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[OOC] Chronicles of Mithra


Kurotsune

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" Through it all, the city of Mithra stood proud. Even as the elves destroyed our capitals. Even as orcs, no matter the color of their blood, hammered on our gates. Even as trolls and ogres rampaged through our villages; Mithra stood proud. It's Knights undefeated. It's kingdom undaunted. The last light of hope for mankind against all odds.

Even as our very civilization turned to dust in front of our eyes, as the fae and their draconic gods descended upon us, we continued. Our faith in the Mender unmoving. Our faith in our Knights unfaltering.

And then they came. Clad in blinding light and wielding thunder as blades, the Knights of Mithra uncovered within themselves a power in mankind that up to that point had been exclusive to the fae: Magic.

That was the turning point of the war. In our hands, we wielded supremacy. And in their eyes, shone only the light of despair. "

~ The Great War in prose, 5 MA, Alenak Morthwill.

" The war was won. The humans fell to our blades and our magic, centuries in preparation. The fae united under the great elven empire and decided to put an end to the mortal races once and for all: Humans, dwarves, gnomes, all descendants of Thyrm would fall before the alliance. Only Mithra stood tall, an irritating excrescence on the face of the land. But that would soon be remediated... Or so we thought.

They appeared in the night, the blasphemers. Yielding travesty given form and calling it magic, they sought not to harmonize in nature as we had - But to warp it. Their spells did not respect nature, but rather subjugated it. Mortals are volatile creatures, and thus their magic is volatile as a result. They came wielding it, their "holy" Knights, servants of a fallen God, their twisted mixture of magic and steel in hand, and cut us down. The treachery caused by the five betrayers was not forgotten, and never will be forgiven.

For we will outlast mankind. And even as they forget, we still remember."

~ The Five Betrayers, 1500 ZO, Orthundil Aleeksar

The Kingdom of Mithra

As the last great bastion of mankind, the kingdom of Mithra has flourished. Three hundred years after the war, the surviving humans, dwarves and gnomes say the strength of their unity, and created in Mithra a kingdom for all three races: The Dwarves with their mastery of earth and it's minerals, dug tunnels deep below the ground of Mithra, creating large tunnels that span the entire continent, known as the dwarven roads or railroad network. Up above, the kingdom's namesake, the human city of Mithra, stands. A large city, protected by it's magic walls and with the Royal Palace looming large above it, home both to the royal family as well as the entire royal knights, kept and trained in the palace in secrecy, as the ultimate army.

Finally, above the city of Mithra lay the floating gnomish islands, connected to the city by large metal cables that also keep the islands in place, preventing them from floating away. Created after the great war, the gnomes were naturally gifted with technomancy, and so were capable of creating marvels beyond the understanding of other races.

Most of the times,the three cities combined are referred to as Mithra of simply the Kingdom, and are normally referred to as - The districts. The stone district for the dwarves, the steel district for the humans, and the cloud district for the gnomes.

Although ruled by a royal family, Mithra's ruling works in a republican fashion. There are three representatives elected by the people - A human, a dwarf and a gnome, all responsible for ensuring the wellbeing of their three districts and of the plebeian populace of Mithra altogether. In addition, five seats are occupied by each of the leaders of the Five Guilds - guilds formed during the great war by five elven deserters who taught humans magic (although history contradicts itself greatly on this point and there are those who claim these elves were either forced and tortured into doing so, or were in fact not elves at all, but some entity humans came in contact with), becoming a crucial part in the turning of the war. Lastly, the gnomish, human and dwarven kings occupy three seats each, just enough so that their combined agreement can outvote all the others by a single count.

The Five Guilds:

The Five Guilds are very important to the Kingdom, and at times the Royal Knights are considered a sixth. This is untrue however, as guild members are forced to study simply one exclusive art of magic, while the Knights are allowed to study as many as they wish.

The guilds are as follows:

Steel

- Formed by an elven swordmaster, the steel guild focuses on magic that manipulates both the body and metal itself. A master of the steel guild can not only yield any weapon proficiently, but they can manipulate their weapons and armor to take on new forms, effectively turning their entire body into a deadly weapon.

