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Dec 16, 2018 17:13:30 GMT
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≫ Preface ≪ Benefaction is a word rarely heard in the world now. It was popular in the 1800s, and stems from the latin words bene and facere, which together mean '(to) do good.' Now, the word means 'a donation or gift.' This site was named this one word due to the story of the land. A gift was given, that one gift the reason Ardria, the world of this site, is still standing.
≫ Age of Ardria ≪ Unlike Earth, Ardria is not in our present year. This world has only exsisted for a thousand or so years now, and should be in the year 1137.
≫ Backstory ≪ Born in a time when magic was a necessity for living, Aimluth quickly surpassed her peers with her ability to command Life Magic. As she grew and perfected her technique the sorceress became renowned for her abilities and was able to unite the people of Ardria together. Under her guidance the land flourished but with success came a sense of laziness. The people no longer had to rely on their magic and over time forgot about the vital role it had once played in their lives. Aimluth did not hold this against them and instead used her own reserves to keep the world balanced as her magic allowed her to live far longer than any other mortal.[break][break]
It was because of her long life that many came to believe that she was immortal and started to worship her as a goddess. Afraid of upsetting the True Gods, the sorceress quickly attempted to discredit the rumors but it was to no avail. When the diseased creatures known as the Verymyr first started to appear in Ardria the sorceress attempted to keep them contained. It was only when her efforts were continuously foiled that Aimluth created two figurines from stone. Her creations would only be brought to life as a last resort and she hid them from view. [break][break]
She fought against the darkness for centuries and towards the end of her life she let her age catch up to her in an attempt to conserve magic. Smooth skin was quick to wrinkle and sag, lovely auburn hair turning white in a matter of months. The Verymyr were powerful and well organized, something that she had no chance of defeating in her weakened state. Ardria was crumbling around her and in a moment of despair the woman remembered her figurines. Aimluth hurried to the room where they were stored, exactly as she'd left them and covered in a thick layer of dust. She wiped them clean, heart aching at the prospect of having to shove the two siblings into a world of misery and war, but there was nothing she could do to prevent it. [break][break]
Locking herself in her chambers, the sorceress drew upon her remaining reserves of magic and prayed to the True Gods for help. They answered her, quick to try to comfort as they supplied her with more energy and the ability to bestow a gift upon her creations. Immortality. With the gifted magic Aimluth breathed life into her creations and watched with wonder as stone crumbled away to reveal children. She studied them as the siblings drew thier first breaths before looking around in confusion. A single tear fell from the sorceress, the droplet crystallizing into stone and landing in her lap. With a tired flick of her hand Aimluth created the setting and chain, turning it into a pendant. This would be her last creation, life-force drained and body weakened by age.
≫ The Lands ≪ Each land has its special story, and the site itself doesn't give much information about them. Here, you can find all the information you need about each land, including the people who live there, what the land looks like as well as climate, and what kind of abilities the people there possess. Along with this, you can learn about the threats located in each region, and what kind of companions can be found there.
