate number of blues being killed to the other bloodlines. Red Draconians are the tacticians and battle-hardened elites of the Draconian empires war machine. The Reds lead by example garnering respect from their fellow Draconians both in their daily life and on the battlefield. Often of larger stature than their blue counterparts; the reds are intimidating to look upon at first glance. Out of the three bloodlines of Draconians the Reds believe themselves to be the ones most able to endure the hardships of battle. This has often caused them to come off as rough and condescending to their brethren, however there is much more to their actions than one can easily be lead to believe at first glance. The Reds do not give into fear or their emotions easily instead they are calculating in the actions that they take. This trait will often cause them to come off as stubborn or unwilling to compromise. The Reds are also known to have challenged the orders of their superiors if they feel that it doesn’t benefit their fellow reds or even places their cohorts in danger. Reds feel strong ties to their cousins the blues and will protect them as best they can from the dangers of the battlefield. Reds are drawn even closer to the gold dragons due to the fact that many of them are elite guards defending them from threats within the empire and many more outside the empire. The reds enjoy a great deal of physical activity and have developed competitions throughout many aspects of their lives. Flying is the biggest draw for competition as all Draconians view this gift with high regard. Reds will also fight in coliseum style matches on their home world vying for fame and fortune as they prove themselves to their fellow Draconians. Gold Draconians kings, rulers, generals, the religious elites and even the archon hail from this bloodline. Known for their fiery and impassioned rhetoric Gold Draconians wield a great deal of political and social clout. The gold Draconians according to the draconic scriptures are foretold as the chosen ones Draconthropy- Those of the Draconian race are capable of transforming into dragons and have three forms the first being scales covering the entire body in a protective shell and their eyes becoming nothing more than reptilian slits glowing and glaring as they pick up on heat signatures. The second form being a Dragonoid figure that would rival the Wolfarians transformed state in potency. The final form is a full-fledged dragon that would be the size of an entire chamber or room. This form is the most formidable and nearly doubles their strength and ferocity. Adamu- translation “first man” the Adamu believe they are the first beings created by the Anunnaki translation “children of Anu” these people live in the forests and are highly attuned to nature and the animals that live around them. Some Adamu are even said to be able to communicate with the very planet itself and draw from its awesome power. They often live in bayous or deep in the woods away from the other races having found themselves separate from them and rarely use technology in any form. But this doesn’t seem to affect their standing among the other beings and even if it did they really don’t seem to care. They find strength in wisdom and common sense rather than intelligence and knowledge. Anunnaki- translations “Children of Anu” the Anunnaki are a proud race that believes that they are the ones who created all other races starting with the Adamu who were there servants. The Adamu of today have broken away from this tradition and consider themselves equals and those who speak for the planet itself. The Anunnaki are said to have never touched down on the planet flying in their magical cities that float in the atmosphere across the jet streams. They are the masters of flight and have strange mystical flying machines that are even passed down from one generation to another and every Anunnaki can glide through the air with ease and have their own flying machine. Anunnaki are mostly peaceful though the Trogonites and Anunnaki seem constantly at odds for resources and space within the same skies. Trogonites are just as proud and curious as the Anunnaki however the Anunnaki see themselves as observers of the world below and rarely venture to the surface unless absolutely necessary. Bodhisattva: The Bodhisattva is the purest form of every race it is both the title and level of ascension that can only be reached after a character has maxed out all of his Artes, instincts, talents and Aura is pushed to its fullest potential. Once the character has done this he can learn nine new levels of Artes, instincts, and talents that are unique to this select group of beings who are simply put gods of the battlefield and their domain. Bodhisattvas are often only seen during times of trouble or in the direst of circumstances. Bodhisattva are never allowed to be played as a starting character they must be made through excruciating effort and show the time and effort a character has spent learning new things. Wolfari: Harsh Tundra, frigid winds and a region blessed by eternal night gleaning with the brightness of the moon, this is the homeland of the most feral and hardiest of Arious’s numbers. The Wolfari are known for their mastery over the lunar sphere that looms ever present over the chilled lands of Wolfaria. The Aura of the Wolfari is broken down into the Lunar cycle and often depending on the time of the month the Wolfari can be very powerful and chaotic in nature or very weak and in control of themselves. This Protean energy has led to the Wolfari peoples rise to power. The Wolfari nation has one of the largest expanses of any peoples in Arious. The Wolfari people are also the strongest warriors on the planet, but only during the full moon when their mothers blessing is strongest. The Wolfari people believe and pray to their parent deities that are also their progenitors. The Wolfari people rarely venture out of their frigid homelands finding peace in the land of their forefathers. The Wolfari youth who do venture forth from the frigid north often are brash and impulsive. Very much a result of their homelands lack of resources the uncertainty of when ones next meal would be, whether you would be alive tomorrow, fear of what lurked in the shadows. All of these factors have created this potent race of warriors, philosophers, and frigid arbiters of the moon. Timbrea is their capitol city and has been declared the frozen jewel of the north. A massive city with three levels set atop one another and seems to levitate without reason. Each layer of the city hovers above one another the furthest down being the largest, the middle one slightly smaller and the third and final layer slightly smaller still. The layers clearly define ones caste in the Wolfari capitol. The lowest level holds all the commoners, beggars, and is clearly a realm filled with darkness and shadow. Thieves abound in this layer each guild set up in its own district fighting to dominate the other thieves into falling under their banner. The second layer is the one inhabited by the merchant class and rising middle class. Bazaars and open air markets flourish in this layer. Armed guards and hired mercenaries all ensure peace in the third and final layer known as the gilded cage. For those Wolfari who exist in this layer are religious zealots, fanatically loyal to the leader of the Wolfari republic known as the White Fang. The priestess of the Wolfari faith also lives in this layer of Timbrea and is the voice of Linares the goddess of the moon. It is said that once every thousand years a priest is born that can speak to the Wolfari Father Lumen. Lumen is the warrior of Wolfari culture and unlike the Priestess of Linares, the priest of Lumen will take to the field of battle and blessed by his fathers might he becomes his nations super weapon. The Wolfari transformation power is explained through their goddess Selas. Selas looked down upon this male and was awestruck by his beauty. This goddess of the moon soon fell in love with the first Wolfari whose name is passed down as its own legend. His name was Kiedoe Mushinta to those in the north and those in the southwest know him as the White Wolf. Those far to the east of the Wolfari lands simply call him the chosen one or the lover of the moon. The Legend continues with its description of what happened by explaining that the moon goddess desired to gaze upon him always and so placed a spell over him that made him fall fast asleep whenever she was in the sky. The Shepherd despite being asleep was heavily devoted to his task of protecting his flock