Heat

- Formed by an elven pyromancer, the heat guild focuses on magic that manipulates temperature. The commoners often wrongly conclude that this school trains the control of fire, but that is incorrect. In truth, the magic of this school controls the calories that exist around us, the particles responsible for creating heat. They are capable of both adding more of those particles to their target, increasing their temperature often to the point of ignition, or do the opposite and remove the calories from around them causing them to freeze to death.

Time

- Formed by an elven clockmaker, the time guild focuses on slowing down and speeding up time. Considered one of the most dangerous guilds, a master of time magic can stop it at will, and hold time frozen for several seconds, often allowing them to perform almost god-like feats, such as defying gravity or many adversaries at once. This comes with the consequence, however, that for years an apprentice of this school will be unable to do more than slow or speed time by a fraction of a second at most, making it so for the great majority of their lives, time wizards simply serve as support to other wizard guilds.

Blood

- Formed by an elven physician, the blood guild focuses on magic that strengthens and heals the body. Their powerful warrior-monks train the body to it's fullest potential, refining it to perfection. They are the most widely employed of all guilds alongside the Steel guild, and are considered the most powerful. Due to their ability to heal and fight efficiently, it's the guild with the most applications.

Shadow

- Formed by an elven assassin, the shadow guild focuses on the manipulation of light. They are treated in the arts of stealth, and can use their magic to make enemies and allies see things, by diverting the spectrums of light in the right way, or even going completely invisible. Oddly enough, it seems this guild is never employed and is completely abandoned, as no one has even been seen going in or out of it. Plenty speculate that this is because one of the first spells a shadow mage must learn is invisibility, and thus they choose to keep themselves hidden so their identity can remain a secret.

That said, the ones who won the war weren't the guilds, but the Royal Knights. The Knights learned the elvish magic, and made it their own, creating the styles that the five schools use. Because of this, knights are the most respected warriors in Mithra, and are regarded by high nobility by all who see them. A Royal knight is allowed to learn more than a single school of magic, allowing them to become more diverse characters.

The Elvish Empire

The great conquerors before the era historians would call the "magical advent era" - MA for short - which marks the dates when the mortal races mastered magic and won the war, the elves reigned supreme for centuries, and still govern much of the known world - The only prominent settlement that's not part of the empire of belonging to fae in origin is Mithra, and all others are scattered villages and tribes.

The elves ruled most of the common world without doubt for one thousand and two hundred years, a period called the Zulthrani Ornitol era, or "time of the emperor" in elven. During their rule, the elves were mostly dismissive of the mortal races, seeing them as little more than a blemish upon their empire. When the humans began to tame nature and destroy it through their use of technology, however, they realized that the mortal races threatened the fragile balance of elements that governed their planet and had to be stopped. At that moment, the then-empress Olcadil declared war on the mortal kingdoms. That move proved to be her downfall.

Swiftly and precisely, the elves advanced upon each human, dwarven and gnomish kingdom, taking no survivors. Every person, innocent or not, was slaughtered, and their lands put to the torch. Afterwards, from the rubble, the elves would grow forest anew with their nature spells.

However, five elven sages disagreed with Olcadil's war. These five being claimed humans should be taught, like children, instead of being simply treated as if a pest. These sages saw in the mortal races a potential for proactivity that was rare among the fae, due to their eternal nature, and believed they had to be guided to the right path.

When Olcadil refused, the sages escaped, defecting to the human kingdom of Mithra. There, an uneasy alliance was formed: Each elf took a royal knight as their apprentice, and taught them their spells. The elves meant for the humans to learn just enough to prevent themselves from being destroyed, but they underestimated the human capacity. Thirsty for knowledge and power, the five generals soon took everything they could learn from their masters, creating their own magical styles. When the elves realized the blasphemy that was mortal magic, they realized that the conflict between the races was inevitable - But more, they also realized that their actions had brought the downfall of their kind. The five sages died in the only way an elf could - Willingly. By taking their own lives they opted out of their cycle of rebirth, stopping their soul from transferring to a new vessel. And like this, the five sages were forever lost to time, their secrets carried on only by their mortal apprentices.