[nospaces][googlefont=Poppins] [attr="class","alibibg"] [attr="class","alibipic"] [attr="class","alibifade"] [attr="class","alibiborder"] [attr="class","alibitext"]The Toki Desert is known far and wide for its soft, pink-hued sand, much resembling himalayan salt. The land was once covered by smooth, flat, dark grey stones spread out for miles and miles, broken appart by giant glass-like boulders, shaded a pinkish colour. These boulders were beaten by ravaging winds and furious storms, and over time they broke down into extremely fine grains. These grains blew far and wide and covered the grey stones until they would never be found again, and therefore, the Toki Desert was created.[break][break]
The Natives who live there predicted that the land was once called something different, before it became a desert, but no one could remember the old name, and so it was lost, or so they thought. There are still beings who live that know the name, being who were there to expirence the land, but they cannot be found. They have hidden themselves away, and may never return again.[break][break]
The people who are native to this land are lightly called Desertians. They were never given a name based on their desert land, though they are sometimes called Etrians. This name is thought to be the name of the old natives who lived in the land before Toki Desert. The people here were blessed with the ability of creating plant life. This kind of magic is called Chloromancy, and the people here could be called Chloromancers, though they do not prefer the name.[break][break]
The Climate of the Toki Desert would be that of a normal desert, with arid days and frigid nights. During the day the temperature may reach 50°C (122°F), when at night it may fall to below 0°C (32°F). Deserts have less than 250 mm of rainfall per year. The rain can be unreliable and the land is quite unsuitable for farming, making food production nearly impossible. Threats that dwell in the desert include Vlanolans (bull-like rock trolls), Snarakins (extremely large lion-like creatues with the head of a dragon), Wynnonos (giant worms), Chimeras, and desert dwelling animals such as wild dogs. Companions include Desert Griffons, Eplins (giant, ridable, furless dog-like creatures with lizard-like heads and various kinds of protrutions from their foreheads), Oiteks (ridable desert deer), and the various desert dwelling species such as fennec foxes and bats. [attr="class","alibipanel"]TOKI DESERT the blushing badlands
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[googlefont=Poppins] [attr="class","alibibg"] [attr="class","alibipic"] [attr="class","alibifade"] [attr="class","alibiborder"] [attr="class","alibitext"]Rellrai has always been known by one name: Rellrai. It is as old as Ardria itself, yet was once a larger portion of land. Part of this was due to erosion on the sea side, and the other part was due to the redrawing of territory lines. Rellrai does not have many tales, as it is a seemingly plainer land, but it once held one of the most legendary beasts of Ardria.[break][break]
The Faryx, which now wanders the Great Savanna, was born in Rellrai. He was born the size of a full grown antelope, summoned by a powerful sorcerer as a companion. He never strayed far from where he was birthed, though he no longer lives in the lands of Rellrai.[break][break]
The people of Rellrai were given the name Raians and were blessed with the ability called Aerokinesis. They have the power to create, manipulate and control the air and wind. Because the plains are among the windiest regions, this can become a very helpful ability.[break][break]
Rellrai has a wide variety of weather through the year, with very cold and harsh winters and very hot and humid summers. Wind speeds are often very high, especially in winter. The plains grassland is among the least protected biomes in all of Ardria. Threats of Rellrai are very similar to the threats of the savanna. They include Ivlerex, a large cat species similar to lynx with a tail like a horse and unique patterns of ranging colours; Kitsune, a wolf or fox-like creature with eight to ten tails and a mane on the back of their necks; Ajaren, antelope-like creatures with six horns, beaks lined with teeth, blue wattles (like a turkey), stronge legs like a horse and paws like a wolf with long toes and claws like a dragons, a tail like a lions and fur all along the back like a zebra's mane; Srigs, a lion body with a wolf head, a mane like a lion, horns like a ram, and stripes all along the hind portion of the animal, such as a tiger; and all kinds of normal plain dwelling predators. Companions are low in number here, as most of the predators can be tamed through hard work, but the few would include Riralans, giant rabbits with horns atop their heads; Kleas, large, teethless hyenas; and the various plain dwelling prey. [attr="class","alibipanel"]RELLRAI the flats of Ardria
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[googlefont=Poppins] [attr="class","alibibg"] [attr="class","alibipic"] [attr="class","alibifade"] [attr="class","alibiborder"] [attr="class","alibitext"]The Great Savanna was once one in the same as Rellrai, but as temperatures in the south increased, the plains turned into a harsher savanna. In the olden times, Rellrai stretched all the way from its peak in the north to Kiliteur Falls and what is now the Toki Desert.[break][break]