of sheep. This desire to do his duty began to manifest itself while he was asleep and he took on the very form of the creature that he wished to defend his herd from. His form shifted to that of the wolf and depending on the phase of the moon he would be on all fours, on two legs, or when the moon was full his power and desire to protect those who are weak and helpless manifested itself in the manner of the beasts all creatures fear. A form of destruction and an eruption of almost unlimited strength define the Wolfarian races full moon manifestation. A Wolfarian has an easier time resisting the desire to shift during a new or crescent moon than during the full or half-moon phases. This is said to be due to the moon goddess’s desire for her beloved’s descendants to slumber so she can also watch them. Blackjack Houdani was the first of the eight phases and son to The Wolfari moon goddess. Blackjack represents the new moon and in turn is the giver of fertility, virility, and rebirth. Those Wolfari who pray at his shrines are often married and seeking to have children. Blackjack is often depicted as a black anthropomorphic hare wearing armor and wielding a spear in one hand and a chalice in the other. Blackjack Houdani is also the patron god of warlocks and other users of magic. The reason for this is because of his reported love of knowledge and education believing that one can only truly know something if he studies it. The realm that Blackjack rules over is the realm known as High Brasil and is a mystical Island that is surrounded by heavy mist and fog. The land is reportedly never able to be reached by those who see it except for once every seven years. Upon this day the fog roles back and reveals the Islands full splendor. A vast castle is located at the center and is rumored to be where Blackjack himself rules over those Wolfari who are yet to be born and those awaiting the chance to be reborn. The Island is covered with lush meadows and rivers and even vast woodlands to hunt in. To those Wolfari that believe in Blackjack Houdani and his island; it is a paradise unlike any other. Effect: When the player finds himself under a new Moon they will gain an extra aura for the session. They will also be up 2 points for any challenge that requires the instinct of Cognition. The hooded Maiden is the second of the eight phases representing the waxing crescent. The hooded Maiden is always depicted as a young maiden who is garbed in peasant’s clothes and a distinctive red cloak. The hooded Maiden is the goddess of the wilds, protector of travelers and keeper of elders. When it comes to those who travel along the roads of the Wolfari homeland shrines devoted to her are found in abundance. It is said that as long as one stays along the beaten path between home and where they are headed; that they will never be lost or fear harm from anyone. Those who pray to the hooded Maiden also find themselves to be better speakers, or less likely to be deceived by a lie; which is why the most prominent followers of the hooded Maiden are merchants or public officials. The hooded Maiden rules over a realm simply known as Fairytale and it is believed to be a strange yet wondrous place. The realm is comingled with large villages and vast countryside that overlaps into a crazy amalgam of trails and roads all leading back to one another. The hooded Maiden lives in a small cottage that is located just outside of one of these villages and it is from there that she rules over her subjects. Effect: Those under this phase will find themselves up 2 points on any behavior test. The player will also never get lost or have trouble scrounging up food so long as he has prayed at a shrine of the hooded maiden. Blue Beard is the third of the eight phases and represents the first quarter or the waxing half-moon. Blue beard is known as the keeper of keys. Blue beard is often depicted wearing very aristocratic clothing or attire that would befit a noble. Blue beard also carries a ring of keys in his right hand accompanied with a saber in his left hand. These keys are said to be able to open any door and because of this he is associated with the truth and in turn judging those who lie, cheat, or steal. Simultaneously he is seen as the keeper of secrets and so those who wish to confess their sins or relieve their conscience will often visit one of his shrines. This desire to seek out the truth also leads those who work in the courts to pray at his shrines in order to receive insight or guidance. It has also been noted that those who settle disputes within their community will also be seen wearing an amulet of Blue beard hoping that his presence will be felt by those they talk to. Effect: Those finding themselves under this phase are able to expend an aura and immediately open any locked door, gate etc… that they please. Ded Moroz is the fourth of the Eight Phases and represents the Waxing Gibbous. She is more commonly referred to as Madam Moroz or the mistress of snow and frost. Madam “Jacquelyn” Moroz or “Jacquelyn Frost” is the personification of cold and winter. She is garbed in a fur jacket that is as white as snow and a beautiful dress that’s patterned with Ice crystals and has a blue hue when one looks upon it. Around her neck is what Wolfarians refer to as the “Tears of Glacia”. This jewel is the source of Madam Moroz power. Effect: The player is immune to cold and gains the extra ability to cast frost during any blades or marksmanship test. Frost diminishes the opponent’s strength by 2 points for the round that this power is successfully utilized. Old King Cole is the fifth of the eight phases and represents the full moon. King Cole is the leader of the eight phases and he represents Wisdom, prosperity and long life. Despite Old King Coles association with Ruling and kingship he is often depicted as a Jolly and merry old man that is looking for a good time. The king of Phases has three fiddlers that accompany him at all times and are his personal guard and protectors. These fiddlers three are also his messengers of merriment. The fiddlers dispatch great and wondrous songs to the old king’s followers and ensure that the taverns are never without good drink. King Cole holds wisdom to be more precious than knowledge as it is something that you are forced to live rather than read in a book or scroll. This leads to why he is also associated with long life; for one who lives a long time is guaranteed to have wisdom to share through fellowship and experience. Prosperity is linked to the old king not just through material wealth as one may think, but instead prosperity to him means that you are truly happy no matter what state you find yourself in. You can be prosperous without gold for if you have friends and family or at least someone who looks to you then you are far richer than any king. Effect: The player can cast the Crescendo of the moon. This power can be utilized once per full moon cycle and targets a single opponent. The crescendo of the moon deals the characters strength divided by 2 in damage directly to his or her opponent. Chronos the Master of Time is the sixth of the eight phases and represents the waning gibbous. Known also as father time by his followers Chronos is garbed in robes; while also wielding a scythe in his left hand and an hourglass in his right. Chronos has no definitive age or likeness as he is always young, always old, he is always being born and simultaneously always dying. This strange amalgam of circumstances leads to him being outside the normal purview of understanding for most mortals and even the other phases. His realm known as clockwork is an endless expanse of turning gears, clock hands and suspended hourglasses. These gears and hourglasses are perpetually in motion as they appear to be powered by what look like an infinite number of steam engines and various pistons. Chronos is neither evil nor good in his actions, but rather he is neutral in all aspects because in his eyes time favors no one and all must face its trials and tribulations. Many seek out Chronos in order to change or alter events that have occurred in their lives. Some have succeeded in their ventures for change; while others instead lost something dear to them in the process and merely gave up in frustration. Time is a precious gift as it allows one the chance to know things… to grow… to become wise and pass on one’s knowledge. Effect: The player under this phase finds himself given an extra action per round so long as he expends an aura at the top of the round. This can be for any action whether it be strength, behavior, or cognition. The