Now, three hundred years later, the Fae alliance has dissolved, and the Elvish Empire stands alone. Although still lording over the great majority of the world, they hesitate to advance against the kingdom of Mithra again after their first defeat. As a consequence for this loss, the humans asked for the head of their ruler, who was forced to willingly remove himself from the cycle of rebirth. Olcadil did so for the good of her people, taking her own life in front of the human envoys - This act is known as the Last Betrayal, and it's often used to remind the elves to never again assist the mortal races.

Currently, the elvish empire's new emperor, Olcadil's son, is in a ginger peace with the mortal kingdom, where either side stays to their own corners of the world without interacting with each other.

Yet, news of the dwarven tunnels, ever-expanding, and the human capital's borders extending more each year reveals the bitter truth that this peace won't last.

There was a time where the elves practiced seven schools of magic, each taught by a sage. When five of these sages betrayed their kind, however, the elves shunned those magics, and no longer recognized them. In their eyes, their magic is "pure" and mortal magic is not, and that's why they refuse to use these schools even when their actual magical properties are vastly different from the mortal counterparts.

Now, only two schools of magic remain:

Druids

- The druids seek to become one with nature both mentally and physically. Their connection to the world is at a material level; Their abilities allow them to summon and control roots and vines, to sharpen leaves to make them capable to cut through metal, and to make their own bodies take animal-like features. It's said the ultimate form a druid can take is that of a dragon.

Shamans

- Shamans seem to become one with nature both emotionally and espiritually. Their connection to the world is at an immaterial level. Their abilities allow them to call forth great fire or thunderstorms; Summon great winds to blow away their enemies, or even quicken the body's pace to cause wounds to heal. It's said the ultimate manifestation of shamanistic power is the ability to connect to the world fully, making the shaman capable fo such foresight that their eyes before obsolete.

Even now, three hundred years after a war, these kingdoms remain blind to the true threat to their planet; Because of this, the world needs new heroes.

Take the role of any mortal or fae race you'd like - Human, Dwarf, Gnome, Troll, Ogre, Orc, even creatures of myth as fairies or goblins* - and play through a story that tells the legend of the heroes of the second Great War.

As either a mortal or a freshly-reborn fae, your character will experience one of two different origin paths leading them to their eventual destiny. If you are a fae, learn to master the ancient spells of your kind, discovering secrets lost to even the timeless immortals. If you are mortal, master the school of your choosing and potentially reach the rank of an elite few, becoming a Royal Knight, or specialize in your school further to develop it's secrets.

Don't like magic? Feel free to roll a swordsman, archer, berserker and rest assured that you won't fall behind in the power scale - Although Mithra is a kingdom ruled by mages, the elitist oft forget that true magic lies not in spells, but in the potential awakened within.

Chronicles of Mithra will play much like a classic D&D campaign: Instead of a single goal or focus in storyline, there will be several different chapters with their own objectives, with an overarching plot eventually making itself known. As your characters grow in power and strength, you'll have the opportunity to interact and learn more about each race and their culture before making the ultimate decision on which side to assist when the next Great War begins, ultimately deciding the fate of the land itself.

However, you must be careful, hero. Ancient evils long-forgotten threaten to awaken again, and to engulf the world in chaos anew.

* The host retains the right to veto some racial choices

Mechanics:

Levels

Chronicles of Mithra will utilize an arbitrary leveling system for mortals - and an age system for fae - which directly correlates to their skill. As a human grows in experience, for example, their volatile magic empowers them further, granting him new abilities. Even a human who is not a mage is affected by this - As they have more contact with the fae and the creatures of the land, more of their magic "rubs off" on them, increasing their abilities.

in the Fae side, a process called transfusion can occur. Transfusion happens when a fae willingly gives it's soul to another to impart on them all of their memories and their being, effectively aging them hundreds or thousands or years in one instant. This is the only way a fae can grow in strength - since training takes hundreds of years to have an impact due to the stable nature of their magic. Because of this, however, a fae character will start of at a higher power level than any mortal character, at the price of eventually getting outclassed by the mortals if little opportunities for growth present themselves.

Most of this system will be arbitrary, however, and although in all technicality a level 2 character may be twice as strong as a level 1 character, it may be entirely possible for three level 1 characters to defeat a creature of equivalent power to that of level 10 or greater with minimal difficulty - provided they plan correctly for the occasion.