The people who live here are still sometimes called Raians, especially those living closer to Rellrai's border. Other than this name, they do not truly have their own name. However, they possess the magics of Enhanced Intuition, the ability to anticipate or sense danger before it occurs. This is helpful in an area of spread wide, open land with fast, agile threats.[break][break]
The Savanna biome has a wet/dry climate. Its Köppen climate group is Aw. The 'A' stands for a tropical climate, and the 'W' for a dry season in the winter. In the savanna climate there is a distinct dry season, which is in the winter. The threats of the savanna are closely related to the threats in the plains of Rellrai. Ivlerex, Kitsune, Ajaren, and Srigs can be found roaming freely across these lands, as well as Nahise, giant elephants with ten trucks that can easily be used for evil and trample everything in their path. The top common threats of the savanna are as the following: lions, cheetahs, wild dogs, and hyenas. Different companions can be found here compared to Rellrai, though the ranging common prey animals are very similar, including wildebeests and giraffes. Phos are a ridable kind of giraffe creature with a low hanging neck and a flatter back, such as a horse. As well as these, there is a legendary antelope called the Faryx that can sometimes be seen roaming the land, though he is a rare sight. It is said he is 75 stories high and wears a crown of five horns, two on each side and one protruding up from his forehead and joining the four. Some say he looks more like a wildebeest than that of an antelope, but he has an elegant shape and slender neck. Upon the site of him, it is told you will live in good fortune the rest of your life. [attr="class","alibipanel"]THE GREAT SAVANNA the wilderness
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[googlefont=Poppins] [attr="class","alibibg"] [attr="class","alibipic"] [attr="class","alibifade"] [attr="class","alibiborder"] [attr="class","alibitext"]The Mysterious Island was not always one of shrouded mystery. Six hundred years ago, it went by the name Plolis and was a mountainous island of green beauty. It was home to the legendary beings of Ardria and the great sorceress Aimluth. Her two creations, the Ancient siblings, were born here. [break][break]
Aeni and Ambrose's story began in this lovely land, surrounded by lush, green grass, perfectly shaped trees and hedges, and endless expanses of crystal clear waters to explore and swim through. This paradise, however, was destroyed when Ambrose became a evildoer and the leader of the Verymyr. It was as if the land was shaped by the hearts of the siblings, and when one became corrupt and the other broke, the land burned. Now, the crystal lakes are covered in a layer of ash, and the charred trees claw at the blackened sky above.[break][break]
This land is not suitable to live in. Nothing can seem to grow here with the dry, cracked earth and unclean waters. It is only suitable for risk-taking adventurists.[break][break]
The climate of this land is very windy and rarely recieves ran. It snows often, though it did not used to. The land seemed to have given up and let the windigos take over, and now snow mixed with black ash in a slushy array. The land is void of life, though distance howls of wind can be heard over the mountaintops. Some believe an ancient dragon lived in a deep cave somewhere on the island, and that someday, someone would discover it. [attr="class","alibipanel"]MYSTERIOUS ISLAND the puzzle unsolved
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[googlefont=Poppins] [attr="class","alibibg"] [attr="class","alibipic"] [attr="class","alibifade"] [attr="class","alibiborder"] [attr="class","alibitext"]The Kiliteur Falls isn't much more than a massive expanse of glistening, crystal-like water falling from a lake above, into a lake below. Both lakes are relatively small as one backs up to a swamp, and the other to a desert and savanna. Around the lake, however, lush grass grows, creating a calling oasis atmosphere.[break][break]
The Kiliteur Falls were once a safehaven for all who wished to escape the clutches of the Verymyr. Behind the waterfall, a large cave system could be found and a haven city was built within it. This city was completely built of stone and torches, but now sits cold, vaccant, and crumbling. The city was named Kiliteur, taken from the name of the falls.[break][break]
No one lives here anymore, but it is a wonderful place to camp out for a night, or for the adventurers, to explore. If anyone happens to be born here, the ability tied to the land has to do with light. Users can create light at their will and it can guide a path before them, or blind those in their way. This ability is useful in the caves of Kiliteur. They can also steal light, causing some places to become dark, though always have to put it back.[break][break]