only requirement is the aura expenditure every time the player takes on a new challenge. Jack of the Lantern is the seventh of the eight phases and represents the third quarter or waning half-moon. “Jack be nimble, Jack be quick, Jack jump over the candlestick. HAHAHAHAHAHA… Alright let’s be perfectly clear life is all about risk and reward… and that’s where I come in. You want to become rich? Famous? Get that girl or guy you’ve been eying from afar…hmmm? Well then you come and pray to me, because I’ll give you what you want… for a price of course. What you thought you could get something for nothing? Nah that isn’t how this works man… you’ve got to pay the piper! What’s my price? Well that’s simple what aren’t you willing to part with… no really? What do you cherish most? Your looks? Your memories? Or your life? What really makes you well… you? I don’t really care what it is… but that’s what I want that’s what I need from you… why you ask? Well that’s how my magic works bucko, so hope you’re willing to tango. Now come on by, strike a deal! And give me what I want HAHAHAHAHAHA!” Jack of the Lantern is the most malevolent of any of the eight Phases. Often associated with loss or death as well as gambling and risky bargains. This member of the phases is found within the realm of Will-O-Wisp. Most encounters with this being end badly and those who are willing to strike bargains often wind up tricked or in way over their heads with the cost of doing business. Jack as he likes to be called is depicted in many forms. The first is a rebellious teenager who leaps over a candlestick that progressively grows taller with each jump that he makes until one can no longer see the top. The second form he will appear as is a peasant who is down on his luck and who tries to give unwary travelers a set of beans that he will claim he got for selling his cow to a butcher. What these travelers will find is a one way ticket to his realm of Will-O-Wisp. Once these poor souls arrive in his world they will find themselves forced to make a choice between eternal servitude or become forced to wander aimlessly throughout his strange realm for all eternity. The next form that old Jack will take is much more evil as he becomes a stalker of the night. This form simply known as “The Ripper” seeks out those who walk alone at night. Those unfortunate enough to be caught are murdered on sight and left as a reminder that Jack is always lurking somewhere in the shadows. Jack will leave a grizzly scene for the townsfolk as he writes his name in the victim’s blood and a carved pumpkin with an eerie and sadistic smile. Jack is also known to appear as a young adult garbed in ice and frost. This particular form has angered Ded Moroz the queen of snow and Ice. Effect: The player who finds himself under this phase can expend an aura to receive a grab bag, which is shaped like a pumpkin. This grab bag can be opened at any time, but may contain something bad as well as good. You’ve got to trust in luck for this one as you call odds or evens and if you roll what you call it will be good, if you don’t get what you call then something less than awesome will be coming your way. The shepherd boy is the last of the eight phases and represents the waning crescent. The shepherd boy is depicted as a male youth in his early to late teens. Like his sister the hooded maiden he is always in clothes that a peasant or commoner would wear. He is also depicted wielding a staff and in the company of the many types of domesticated animals found across the Wolfari homeland. The shepherd boy is in his very nature a trickster god; one who is known to prank others by either creating instances of what one would perceive as being dangerous only to find out later that they were never truly in any danger of being harmed whatsoever. The reasons given as to why he might do this vary depending on who tells his tale or, which region of the Wolfari homeland one has found themselves in? Due to his childlike appearance many attribute his behavior to that of an adolescent male who is seeking recognition or just a bit of fun. Due to this fact he has become known as the guardian of children. Those who wish to pray for their child who may be suffering from some form of sickness will often go to a shrine of the Shepherd boy for guidance and comfort. These shrines are often converted into orphanages for those Wolfari children who have lost loved ones or have nowhere to go. The Wolfari republic although prosperous is not without strife and so many young Wolfarians in the past went hungry or died because they had none to care for them. The Shepherd boy seeing this converted a group of followers to seek out aide for those who held no voice. This is possibly another reason why the Shepherd boy is associated with trickery. He is never malicious in those he pranks, but instead leads them in a direction that will help others or open the eyes of those he has tricked to a greater truth. The shepherd boy shares with his brother Blackjack a love for education and teaching and so it is said that the two of them gifted the Wolfari youth with the desire to learn and seek out answers. The two of them gave the gift of curiosity and questioning and that childlike innocence of asking “why?” The Shepherd boy rules over a realm known as Asphodel. This realm is a childlike paradise where one can do anything and everything they can think of. The laws of the other realms do not apply to those that find themselves here. The shepherd boy will often rescue children who find themselves in danger. This is especially true during times of strife or civil war where the young and helpless are often displaced or forgotten. These souls known simply as “The Forgotten” are raised within Asphodel by The Shepherd Boy and his numerous animal followers. These animal followers are not to be mistaken for their denser and less intelligent cousins that reside within Arious. No these animals are fully sentient and self-aware. The Forgotten upon reaching maturity are given the choice to return to Arious or stay within Asphodel among their brethren for as long as they live. Not all choose to stay within Asphodel, but often they will seek to return to this land where they were raised and made many friends. Effect: The player can expend an aura and in exchange ask the storyteller a single question and the storyteller must give an accurate and truthful response. Lycanthropy- ability to transform into a wolf and for a Wolfarian the extent of the transformation is determined by the phase of the moon. A new moon Wolfarians are at their weakest, but because of this maintain the most control of any of their time in transformation. Waxing crescent their powers are at a quarter of their full strength and they can only access a limited amount of their full potential, specifically basic lunar spells and healing arts. First Quarter Wolfarians have the benefit of half their full strength and can walk on their hind legs and shed the fur coat of their new moon self and instead the only thing showing they are transformed is their increased strength and ferocity as well as a lowered state of control over their physical needs or desires whatever they may be. Waxing Gibbous Wolfarians can unleash tremendous demonstrations of their strength and power in this state the growing of fur and very distinct fangs that protrude from their mouths. Full Moon they are a large muscular wolf that stands upright and all of their powers are beyond the scope of any other on the battlefield. Their power and attributes double even triple if they are unable to control themselves. They can access all of the blessings or curses that the moon bestows upon the Wolfarian race in this state wielding such techniques as the “Lunar Cannon” an ability that they can fire from their palms or even focus through their gaping maws. Often when it is done through their maw they let out a howl that resounds throughout the countryside and can be heard by Wolfarians for hundreds of miles telling them to either stay away or come and help. And so it was that I, an inhabitant of Arious found myself in the greatest struggle of a lifetime. For those of you reading this please call me Kiedoe; Kiedoe Mushinta. I have received many titles in my life, but I didn’t ask for a single one of them. My people call me the “White Wolf” has to do with some ridiculous prophecy that has been passed down since my race first began to write, speak and develop culture. “He with eyes of gold and fur of white, will show all that might is right. He will possess true sight and know who to fight and when to take flight. To