Experience and rewards will be granted through three different means: Either whenever a player overcomes a challenge, whenever they encounter an artifact that may power them up, or as a reward for good roleplay/character consistency.

The idea is that by the end of these initial chapters leading up to the start of the War, your characters are powerful enough to be recognized as heroes. That means the power scale in this RP will get upped quite a bit, and that your character will be performing inhuman feats soon enough. That said, they'll eventually be facing dangers of equal peril.

Transfusion

Unique to the fae, transfusion is imparting all experiences one's had in their life to another being. Because the fae multiply very rarely, this is reserved to special occasions, else their population would dwindle quickly.

Transfusion works as the following: When a player does something of real magnitude to a fae, provided they are one themselves (this would have to be something so grand the person would be willing to die for you. Truly die, even, considering they're immortal) the fae may give them their entire self, which will provide centuries worth of experience to the character. To put it in perspective, if a one-hundred years old red orc were to assist a ten-thousand year old elder, and this elder decided to pass upon the younger orc it's experience through transfusion, the younger orc would effectively become a hundred times stronger.

Of course, this isn't going to work that easily in the actual game. Transfusion is usually seen as a reward of the highest order, and afforded at nothing short of ultimate gratitude.

Profile:

Character name:

Character age:

Character species: Mortals are humans, dwarves and gnomes. Fae are elves, orcs, trolls, ogres, and pretty much anything you can think of (some cultural examples are defined below)

Combat style: Name whether your character uses any of the magic schools available for his race of whatever other combat style they want (as long as it isn't something belonging to the opposite faction- Mortals can't be shamans and fae can't be chronomancers. Just the school name, combat styles will be defined within the actual RP. Note: If you're playing a mortal character, the style you choose (among the five) also defines which guild you're in, which will work as your allied faction within the city of Mithra, as well as alter your available missions.

Character background: A minimal background account on your character. There is no reason to describe this for too long, as the first few rounds of the RP will allow you to explore your character's origin story.

Character Personality: Because this RP has an experience/reward system based on how well you stay in character, I'd like you to describe how you envision your character personality to be. Of course this can change during the game, provided good reason to.

Character appearance: Try to get as creative and descriptive here as you can, especially if you're fae.

Character theme: Just give me an overall description of what idea you're trying to go for with your character. As mentioned in the personality part, this will be used to determine experience/rewards through character consistency.

Cultural information:

Mortals:

Humans

The most numerous of the mortal races, humans are the founders of the kingdom of Mithra, remaining to this day a proud and honored race, putting a lot of stock in their knights.

Humans are usually fairly accepting folk, but they tend to not trust most fae, being antagonistic against elves and downright hostile upon trolls and ogres for the treachery in the war, Humans hold something of a steady alliance with the red-blood orcs, who are known for their tradition of smithing, usually through exporting ore found by the dwarves. Humans are the ruling body of Mithra, seeing as all guild leaders are humans, and thus compose the majority of it's council.

Humans will have an easier time negotiating with other mortal creatures, but will be looked down upon by most fae. They gain, however a bonus to negotiations with red-blooded orcs.

Dwarves

Dwarves were the first of the mortal races to be attacked by the elves, and the consequences of that remain to this day. There are not a lot of dwarves left, and although several efforts are in place for repopulation, it progresses slowly due to their solitary nature. Dwarves are expert geologists, being capable of identify any gemstone with but a glance. They are raised to be miners from birth, and that's what all of them are. An ultimately peaceful race without many warriors, the dwarves rely mostly on humans for assistance. However, the Dwarven King loathes this deb,t and has recently started to encourage his people to seek tutelage in the ways of magic and blade of the world above, in hopes to one day raise an army strong enough to claim land for his own.

Dwarves are capable of travelling around faster due to the railroad network, as they can identify it's access points. They have an easier time negotiating with fae than humans, but most dwarves hate elves with a passion and refuse to talk to them.

Gnomes

Gnomes are a close-knit group, but only amongst themselves. Aloof and distant from the concerns of the world below, they are natural prodigies with technomancy and every gnome inventor finds a way to mix their chosen school of magic with technology seamlessly, being able to create arcane constructs. It's said that the Royal Tinkerers, a group of gnomish knights in the Royal Guard, are capable of mixing several different schools to create living, breathing machines of war.