The climate remains the same almost yearround. It stays at a constant of 21 degrees celsius (70 F) as warm air circulated around cooled waterfall temperatures, created a perfect climate. A vast array of colourful and harmless fish swim in the lakes above and below the waterfall. There is almost nothing to fear in this area. [attr="class","alibipanel"]KILITEUR FALLS the sheet of beauty
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[googlefont=Poppins] [attr="class","alibibg"] [attr="class","alibipic"] [attr="class","alibifade"] [attr="class","alibiborder"] [attr="class","alibitext"]The Keavla Wetlands have forever been a menace to Ardria, full of terrifying threats and monsters. In the older days, they simply called it Keavla. If you wander the swamps long enough, you may come across the skeletons of long forgotten beasts, though these sightings are very rare, as other creatures enjoy using the bones for their own enjoyment.[break][break]
The people who live here are tough and resourceful, given the name Keavlans. They have High Resistance, the ability to survive otherwise lethal attacks from physical or magical harm. In a land full of lethal threats, this is overly helpful.[break][break]
Wetland swamps, bogs and marshes host the highest diversity of species among all the ecosystems. Wetlands lie in both the freshwater biome and the ocean ecosystem due to the existence of salt and freshwater marshes. Excessively moist and humid conditions define wetland climate. Specialized plants called hydrophytes thrive in the wet conditions of marshes. The Keavla Wetlands experience steady levels of rainfall throughout the year. Threats of the marshes include Atradirds, a species of antelope-like creatures with elegant, long necks, darkly coloured bodies covered in faintly glowing stripes of ranging neon colours, cat-like heads with antelope ears and sharp teeth, forked tongues, curving, elegant horns, a neck that can fan out like a frilled lizard and patterned different on every individual, and a long tail like a lion's; Marsh Creepers, a species of lizard-like creatures the size of a human, mostly coloured dulls shades of green, owning human-like limbs, spines on the back, a tail like a shark's, and gills; Doilts, a tamable kind of predator resembling an elegant alligator with longer limbs, a shorter neck, and a softer, kinder looking face, an assortment of feathers on the back of the neck, and large, leathery wings, as well as spines; and an assortment of common marsh-dwelling species. However, the marshes are extensive and most predators have not been discovered, so be careful wading through the waters. Companions are numbered very low and most are brought from other lands, as the marshes are rough and don't hold many kind beasts. [attr="class","alibipanel"]KEAVLA WETLANDS the quagmire
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[googlefont=Poppins] [attr="class","alibibg"] [attr="class","alibipic"] [attr="class","alibifade"] [attr="class","alibiborder"] [attr="class","alibitext"]The Naltai Amazon is one of the oldest, most beloved places in all of Ardria, being the center of all travel. Though it is a thick jungle, it is full of adventure and can be quite fun to pass through. It is packed with magical beings and wonderful sights, such as glowing plants and towering trees, ruined temples and interesting buildings built in the trunks of trees.[break][break]
The Natives of Naltai are also tough and resourceful people, but as well as this, they are extremely agile and athletic. They know how to get around the large roots of ancient trees and built cities out of wood. They possess Telekinesis, the ability to lift individuals or objects through the use of your mind. This ability can be channeled through the use of eyes or hands.[break][break]
The climate of the Naltai Amazon has a type of tropical climate in which there is no dry season—all months have an average precipitation value of at least 60 mm (2.4 in). It has no summer or winter; it is typically hot and wet throughout the year and rainfall is both heavy and frequent. One day can be very similar to the next, while the change in temperature between day and night may be larger than the average change in temperature during the year. The threats of this land are many are varied, and most hide themselves away and have not been discovered (freedom in roleplay). A few examples are the Drujern, a large species of wild boar with thick fur, giant paws, large, sharp teeth, and firey patterns; Sri, a small form of cat usually very light colours, with three, glowing eyes, deer antlers and the ability to control leaves; and Volmor, a sleek, furless, panther-like black cat species with tentacles coming from the top of its head down the back of its neck. Companions also vary greatly. If you can think of it, it probably exsists. (Must ask approval of new companions.) Three examples of companions would be Strebbirn, a hybrid elk-giraffe with a mane of fur, fur that trails its spine and a furry tail, as well as fur around the hooves while the rest of its body is furless; Dreah, large, lion-like creatures with large ears and stand like a gorilla; and Mekhir, a small species the size of four hands that usually has a soft, warm coat of dark colours and neon patterns. The species much resembles a mouse in the head but a bunny in the body. It has a long tail ending in a fan of feathers, as well as two wings on the side of its body instead of arms. [attr="class","alibipanel"]NALTAI AMAZON the thicket of life