the left and to the right we will no longer be filled with fright; look to our futures for they shall all be bright.” I grew up in the capitol of Timbrea and until 3 years ago I had lived a relatively carefree life. Timbrea is a magnificent achievement of my people with three levels that hover or levitate above one another. The lowest level is home to where I grew up. The lowest ranked members of the Wolfari people reside in this level; which are the Delta and omega caste. The Wolfari republic is renowned for many things in my experience, but this caste system that they have adopted for so long is nothing to be duplicated or proud of. How can a society based on reason and intellect allow a system where a male or female can be thrown into a rank at birth and then be forced to live with it for the rest of their lives. I am fine with rank don’t get me wrong, but one should be lifted based upon merit to the next rank rather than stagnated to live only as they were brought into this world. I hope someday to change this flaw in our society and lift us to greater heights. Anyway I am getting caught up in emotion when I should be furthering your knowledge of my people. The first level is full of wondrous architecture that makes one step back and think about what it means to live within a city. Theatres dot throughout this level as a testament that one cannot have true art without suffering; that one cannot know joy without great sorrow. This level has known a great deal of both as tragedy and comedy have been worn upon the people’s faces over the years. This level known simply as the realm of the Vanguard is where I was born and raised. The first part of the city derives its name from the fact that whenever something happens good or bad it always begins here. The reason for this is that strangers and enemies alike will set foot on our level before they have the chance to see the second or final dais. The second level is even more amazing than the first; full of markets, stalls and vendors from all walks of life. These areas surround a massive fountain located in the exact center of the dais that holds this level up in the air. The fountain depicts four Wolfari warriors standing next to one another in an imposing manner; each warrior represented a different rank and all of them were standing united. These four warriors represented the Wolfari people and our desire to stand united against all odds. The second level is also where a great deal of business is conducted within the capitol. Restaurants, teahouses, banks and so much more claim this level as their home. The people generally come here to work or socialize throughout their daily lives. Deals are struck and pacts are made as people discuss the future over a hot meal and some good ale. The top and final level is known as the “Wolfs Den” and is home to all of the elites. The palace is located here and the White Fang resides within its great halls. The White Fang is guarded by his elite guard known as the “Four Fangs”. Their true identity is not known to anyone save the White Fang himself who chooses these individuals based on their skill and expertise. The Four Fangs each have a name corresponding with the four cardinal directions of North, East, South and west. The four fangs are each stationed at one of the four entry points at which one may enter the dais upon which the White Fang resides. These four locations are located at the cardinal points for which the fangs are named. It is from this level that some of our most profound and important traditions have been born. We are taught to be brave and strong; fierce yet loving, we are expected to fight for honor and glory, but never for the sake of killing. The most important thing we are taught is that which has held our nation together for two millennia now. Loyalty that is the number one rule we are all taught as children; for without it we break like twigs and the world would have surely overcome us long ago. This is why each squad of soldiers is broken into a hierarchy and each hierarchy is further broken down. One has the Alphas on top leading the affairs of Wolfaria, whatever they may be at any given moment. The highest rank one can achieve in our society is the title given to our leader the “White Fang”. The White Fang whether male or female is elected by the Wolfari people in a great gathering of the packs. Red, White, black, tan, gray, and brown are the colors designated to each of the six packs that exists within Wolfaria and throughout Arious. Whenever one of us is born we are raised in what has been affectionately named the “Nursery”. It is here that we learn and grow to maturity. It is during this time that a “Den parent” is placed over us and we are taught the ways of the Wolfari people. Den mothers or fathers are generally Wolfari males or females who are retired for the most part, but still have a great deal of wisdom and strength that they wish to pass on. Pup School as my generation has come to call this time in Wolfari life is full of trials and tests based around survival and living off the land. We hunt, gather food and figure out our place in this world. I know it sounds like we are a bunch of simpletons by me saying that we hunt and gather food; but there is more to it than that. No we have something else that we are taught during this time that reflects our warrior culture and survival is just the first part of that. Especially if you are like me an omega born and bred to go into battle first and the last to leave its terrifying embrace. Oh, but it seems I have gotten ahead of myself. I must first tell you of the other ranks before I tell you about my own. I believe we were talking about the Alphas before I derailed the conversation with ranting once again. There are a total of six alphas one for each pack and they are distinguished by their packs color. You know the six I mentioned earlier; well those six colors further distinguish ones rankings within our culture and how much prestige one may have. I’ll get to how all of that mumbo jumbo works later though. These six Alphas meet the White Fang and his four fangs within the palace in order to determine the path the country will take over the next season. These meetings occur four times a year once in the spring, once in the summer, once in the fall, and once in the winter. Below the Alphas are the Betas who are the enforcers and keepers of the peace. The Betas are the ones who pass down judgment. These Judgments do not come from the Betas directly but are instead the decisions made by the Alphas. The Beta is more like a mouthpiece for the Alphas who generally are forced to deal with the paperwork and deep thinking of the many issues that plague our society. The Beta’s on the other hand are much more hands on with the decisions. The Beta is often forced to get his hands dirty when dealing with insubordinate underlings. The Beta actually must carry out the wishes of the Alphas. If a member of our society is found guilty of a crime the Beta is the one who inflicts the wounds. If it is murder the pack mate is charged with the Beta will be forced to kill his kinsman. It is this aspect that will often haunt many of the Betas as they deal with the mental scars left by the slaying of one of their brothers or sisters. Now I feel that I have gone to the extreme hear to make my point. The Betas generally do not have to deal with murder; it is most often drunken brawls or a pack mate disobeying orders, which unless the disobedience was truly outrageous and spiteful will result in merely a stern lecture by the Beta and life will go on from there. The Delta wolves are one of the most important ranks in our society for it is here that we find the messengers. I feel that this title is self-explanatory, however allow me to indulge your curiosity. The messengers are those that gather intelligence and pass it on throughout the different packs. The Deltas are often seen going up and down the ranks passing out letters, flyers, newspapers, journals and a plethora of other media that is utilized for getting thoughts passed from one entity to another. I have heard many times throughout my career that the Alphas may have the voice and the power to rule; but the Deltas have the written word and the range to distribute it. Simply put without the Deltas we would be blind and deaf to our surroundings. The Deltas scout and take note of any little change that they come across in the environment. The Delta will often use the gift of howling to create an illusion that there are more of them in a given region than their actually are. This is done to confuse or