Gnomes don't gain bonus nor penalties to negotiating with any race, but a few individuals may be displeased with their uncaring nature. They gain a massive bonus to negotiations with other gnomes, and gnomes can specialize into "technomancers" once they reach a certain level, allowing them to mix technology and magic to devastating effect.

Fae

Every monster in CoM is a fae. They are immortal creatures who are constantly in a cycle of rebirth, which they can only leave willingly, by either gifting their being to another fae, or by letting themselves fade completely.

Because of this, no monster of mythology is off limits when it comes to fae - You can go nuts. The only limitation is that no dragons are allowed.

Thus, below are only some suggestions of fae races, based on the races with more cultural lore established and that are more commonly considered "civilized'. All fae are sentient, however,and fae can choose to be reborn as a different type of fae.

Because of this, all Fae gain bonuses to negotiating with other Fae. They have penalties for negotiating with all mortal races except gnomes. Fae may develop special abilities depending on their race, and they may develop stronger spells as the game progresses - Fae, however, will grow in strength at a much slower pace than any mortal race. When you're thousands of years of age, a year of practice doesn't do you much to help. Thus, the only way a fae can truly gain strength is through transfusion, a mechanic that will be explained in the Levels mechanic.

Elves

Elves are the high rules of the great empire, and for a time, they were the sovereign lords of the fae. Left weakened after their loss at the Great War, the elves remain arrogantly lording over the "lesser" species. Depending on which school of magic an elf chooses, their bodies change, as they are the best conduits of magic energy among the fae - and as such, to be allowed to be reborn into an elf is a great honor.

As an elf masters shamanism, the spiritual art, their skin more progressively takes on the aspects of etheral beings, becoming progressively paler and more white. because of this, they are called the light elves.

As an elf masters druidism, the physical art, their skin progressively takes on more tree/stone-like aspects, often darkening and reaching a deep bark-brown or even obsidian-black color. They are called the dark elves.

It's important to note, both these terms usually have pejorative connotations, and are a distinction made mostly by other races; The elves don't separate themselves in such groups, considering all of them equal- Equally above everyone else.

Elves gain progressively more bonuses as they grow in their magic art, but unlike other fae, they can only pick one. Elves have a larger-than-normal bonus when negotiating with fae, and plenty of fae see them as nobility. They are despised by all but one of the mortal races, however.

Trolls

Trolls are used as battery rams by the other fae. Usually to be reborn as a troll is a punishment, and because of this, the species is unusually somber despite their brutish looks. They are fierce combatants, however, and most fae respect a good Troll warrior. Most mortals flee for their lives upon seeing them.

Trolls cannot choose a magic class, but they are capable of dealing devastating melee damage. The other fae consider them stupid, but they are still respected for their strength. Humans, however, will attack any troll on sight.

Orc

All orcs learn to practice shamanism from birth. Because of this, over generations they have developed progressively paler skin, to the point an orc's skin is so pale you can see all the blood vessels below it. To differentiate between the tribes, the orcs have developed rituals that are used on their youngs at a tender age to permanently tinge the color of their blood in the color that represents their tribe.

All orcs must study shamanism. All orcs gain unique abilities dependent on their tribe as they grow in strength. Red orcs have a bonus to negotiations with humans. The other blood-colors are blue, green, violet and black. Those will be explained in-game; If you wish to know more or play one of them, contact me privately.

Player-made stuff:

Silver wyvern Culture, by King Murdoc:

Body Structure

Natural form possesses four limbs; two legs with sharp talons, with three toes facing forward and one backward to assist in gripping prey and perches. The forelimbs are two wings, with a blunt wingtalon on each that is ineffective as a weapon but serves to grip surfaces if the need arises. The species has a slender, muscular tail with another set of winglike membranes that serve as rudders during quick maneuvers. Young silvers are leaner and lighter than their elders, as well as being somewhat smaller. Silver wyverns gain a fair amount of bulk as they mature, though they remain agile and fairly lean. The wingspan is quite large in relation to the body. The upper (dorsal) half and most of his head are covered in a tough carapace, whose scales are a bluish gray with brighter blues running alongside a darkened stripe along the spine. These hues vary slightly based on the local climate, but the coloration remains fairly distinctive. The lower half has a lighter and somewhat bluer coloration, with smaller, smoother scales. The head head is somewhat broad and triangular, with short, tough fangs that are better at crushing than slicing or puncturing. It has two pronounced frills that almost resemble a series of blades on either side, though they are largely ineffective as weapons due to structure and location. Instead, they serve as rough indicators of mood, similarly to a cat's ears. An adult silver wyvern is about three meters tall, and roughly 7 meters long with tail included.