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[googlefont=Poppins] [attr="class","alibibg"] [attr="class","alibipic"] [attr="class","alibifade"] [attr="class","alibiborder"] [attr="class","alibitext"]The Sivai Alps have been known as the tallest peaks on Ardria from the day they were created. They have seen the land go from darkness to light, back and forth for many generations, yet they seem distant from these meagre quarrels.[break][break]
There was once a story about a small band of monks, and other solitary individuals, that lived high in the mountains. They could heal any wound, physical or mental. Though, they were set apart from the rest of the world by their looks. Though humanoid, they resembled snow leopards from head to toe.[break][break]
The people living in this region are very quiet and tend to live their lives separate from others. Most do not have their residence within the mountain slopes themselves, due to fear and extreme chill. Instead, they usually build their homes or camps on the Arctic side of the mountains.They possess the ability to cloak themselves, anywhere or anytime. This ability is called Invisibility and can be helpful when escaping the threats of the Alps.[break][break]
The climate of the Alps can range from hour to hour. The temperature on the mountains becomes colder the higher you climb. The Alps tend to have much wetter climates than the surrounding flat land. Chill winds whip snow from peak to peak. At other points, the air is so dead and the surroundings are so quiet, you might think you’re dead. However, the threats that live in this region make the thought hard to believe. Snow wargs, giant wolves, roam the area constantly, while snow griffons control the air. Svaluas, giant snow tarantulas, occupy the many caves on the mountains, while human sized Medlins hang from the trees. These Medlins take the form of white snakes with icey, see-through wings and thin, long legs with miniature claws. They have soft faces, but hold enough venom in one bite to kill a man ten times over. Two colossal mammals rule the round: a giant, woolly, wolf-like creature with a black beak and a lizard-like tail called a Tulegane. They possess no ears but have excellent hearing. The other colossal creature is called a Zeylix. With a single claw behind the size of two full grown men, it is a threat to be reckoned with. Few exist, mostly because they are solitary creatures. Upon the site of their giant limbs, ripped with horribly strong muscles, their horribly spiky backs, small beady red eyes, and hundred of teeth, you instantly know your dead is nearby. Only one companion is able to live in this area, the Tauzeites, or snow lion. With the shoulder of the lion being as tall as a man, they are also large creatures. Feathers dot the lion’s shoulders, elbows, hips, the beginning of its tail, and the end of its tail. They possess feathery wings that sprout from the lion’s front legs. Their colours range from white to every colour of snow-blue.
[attr="class","alibipanel"]SIVAI ALPS the mountains of glory
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[googlefont=Poppins] [attr="class","alibibg"] [attr="class","alibipic"] [attr="class","alibifade"] [attr="class","alibiborder"] [attr="class","alibitext"]The Arctic once went by an ancient name before it was renamed: Atticus. The land of Atticus was a barren one, covered in constantly blowing snow until a massive storm rolled around about year 103. This storm picked up giant glaciers from the sea and threw them towards the land. When they hit, they smashed to smaller, glasslike boulders. Now, from years of wear, they are nearly see-through.[break][break]
The people who live here are usually cold, though extremely civilised. They’ve built ancient cities to the sky, though for some reason, they’re nearly impossible to find without a guide. They decorate themselves in fancy clothes, expensive jewellery, and layers of makeup. They’ve created a form of blue light that lights nearly every structure they’ve created, most likely made of the bioluminescent protein from jellyfish. They have the ability to manipulate ice and snow. This ability is called cryokinesis.[break][break]
The climate of the Arctic is characterised by long, cold winters and short, cool summers. There is a large amount of variability in climate across the Arctic, but all regions experience extremes of solar radiation in both summer and winter. However, no matter the beauty of the arctic, it is one of the most dangerous regions in all of Ardria. The natives of Ardria never leave their cities, and so companions are not known about. The threats, though, are a different story. Giants of all kinds roam the lands; leviathans swim through the waters, covered in icicles and waiting for prey just above the surface; numerous forms of yetis, who come in all shapes and sizes, prey on anything they can catch; wolves roam the lands, some possessing swirls like ancient spirits; and above all are the undead beasts, giant mammoths and woolly rhinos and all other sorts of strange creatures, all already dead and revived once more, perhaps by an ancient necromancer.