scare anyone who trespasses within our lands. To put it in even clearer terms the Deltas are known for their mixture of the mystic Artes; which have been a part of our culture since ancient times and the more modern inventions that have come from technology. This culmination of old and new has made the Delta formidable regardless of whether it’s on the battlefield or right here at home. Through the gift of the Howl the Deltas can communicate over extraordinary distances; but if they are trying to elude detection we have runners with letters and even wireless transmitters over short distances. This is the biggest reason why the Deltas are so formidable. The ability to speak to one another without seeing each other or sensing one another’s presence has led to what can only be described as an information nexus. The most important time for a delta is when he or she goes out to perform what is known as the “Recce”. This Recce is merely a reconnaissance mission, but the Delta who goes is the only one who really knows what it is that he/she is searching for. The Recce is a time for the Delta to prove himself as they must avoid detection and gather as much intelligence as they can within the six month window that they have been dispatched for. The Delta is deployed to another nation and from there they act as a spy for our country. If he or she is caught then it is on them to get out of the situation or face the nation’s justice in which they were caught. The lowest members within the hierarchy of the Wolfari people are the Omega. I am counted among there number and I have a hard time summing up exactly what an omega does. Due to our low station in the hierarchy very little respect is given; instead it is earned and fought for throughout most of our lives. We earn respect on the battlefield of both life and death. Some of us only garner the respect of our fellow Wolfarians by dying a glorious death in battle. At least that’s what we are taught in school anyway; but I have grown up from that philosophy in recent months. No instead I see death as more final and saddening than ever. Death means we stop evolving growing learning as an individual. I would rather see members of my rank grow old, have children and be happy with themselves. Unfortunately this cannot happen with the current system and how it is run. No we Omega are those who are trained to give up our lives so that our friends and family may someday know peace from our enemies. These enemies are both domestic and abroad. The omegas are the frontline soldiers sent in with very little knowledge other than that supplied by the Delta in their reconnaissance. We are the most diverse of any of the Ranks because we are thrown into so many situations every day. We also have to deal with so much crap both physically, socially and emotionally that we eventually learn on our own what we need to do to survive. We also learn to be happy despite everything the world throws at us because what is the point of living if one cannot be happy. The one piece of advice that we can tell you is never forget how to smile; for once you do you will never be the same. Now that I have given you this insight about my people I feel that in order to tell the rest of this tale we must journey back to the beginning. Thylos: The Thylos are often misunderstood and confused with both the Duggie and Wolfari people. This misconception is highly undeserved and Thylos people find the comparison infuriating. These Marsupial humanoids have striped tattoos on their body that react much like armor in combat. The craft of runic tattoos is unique to Thylos culture as they are its inventor. Guarding the mystic secrets of Rune armor the Thylos dwell on the Isle of Thylos where they are safe from the oppression of other races. The Isle of Thylos is also known as the island of dreams. This Island is strange at best and just plain weird at worst. Giant mushroom forests in the northern part of the island and Crystal Mountains in the southern half makes this Island highly unique. The Thylos people wield hex keys when they are forced to fight. These keys are like portals opening up vast energies that the Thylos can harness. Sometimes the Thylos can travel through the energy doors created, other times the Thylos utilize the mystic keys aura to blast their opponent with a mass of energy. These hex keys come in all sizes and sometimes Thylos warriors are seen wielding these odd items as club like weapons with the head of the key as the bludgeoning end. The Thylos worship the god Tasmos creator of dreams and maker of runes. Thylos culture is very mysterious as they are often seen meditating and performing dream transference. Dream transference is when one enters the dream of another and begins to shape it to gather information they wish to learn. This is often what makes the Thylos dangerous as they often will take unsuspecting individuals and put them to sleep long enough to enter their dreams. Once they enter a person’s dreams they can manipulate the person however they wish. Like a sleep walker the subject can be forced to commit horrible atrocities and never remember it the next day. The Thylos are rarely willing to do such things, however there are those rare examples that brand the Thylos people as monsters. The Thylos themselves are able to travel to the realm of dreams. This realm of dreams is where all creatures go when they sleep. The Thylos are not the only ones who can dream walk; they are just the most adept at doing so. Dream walking is how many subconsciously create wonders of great magnitude before it ever enters inception in the natural world. The process of dream walking is how the Thylos delved into rune manufacturing and perfected mystic rune armor. Ursidae: The Ursidae are robust and rugged bear humanoids that live in both temperate and frozen areas that lye all across Arious’s surface. The Ursidae are very good at surviving and can also take massive amounts of damage before an opponent is able to down these brawny beasts. Ursidae often worship mighty totems that give them their powers. These totems are carved from spiritual wood that the Ursidae bless and purify for entire generations to give them their power. An Ursidae is often a warrior and craftsman rolled up into one. The Ursidae have a deep understanding of spirits that imbue their mighty power within the totems. Ursidae have found new life even on the brink of demise in battle after receiving a totems blessing. Ursidae pride themselves on understanding the will of the forests and their creatures speaking to outsiders on their behalf. Ursidae are most often the ones to sense a spirits anger when it is nearby. Angry spirit totems are often responsible for cursed lands like the blood forest of Mezelken. Like a massive tank an Ursidae will charge through most enemies with ease. Due to their size an Ursidae is often the first target of attack in combat so they have been forced to utilize their totem gifts both offensively and defensively. Each totem is devoted to a different spirit of nature with a total of eight different spirits that the Ursidae can summon to the battlefield. The spirit will often envelop the Totem guardian and add its strength to theirs, truly great Totem warriors are able to summon the spirit in its entirety as a separate entity to fight on their behalf. Ursidae are very close to nature and the closer an Ursidae becomes the more nature spirits defend them. Often enemies find themselves attacked by animals that inhabit the forest, branches slapping them in the face if they try to follow, roots purposefully hindering their way, even the ground swallowing them up whole and suffocating an Ursidae’s assailant has been known to happen. Along with all this an Ursidae has been known if corrupted to garner the favors of dark and evil totems. These totems are often seen in the land of Noctos and they are often evil earth spirits or fire totems. Corvus The Corvus are sleek and agile beings that exist in the cloud fortresses over Noctos. Not innately evil like the Duggie that exist below, these mysterious avian people long ago separated themselves from the Trogonite lineage and became their own separate bloodline. Masters over shadow the Corvus can manipulate any area with a shaded area. This power is useful as they are able to slip from one shadow to the next with relative ease. Another strange ability is their power over the purple flame. Breathing life into the purple Aura is unique to only the Corvus people. A purple flame is able to create shadows everywhere and enhance a Corvus’s control over an opponent. The purple flame