Diet

Silver wyverns are omnivorous and capable of digesting nearly anything (including stone and other inorganic material), though they have a strong preference for meat as it is much easier to process. Metal ores can help develop the carapace and organs responsible for lightning breath, but they provide little nourishment. A silver wyvern typically survives by taking medium to large game, such as deer or most livestock, though they will eat nearly anything opportunistically. Prey small enough to carry away is preferred, though they have been known to kill larger animals and stow the carcasses in hiding places nearby for later dining. Silvers will generally avoid carrion if possible, and will not prey on sentients except in extreme cases of starvation. However, they have no issue with consuming sentients killed in defense of themselves or something the wyvern considered valuable, such as a resident humanoid community or nest.

Hunting and Combat

Silver wyverns are adept fliers and usually hunt using keen eyesight, scouting for prey from the air and then swooping down on it in a steep dive, pulling up when near the ground so the talons strike the back or sides of prey. Some small prey will be lifted and carried away, while larger prey will be slashed and pierced repeatedly with the talons until death. If a silver is surprised by the strength of the target, or intentionally selects dangerous prey out of desperation, it blasts the target with lightning breath. If this assault is insufficient, the silver continues to harass the prey with slicing talon attacks, using their agility to confound and avoid danger. They rarely use bites or tail blows; the teeth are not suited for holding a struggling target, and the tail is too valuable to risk damage.

Defensively, silver wyverns usually use their superior mobility to escape danger, which often comes in the form of the hunting parties of sentients or other, larger fey species. If flight is not possible or viable, they will transform into humanoid forms and attempt to lose themselves in crowds or hide in locations not normally accessible.

Mannerisms and Communication

Silver wyverns are intelligent, expressive, and sociable creatures. They have their own spoken language which mostly consists of hisses, clicks, and growls, suited to the normal structure of their lungs and vocal cords, and they are more than capable of understanding the language of civilized races (with many of them being fluent in multiple languages). Most communication is either audible or visual; silvers have relatively weak senses of touch and smell. A silver’s body language, when one does not share a spoken one, is fairly easy to read for one that is knowledgeable.

A silver that feels threatened and is unwilling to leave a location (often because they are defending a nest) will attempt to scare trespassers off with a threat display. This consists of several steps: first, the wyvern rises to maximum height as opposed to their usual horizontal posture, and spreads the wings to maximum extension to appear as large as possible. The frills rise up and flare out. If this does not work, the frills are rattled together, with young or inexperienced wyverns moving their heads to facilitate this. This motion ranges from a simple rotation of the head back and forth to a more elaborate serpentine movement, moving the entire head from side to side and possibly back and forth.

Continued threatening results in a loud roar, which also serves to ready the lightning breath. It can be seen crackling at the creature’s mouth, and after roaring a silver will lower itself back into a horizontal position, tucking the forward portion of the wings toward the body to protect them from damage while leaving a small portion available for maneuvering or preparing for a quick takeoff. The frills lower and are laid flat, protecting the neck. After this point, a silver wyvern will aggressively attack the offender, pursuing them until they escape or are killed, or the wyvern is injured.

Contrary to this sort of display, a curious silver has relaxed wings, held loosely at the sides or slightly stretched as it adopts a quadrupedal gait in order to observe more closely. This is often misinterpreted as aggression, as a silver will rapidly approach the object of intrigue and place the wingtalons on either side, which moves the head very close and lowers the wyvern’s body. The frills are usually held relatively high and together, giving the wyvern a somewhat catlike appearance.

A relaxed silver is often found lying down, coiled with wings stretched anywhere from half to 80% of their full length and tail underneath the head or one of the wings. They often bask in sunny locations seated in this way, occasionally shifting to the opposite side in order to expose the entire body to sunlight. The frills are spread out and laid back, resting on or a few centimeters above the neck.