[attr="class","alibipanel"]THE ARCTIC the mystery beyond all mysteries
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[googlefont=Poppins] [attr="class","alibibg"] [attr="class","alibipic"] [attr="class","alibifade"] [attr="class","alibiborder"] [attr="class","alibitext"]The Gwydmir Forest isn’t the only land shrouded in mystery, but it is one of them. It nearly had no backstory, or the backstory of it was forgotten. No one seems to remember where it came from, or what it looked like before.[break][break]
The natives that live in Gwydmir are just about as mysterious as you can get, and are nearly never spotted on a daily basis. They are known to be virtuous warriors, and will fight alongside those with a worthy cause.They possess zoolingualism, the ability to speak to all animals.[break][break]
The climate in Gwydmir Forest is warm and temperate. There is a great deal of rainfall, even in the driest month. The climate here is classified as Cfa by the Köppen-Geiger system. The average annual temperature is 19.6 °C. In a year, the average rainfall is 1434 mm. Threats are lesser here, mostly large wolves that can easily be pushed back to the borders. The natives of the land made sure threats were few and far between. Companions, though, are plentiful and extremely helpful. Three examples of these companions would be Akails, giant, rideable owls of any owl species, though most are barn owls; Bleok, large yaks with straight backs and elegantly shaped horns; and Strylm, magical creatures that have the elegant body of a dragon, a pointed head resembling a wolf, long, pointed ears, long, slender legs, soft paws, and a long tail, while completely being covered in soft fur. They are about twelve feet tall, though are too fragile to be rideable.
[attr="class","alibipanel"]GWYDMIR FOREST a land of wisdom
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[googlefont=Poppins] [attr="class","alibibg"] [attr="class","alibipic"] [attr="class","alibifade"] [attr="class","alibiborder"] [attr="class","alibitext"]Elimirth was once a beautiful redwood forest in Aimluth’s time. She once owned a large castle-like structure located deep within the forest. However, it is now in ruins. The name of the castle was once Tanin, and it was a sight to behold in its time. It was never said what really happened to the forest, but some say that a sickness fell onto it when Aimluth died.[break][break] No one would dare to live here, though it is a brilliant place for adventures. If anyone happens to be born here, they have the ability to Whisper, or break into others thoughts and speak to them. Thoughts can be very persuasive, if the victim is weak enough.[break][break] Temperatures in Elimirth range from 40 to 60 degrees F all year. Winters are occasionally frosty and snow is not uncommon. In warmer months, fog is naturally drawn inland from over the Geytia and drips through the dense canopy. There is only one known tameable companion in the whole forest, the Wooly Warg. This is a giant wolf-like creature that’s about twelve feet tall. They usually come in dark colours and own patterns ranging in all neon colours. They can easily be saddled and ridden like horses. There are many threats in these forests, most dark creatures of shadow. The most well known of these creatures resembles a black tiger, though has glowing yellow eyes that are unmistakable. They are relentlessly known for their killing. [attr="class","alibipanel"]ELIMIRTH of death and sorrow
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[googlefont=Poppins] [attr="class","alibibg"] [attr="class","alibipic"] [attr="class","alibifade"] [attr="class","alibiborder"] [attr="class","alibitext"]Epens has forever been the centre city of Ardria. If the land ever received a ruler over all the land, their castle is found here. Normally, this castle is empty and well kept by the extensive staff on hand, and can be toured regularly. Some of the most well kings and queen known throughout the land are King Faranade and Queen Fae, Queen Tmrus, and Queen Aimluth, though Aimluth was naught but a sorceress the civilians called Queen. She never lived in the castle itself.[break][break] The city is large and well adorned. There is not a place within it in poverty or barely meeting bare ends. The castle is the centre of the city and is a beacon of light and hope to the rest of Ardria.[break][break] The people of Epens come from all over Ardria. There are no natives and so people born in Epens have their father’s abilities, though there is the mutation of having no abilities if born here.[break][break] There are no threats found in Epens, and companions can be found and bought by merchants in the streets. The climate is controlled by those with the abilities, and so it rarely rains, only when it is needed. It is a very likeable place to live; however, adventures are few and far between here.