of the Corvus has also been known to inflict greater damage than a regular flames exuded by the Dravyrn Aura masters. The Corvus have been known to capture adversaries within a wall of their purple fire. This coupled with yet another gift the Corvus have excelled at is truly devastating. The final gift of the Corvus is their ability to absorb an opponent’s aura. How they do this is when the opponent either utilizes the gift of their arte or unleashes it upon the Corvus. The Corvus can also steal his opponents Aura by actually touching them. One major example in Arious’s history of the Corvus displaying their mysterious artes was when the Trogonites and the Corvus were at war. The Trogonites were not expecting to be hit with the Corvus’s power in such a way. The day was very much average as the two sides engaged in open warfare against one another. The Trogonites waited for the Corvus to make the first move as this was the Trogonites strongest advantage waiting and seeing. However today the Trogonites strength became a weakness as the Corvus unleashed their power of shadow manipulation upon the unsuspecting Trogonites. The Corvus managing to outmaneuver the Trogonites by slipping out of the very shadows that they made beneath themselves the Corvus attacked them without mercy. The Corvus revealed another sickening attack in that instance the power to bring their shadows to life and attack their opponents with them. The Corvus often impaled their Trogonite foes upon their own shadows and then devoured them entirely absorbing their Auras to power their own. The Corvus does not see this as evil instead they see a person’s aura as a tool for them to manipulate. Corvus warriors have even been seen grasping the light Auras of the angelus and suffocating it until only their own dark aura remains; The Angelus that the Corvus attack in such a manner are said to become corrupted and their powers manipulated into a much more malevolent form. Foxari: Without homeland, without ties to their sacred lands the Foxari are fragments of their past selves. The Foxari are Vulpine like humanoids that wander the World of Arious in search of a new homeland after the destruction of their old one. Often in small bands or packs the Foxari people ply their illusory trade on unsuspecting travelers robbing them of their belongings and valuable information. The Foxari are the greatest thieves and spies the planet of Arious has to offer. Able to create false images of themselves and masters of the arte of Foxfire, Foxari are known for their stealth and sticky fingers. Light on their feet Foxari flee rather than fight a foe. Their weapon is often information and a potent poison that they concoct through remedies long passed down in their line. The Foxari are also renowned for their skill to infiltrate any particular target and gather information; for the right price of course. The Foxari are skilled secondly at being assassins that target high profile targets and eradicate them without anybody ever knowing they were there. Followers of ancient wisdom the Foxari have a code to never attack an innocent man, to never target a new person until the current target is either deceased or incapacitated to the point of never being a threat. The Foxari also believe in making the kill as clean as possible usually while the subject is sleeping. This form of death is seen as merciful sparing the subject of the horror that awaited them. The Foxari people have become synonymous with the Angel of death, Those Foxari who practice this technique see themselves more as angels of mercy. Some wielding scythes to mimic the reaper of souls they have been compared to; others wield massive clubs usually twice their size with metal studs imbedded in them. These Foxari gain the Title of Oni or daemon and those unfortunate enough to glimpse their menacing features leave haunting messages of what they saw. These Foxari are often seen wearing masks that have devilish faces upon them, kimonos adorn their tiny figure that is no larger than a small child. Foxari though not prone to fighting hands on are quite strong for their size. Able to lift the massive clubs they carry into the field. Their ancient homeland was within the land of Kumiho and was their nations name as well. Those who still remember this often call Foxarian’s the children of Kumiho for the ancient legend they are named. The Foxari were once a highly advanced society that prized both science and magic above all else. The Foxarian Empire controlled all of the land of Kumiho, which is a vast Peninsula full of lush forests, vast plains and rocky shores. The Foxari had vast gardens built to work with the natural beauty of the landscape they called home. The fall of their once glorious society came when a rift arose between the two areas that most affected their daily lives. Those two areas being magic and science. The Foxari elite saw technology as the future and so banned the practice of magic within their kingdom. This led to vast numbers of the Foxari commoners who still wished to practice; to either practice in secret or to leave the lands of Kumiho altogether. The Foxari leadership did not take kindly to those who left and even less kindly to their neighbors who took them in. The Foxari by this time had placed all of their faith within science and so a religion devoted to science undoubtedly arose from the void left by the absence of magic. Later still the Foxari turned to imperialism to feed their industrial might that came on the heels of their grand technological achievements. Invading their neighbors under the guise of reclaiming the Foxari who had earlier fled the land of Kumiho in order to practice their proud traditions without fear of reprisal. The Foxari leadership had a darker reason for attacking their former brethren. The admiralty wished to eradicate all ties to their mystic past. Murdering their mystic cousins in cold blood the rest of Arious watched in horror as entire cities were annihilated by the Foxari and their sky navy. The Foxari named their ships sky clads and used them to deadly effect. The Foxari Empire felt the first tolls of death when Kiedoe Mushinta the legendary hero of the Wolfari people intervened alongside a fleet of Foxari deserters led by Falker the Thunder Strike. The two hero’s placed prince Alexa of the royal family upon the throne at the end of the war. Sadly the prince was assassinated soon after and the disbandment of the empire was assured due to both invasion and in fighting by the remnants of the former admiralty. Ouroboros A race of serpents that delve into the secrets of life and death constantly seeking to create knowing that thing will eventually be destroyed. Looking to legendary creatures like the Phoenix as an inspiration to find the truth to existence and eternal life. These serpentine people are humanoid in appearance and have adapted to all terrains except the far north as they are cold blooded. Masters of alchemic processes and holders of many secrets this race stretches back into the eternities of time and space. None is sure as to their origins only that they are cursed by some higher power for biting what they call a forbidden fruit of knowledge. Perhaps this is where they get their vast knowledge of Alchemy from. The ability to cast Rituals and place runes upon objects is no mean feat however for this race it comes naturally. Often they are seen crafting alchemically enhanced poisons and venom they themselves created within their own bodies but alchemy refined it to a truer and more deadly state than it ever was by itself. Synergizing alchemy with their natural bodies has led to long life in these beings as they have discovered a way to halt their internal clock for nearly a thousand years. After it reaches this mark the Ouroboros ages normally until around a hundred years later when it finally succumbs to what all created beings do. This gift of long life leaves them with the understanding that they can push the boundaries even further, how far is unsure but immortality is on their minds and nothing will stop them. Novans: The most powerful and skilled of the inhabitants of Arious forging weapons and great works of art from the sands of their dessert homes. These people are arrogant short tempered, and even impatient. Training their whole lives to be pugilists, gladiators or martial artists. Legends speak of Novan’s who have annihilated entire cities on their own. Novan society is brutal and harsh much like Oasis, which these fiery beings call home has been for much of its history. Novans are slower at reproducing and fewer in number as opposed