Territory and Community

Silvers living in the wild tend towards living in small family groups with smaller lairs spread out along the outer portions of the group’s territory. Young males and females alike are often expected to use these lairs as stepping stones to finding territory farther out from their mentors. The size of said territories varies with the amount of food available; larger amounts of food lead to smaller territories and dense populations. The territory consists of the nest, which only the immature young and mentors are permitted to enter, the inner ring in which trespassers are harassed away or killed if lingering too long, and the outer ring in which trespassers are tolerated and often overlaps with neighbors.

The inner ring tends to be only the amount of space needed to keep the nest and vulnerable hatchlings isolated from any potential threats; it is not very large, and can often be easily navigated around. Silvers do not tend toward being overly territorial, and will usually attempt to observe or even strike up conversation with anyone who enters the outer ring.

Silvers living in sentient cultures usually maintain a smaller territory, enough to feed their true form’s appetite.

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Creature Compendium:

Information on the creatures players encounter will display here. More information will be added as they find out more about them.

The Boggart:

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- Likes eating human children

Important Characters:

Mithra

- Augustus the Second - King of Mithra

- Eugene Horom - Headmaster of the Time Guild

- Alice Swiftedge - Headmistress of the Steel Guild

- Marianne - Headmistress of the Shadow Guild

- Arthur Bright - Headmaster of the Blood Guild

- Horace Fleetfoot - Headmaster of the Heat Guild

- Michael Kronis - High General of the Mithran Knights, head commander

- Raphael Ernestus - High General of the Mithran Knights second in command

Elven Empire

- Zane - Elven Emperor

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You may notice the post sizes were... Disproportionate. This is because there's only so much exposition I can put in at once without making the post too massive,and we have a lot of important characters to go through. Don't worry, though; Everyone will have their chance to shine eventually.

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TL;DR forum ate my long-ass post and I'm only doing that tomorrow now

Here's a small taste of what I still had copied:

Leonis, Leon, Gizmo

You can hear an exasperated sigh escape Eugene's lips. Marianne shakes her head slightly. Alice non-chalantly shrugs her shoulder, staring at the General and waiting for his reaction.

This is a man accostumed to command, and while his eyes widen the slightest at the complete lack of it he was offered, the releases a small chuckle instead, cutting the tension formed in the room.

"Yes, I'm not surprised your curiosity overwhelmed your manners. But from now on, you will call me ser as it is proper." The word is emphasized. "And you will ask no questions or give any answers until I give you permission to do so."

He doesn't wait for acknowledgement, simply motioning for Raphael to approach instead.

"Raphael will accompany you to the border. He will keep the package with himself at all times. When you reach the border, you will meet up with the other two guild representatives. One of them will keep the package on themselves. You are not to question it's contents or attempt to see what's inside. If you do, you will immediately be considered traitors to the crown, and put to death on the spot."

As you can see, not a lot.

And so glorious frustration is ensuing.

So tomorrow, my darlings, as soon as I wake up, this I promise.

I shan't delay you much further.

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Gotcha.

Well, as soon as the inconsistencies in the latest posts are written out (Like people getting NPC names wrong when there's a list of the names for reference...) I'll continue.

In an effort to get everyone to review their posts and perhaps improve upon them, I won't point out any fingers. Yet.

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To save Jory the trouble, he had surgery on his shoulder and can only type using his left hand for the moment, which makes updating any RP difficult.

Haven't had the surgery yet, but sitting in a typing position for more than 5 minutes is only a little bit excruciating.

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I'd like to reiterate that I'm holding any update to Mithra back until the posts before Jory's are corrected.

Sorry to be pedantic, but no one will improve if mistakes are overlooked.

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Gotcha.

Well, as soon as the inconsistencies in the latest posts are written out (Like people getting NPC names wrong when there's a list of the names for reference...) I'll continue.

In an effort to get everyone to review their posts and perhaps improve upon them, I won't point out any fingers. Yet.

*coughs*

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If no one has done anything yet, I'm going to move and this will count as a strike.

To those unfamiliar to how I do things, a character usually dies at three.

EDIT: It seems everything has been edited, though I'd prefer if the responses were more verbose as per the message I've sent the two of you. I'll continue later this day.

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