[attr="class","alibipanel"]EPENS the city of kings and queens
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[googlefont=Poppins] [attr="class","alibibg"] [attr="class","alibipic"] [attr="class","alibifade"] [attr="class","alibiborder"] [attr="class","alibitext"]Tatrius, back in the day, used to not exist at all. It is a land mass that only just appeared in the 1000s. It looks as if it is nearly entirely a strip of beach, with a little bit of coarse grass in the centre of a sandy island. A small area of shops can be found on the island, holding four to five shops at a time, selling things such as coconuts and fabrics. However, not all is what it seems.[break][break] The people of this island have a very unique ability to summon objects from the air. These objects can be anything they can think of, but they cannot create things. This ability is also called Conjuration. Usually, when using this magic, an object from anywhere in the world will disappear and appear in the summoners hands. Though, there is something different about the way they conjure their magnificent city. Some say they conjure a doorway, then it disappears and they are on a different land, then conjure the doorway again to get back to the known lands of Ardria. Some think it's all a myth, though there is only one way to find out.[break][break] There are no threats nor companions on this island. There is rarely any life existent, if you don’t count the crabs, but the climate is that of a normal, coastal area. There are cold winters and hot summers, as well as the occasional hurricanes.
[attr="class","alibipanel"]TATRIUS more can be found than seen
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[googlefont=Poppins] [attr="class","alibibg"] [attr="class","alibipic"] [attr="class","alibifade"] [attr="class","alibiborder"] [attr="class","alibitext"]The Geytia Sea is simply just a sea that surrounds all of known Ardria. It is crystal clear near the southern parts, such as that of the Caribbean, but nearer to the north, it turns cold and dark.[break][break] Though normal people can’t live here, there are various kinds of mermaids and mermen that do. If someone happened to be born on a boat in the sea, they would have the ability to manipulate the form of water, or create it at their will.[break][break] The climate of the sea would be that of a normal ocean. Hurricanes and other sorts of strange storms stir up almost constantly somewhere. The threats and companions are so wide ranging, and many are not yet discovered. The most feared of these threats is the Leviathans. Up north, they are cold, dark and always covered in ice. Southern Leviathans are much larger and are mostly aquamarine colours. Travellers of the sea must always be wary of them, for they are ever present in the waters.
[attr="class","alibipanel"]GEYTIA SEA the depths of the unknown
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≫ Species ≪ These species are the various humaniod species that are avaliable to roleplay as. All species are allowed to wander the lands of Ardria. Normal humans (Homo sapiens) are always allowed. Humanoids listed below are allowed to be made after one of your accounts reaches 50 posts.[break][break]Orges ⇒ These creatures are often characterised by their disproportionate features and dull colouring. They are usually larger than humans in both height and weight, being heavy with muscle, fat or both.[break][break]Orcs/Goblins ⇒ These creatures are tall and walk like men. However, they usually own gruesome features and mud-coloured forms. Their minds and bodies are corrupt and distorted.[break][break]Elves ⇒ These creatures are exeptionally similar to humans. Generally taller than humans, elves possess a graceful, slender physique that is accentuated by their long, pointed ears. It is a mistake, however, to consider them weak or feeble, as the thin limbs of an elf can contain surprising power.[break][break]Imps ⇒ Notably evil, this creature is a pixie counter. Imps are small, bony, unattractive creatures. Their faces are like masks of thin stone, which are frequently twisted into a smirk or a grimace. Oversized ears and horns sprout from their heads, just as leathery, bat-like wings sprout from their shoulders. Their skin, ranging in color from purple to red-brown to gray, may be scaly or stone-like, and they walk with an unpleasant hunch.[break][break]Pixies ⇒ As a rule, Pixies are very small. In some stories, they are so tiny that they can sit in your palm or rest under the shade of a mushroom. In other stories, they are larger, but they rarely reach the height of a human’s knee.
Their skin may be flesh-colored, blue, or green. Their eyes and ears are slightly pointed, and they have lovely wings, resembling a butterfly or dragonfly.[break][break]
Other species include avians (bird characteristics), piscine and amphibians (fish or amphibian charactertics), or reptilians (reptile characteristics). There are various canine and feline humanoids, though all kinds of animal humanoids are very rare and hard to find in society. Offical names to some of these would be centaurs, banshees, minotaurs, and adlets. These humanoids are allowed to be created when one of your accounts reaches 250 posts. For more examples, click here.
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Feb 13, 2018 23:04:20 GMT
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