to other races. The Novans are devout worshipers of the desert being known as the maiden of Efrite. Others know her as the lady of fire, keeper of light and bringer of warmth. The land of Efrite for which she is named is a mythological kingdom that exists both on this plane of existence and one of her own making. This goddess’s true name is Pele and she is the embodiment of fire and giver of life to the Novan people. The Novans are her children and on their behalf she wages war against one she once called friend. Areva and Pele were once in love and shared the lands of oasis and Noctos freely. This love was soon corrupted by an unforeseen cataclysm that overtook Noctos. A great stone fell from the heavens and exploded above the land of Noctos. The land was scorched and transformed into the wasteland we see and know today. The worst was still to come as a great Miasma overtook the countryside pouring into every home and village. This Miasma corrupted the Duggie of Noctos darkening their thoughts and their fur. This transformation drove Areva to madness as he was helpless to stop this transformation of his people. Pele noticing the changes in her husband at first tried to console him and bring him aide. To no avail the two began to drift apart Pele now representing order and law, Areva representing chaos and war. Pele and her children wandered for a time and resettled in the lands of Oasis. Pele went to work building a kingdom quite literally from scratch as she laid all of her godly influence to bear. From this a rift formed opening up into the land of Efrite where she rules until this day. Novan’s guard their cities against the Duggie who live in nearby Noctos. Having been victimized by the Duggie and their ritual sacrifices the Novan’s began fighting back by developing enormous walled cities that were impervious to the Duggie assaults on the Novan peoples. Despite this safety within a Novan cities walls caravans leaving these Oases in the sand must be placed under heavy guard or face the wrath of those Duggie who lie in wait along the outskirts of town. Novan’s have a rich culture that spans back for millennia speaking of a peaceful time when Duggie and Novan’s lived together in peaceful harmony never bothering one another and in fact trading goods in vast number. This is not the present case as the two powers despise and hate one another due to horrendous acts by both sides. Novan’s train in both war and art making tremendous contributions to both as they bring forth architects, forgers of steel, glass blowers, writers and even prophetic teachings that bewilder the rest of Arious. Novan’s also start out with higher stats at the cost of being slower to learn new things due to their impatient and volatile natures. Crystaldox- Berserkers to the letter and often destroy anyone who gets in their way. These unique and almost insane beings are capable of blowing almost any foe out of the water. On top of all of this they have great numbers on their side. The Crystaldox are a cousin to the Novan’s who dwell in the desert Sands of Oasis. The major difference is that their desert is made of snow and ice and they are equally adapted to their frigid homeland of Frost Haven and Vinland. The Crystaldox face very little hostility except for those of their kind that come in contact with the Kushtaka who dwell in the same lands as them. The Kushtaka kidnap their children and attack their villages at night in an attempt to strike fear in the hearts of this warrior race. Crystaldox are experts at crafting ice and have honed massive fortresses of ice high in the ever frozen mountains of Frost haven. Igloos are also a common sight in these ice laden lands. Fishing and hunting are the major ways the Crystaldox survive in the vast wilderness they enjoy so very much. The Crystaldox have a single great city that they call their capitol and it is located along the frozen coastlands of the north. The shores of the capitol are stricken with large icebergs that choke their ports for much of the year. Only in the spring does the ice thaw long enough for supplies to be brought in to last the next nine months. The Crystaldox war with themselves and have two kingdoms that of Frost Haven and of Vinland. A new city is being built in the newly made boarders of Vinland however they are under constant siege by the older region of Frost Haven. The Crystaldox or more commonly known by the other races as krystali share borders with the Angelus whom they are often seen trading with. In recent decades the Crystaldox have been forced to choose a side due to the fact that the Angelus are in the midst of a religious civil war. This has transformed into full blown border skirmishes along the Frost haven/Vinland border that lies west of Vinland and east of frost haven. The Krystali of Vinland have sided with the followers of creation while those in Frost Haven have sided with the sons of destruction. Oddly enough Frost Haven has refused to acknowledge the daughters of destruction. The official story as to why is because of “Certain acts taken against the male population in times past.” The actual acts that Frost Haven refers to are left highly up for debate. The Krystali also have extensive relationships with the Karzelek people of Jorgen’s Hold. Running into the Karzelek long ago when the Krystali people first learned to forge the crystals that gave them their distinctive name. The extraordinary rocks power also began to eventually manifest in their physical appearance and left them as one would see them today. The crystal known as frost has to be mined from deep underground due to surface deposits being largely exhausted by their long fascination with the strange substance. The frost crystals are able to imbue the weapon and its wielder with the very essence of their environment. This ability to take on the aspects of one’s environment also helps with defending against it. This is why the krystali people have developed certain adaptations over time. Eye color- ice blue, crystal blue Hair color- sapphire blue hair, ruby red hair Weapons- all forms of axes Special ability- able to freeze anything with their axes protection from ice spells Skin tone- ice blue, crystallized colors Gift of Boreas- are able to be healed by ice spells and can cast spells of ice or survive in subzero temperatures for as long as they desire. Khepri The deserts of Oasis are hostile to those not well versed in its terrain and landscape. The temperature is continuously shifting from hot during the day to cold at Night. The Khepri have survived for millennia following the great rift in the sky, which represents the galaxy the stars and even Arious revolve around in a sort of space symphony each star each planet playing a silent hymn that only the Khepri seem to understand. The Khepri follow this dark rift in the sky almost instinctively and because of this quirk the Khepri are able to get through the deserts of oasis relatively unharmed. Navigating to and from different trade markets and an astute understanding of where to locate water along rivers, small oases out in the desert along the way to the central hub that is ruled by the Duggie. Which are other natives to this desert land in which the Khepri call home. Nomadic by their very nature the Khepri truly believe that the sands will one day reincarnate their bodies, minds and souls into a new form that awaits them elsewhere in the universe. The Khepri are insectoid beings that are tall and fairly large in comparison to other species on Arious. A sturdy exoskeleton protects the Khepri from harm, but where strong natural armor fails the Khepri make up for in their mystical prowess. Animism is a truly ancient and powerful form of magic that the Khepri practice. Through tattoos, etchings, markings upon the body and even paint that has been blessed by one of their priests gives the Khepri a truly Ironclad defense. Able to perform curses as well the Khepri are also able to be offensive as they cause the very desert to despise those that have become marked. The Khepri do not just have curses but true magic that even the Dravyrn have trouble understanding just how it is practiced. The best explanation is through spirits, meaning that a Khepri is merely a medium or conduit for these spirits to affect the natural world. The Khepri both bind and make contracts with the local spirits in an attempt to pacify the wrathful and the unforgiving nature of the desert or any terrain that they come across really. The Khepri follow elemental paths such as fire, earth, water, wind, light, dark, electricity, ice, and time. For these nine elements are what make up the universe and without them we are nothing as far the Khepri are concerned. Spirit speak: The Khepri can expend an aura and in exchange can either summon or commune with any spirits in the area. Burrow: The Khepri can slip in and out of the soil at will all they have to expend is a survival every time they decide to enter or exit the soil. Summon the beetle: The Khepri can expend a survival and an aura in exchange for summoning a giant beetle that will do their bidding and has 4 strength 3 cognition and 2 behavior. It also is equipped with 3 unarmed talent points, 2 survival, 3 fly, 1 guard, 1 acrobatics and 1 perception talent. This creature can remain in the party so long as it is alive. The player can only summon one at a time unless he or she upgrades it to a level to arte and so on. You get one extra beetle per level. Daubers The daubers are carnivorous insectoid beings that resemble wasps in their appearance. The daubers are unique craftsmen who have developed strange chemical along with biological weapons. Myrmidon- Arious's warrior class Myrmidons have a clan meeting house in every nation on the planet. The Myrmidons legendary prestige is hailed far and wide by those who take to the ways of the Blade. They are often seen wearing light armor and a massive black shield over there arm. Myrmidons are devoted to a well-rounded existence as there fighting style throws together both offense and defense into a mighty combination that few can match in ferocity and efficiency. Merchants- Those who choose to take the path of a merchant cut not with swords but with words and a little coin. A Pen in the hands of a merchant is capable of rending more damage than even the most bloodthirsty of Myrmidons. Merchants play a very important role in Arious's social strata. Merchants play the game of logistics. Knowing where to get certain rare items and the value or mystique of anything put before them. Merchants are regarded as cold, calculating, and above all ruthless in the realm of finance or any other influence they choose to undertake. Merchants are the leaders of the world and refuse to recognize anyone who doesn't have a base knowledge of finance or manipulation of others. Pugilist- Masters of the fist and able to take a hit the pugilists are deemed manly men who make everything work through sheer force of will and massive muscles. The pugilist trains every day and eats meat lots of meat. Able to punch with the force of an ox the pugilist are a force to be reckoned with. They also always have a handlebar mustache... because it’s manly!!! Pugilists seek out honor in all its forms from bare knuckle boxing matches to manly posing in the gym. Pugilists swear to never lie, cheat nor steal or lose their powers forever. Pugilists are heavily connected to the earth and feel everything that goes on around them. Pugilists are weakened when there connection between the earth and them is severed. Warlocks- wielders of magic in all its forms Warlocks are able to shape the very world around them with a mere snap of their fingers. Warlocks will often focus their spells on multiple opponents rather than one. There are a few Warlocks that devote themselves to fighting one on one. The Warlock will often devote himself to his studies with fervor and love as he uncovers the secret workings of the universe. Quintessence and Auras are the first things a Warlock learns as they are the forces that guide his/her powers. Warlocks focus on a number of different Disciplines of magic. Magic is the Warlocks arte, soul, and very essence. It is to be respected by all who go down its path or it will surely destroy them from the inside out. Corsairs- The corsair isn't out to be evil nor is he out to be good. The corsair seeks treasure, adventure, and above all exploration. A Corsair has been behind nearly every discovery on the planet from new ports to set sail to, to spices that the Thomas's Merchant class finds irresistible and even new technologies from exotic and distant lands. Corsairs also have a love for cannons and utilize these devastating pieces of gunnery to deadly affect. Corsairs rarely step off their ships unless it is to have a good time at port or to unload their goods and have a merchant sell them for a quick profit. Corsairs have a sidearm somewhere on their bodies at all times along with a cutlass, rope axe and a bottle of Rum. Frontiersman- Those that enjoy exploration do not only exist on the sea. Frontiersmen are always coming across new lands and are experts of the most rugged of terrains. Survivalists are able to find solutions to almost any problem that they face on the frontier such as creating shelter, locating water, food and crafting leather clothes and armor from those beasts that exist in the fringes of society. Pioneer- a pioneer takes their own path through the world delving into the secrets of the world and often being the first in their field. Inventors, storytellers, seekers of destiny are often Pioneers and are proud to be counted among their members. Pioneers utilize their minds to foresee opportunity even when others do not. They then use their social prowess to package and present what they desire to do or accomplish in a creative manner that is sure to draw a crowd’s approval and respect. Like Merchants Pioneers rarely use their physical prowess to get what they desire however they are quick on their feet and can dodge almost any dangers presented before them. Pioneers have also sought the aide of merchants do to their knowledge of sales and finance. Pioneers are most prevalent in little Rock and Jorgen’s hold. Assailants- warriors of the Shadows Assailants strike without warning and often without reason. Murderers for higher and dealers of death the assailant rarely shows his face. Whether this is out of mystique or attempting to strike fear into the populace is unknown. What is known is that the largest sect of assailants is connected to the Duggie and there death cults. Blood sacrifice which is well established within the assailant’s beliefs already; makes The Duggie or Rougauru that takes this profession as their own all the more menacing. All Assailants are blessed with the gifts of shadow and stealth. Rarely will those that are targeted by the Assailant even notice before the strike is delivered. Demagogues- devout warriors of the faith demagogues wield both divine and mortal strength. Rigorous training and meditation have culminated in a unique strand of warrior that wears the thickest and most durable of armor. Demagogues are extremely hard to kill as they are gifted in both endurance and healing magic’s. Full plate mail and a massive two handed flail make a demagogue truly potent on the battlefield. Demagogues find there calling before the deities of Mura the god of creation and Bastille the god of destruction. The two sides determine the balance of the world and are needed for the universe to exist. Malak, heaven’s gate and Cristos Vatica all lay claim to, a sect of demagogues truly devout to their cause. Malak are both warriors and healers in their belief a Demagogue must both create and destroy. Heaven’s gate believes that war is evil and creation is the only thing that a Demagogue should devote them to as it is the rest of the world that destroys. Finally Cristos Vatica believes destruction is natural and in order to achieve creation one must first effect change through destruction. Crypt Walkers- Those who choose this profession as their path will find a great many secrets answered. Even ones that they did not wish to know. Crypt Walkers are both priests of the dead and seers that can look into the future. Crypt Walkers are trained to do detailed analysis of the dead. The strangest and most useful ability that the Crypt Walker has is the ability to call upon the residual aura left in a person's body after they die and understand a great deal about them. Crypt Walkers are also charged with residing over funerals and performing these rights upon any dead that they come upon. This applies even to the fallen of an opposing side in times of war. Crypt Walkers hail from many faiths and traditions, but are held together through their understanding of the ethereal. Crypt Walkers also do not hold ties to any one nation or race and achieved global prominence long ago. The Crypt Walker is also trained in numerous martial skills due to their charge of guarding the graveyards, crypts and sacred places to the deceased. Untold treasures and secrets exist within these places and even more robbers lie in wait to steal them away.
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