To the left, you can see all navigation buttons that will take you between my different universes and species respectively.Please be aware that some info may be NSFW or triggering in some ways - make sure to protect yourself, do not enter this website if VIOLENCE, GORE, SELF-HARM, SLASHERS, medical themes or MENTAL ILLNESS themes upset you.



Bionics, Neosi, Talis, Baquit, Kronus, Eternia-Bats, Alaton, Haloscant and Obei are all closed species. They are not free to make. Creation and public posting of unofficial designs is strictly prohibited.







Do not use, copy or steal anything you see on this site.

G A I A

the multicultural and sprawling planet of progress, unity and solidarity.
GAIA IS CONSIDERED A MULTICULTURAL, BIODIVERSE AND THRIVING PLANET, LUSH VEGETATION, AMPLE FRESH WATER AND BREATHABLE AIR ARE ONLY A FEW OF THE SELLING POINTS OF GAIA! IT WASN'T HARD FOR THIS PLANET TO TAKE THE #1 SPOT ON HETARI'S INTERPLANETARY GUIDE TO TRAVEL'S TOP TEN LIST.
CHECK THE TRAVEL SECTION AT A HOLOBOARD NEAR YOU!Home to four largely differing continents, Gaia is a diverse and thriving planet that prides itself on it's technological advancements, it's connection to nature and magic, and the globally accepted unity to keep their strengths separate and protected.GAIA is a cyberpunk / fantasy setting set far in the future.


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RETURNING YOU TO HETARI'S TRAVEL GUIDE...


BASIC MAP OF GAIA


LOCATIONS

The continents of Gaia and the key locations within.

SHA

"THE PRISM"

Sha, or "The Prism" is the largest multi-cultural gathering of species in Gaia with over 90 different species and 120 different languages spoken.It has the highest population of all continents on Gaia, and is the pinnacle of technological advancement and security, protected by the Arxemis Program, Sha is oppressive and highly controlled for those who don't know their way around the Cities."The Prism" is made up entirely of large, interconnected cities, adorned in neon lights and saturated tones - home to the highest technological advancement on Gaia's surface, Sha is blindingly beautiful, but a deep rot hides behind the flash of the lights. Sex, drugs and violence are the main attractions in Sha - a brilliant, filthy eyesore.Sha is a marvel of advancement that stands in it's own league besides Gaia's other continents. A testiment to the future to come, an idealogy that vastly differs from Sha's relative continents.Sha believes in progress above all else, but this systematic forward path stood to crush the rest of Gaia underfoot, a threat that quickly came to light as Sha expanded into the Gaian Sea. A communion of realms was called, and a single revered figurehead of each continent came together to seek a treaty with Sha to halt the islands destructive pursuit.
The treaty was signed, and a binding agreement of solidarity in contrast has shaped Gaia since it's creation. Because of this treaty, each realm unites with their respect for the differences of their continents they are stalwart in protecting their dissimilarities - garnering pride for their unique strengths and creating clear boundaries for their cultures. This treaty keeps Sha's advancements restricted within it's land-rights, allowing Deyas, Enai and Terra their own unique regulations and disallowing Sha's technology into their land.
Specializing in data vaulting, interplanetary import and exports, vehicles, and the creation of biological energy weapons and machinery, Sha holds a level of financial superiority within the universe, but it is overrun by corruption, organized crime and gang violence, illegal underground clubs and prostitution rings that cripple the modern multicultural metropolis it claims to be.


SHA CITY POINTS OF INTEREST

CENTRALS

Centrals or "Hubs" are the centre point of every city in Sha - Sha City itself having the largest central in all of Gaia.When the city's of Sha were founded, the centrals were made to be the point of community, business and trade all condensed into one easily-monitored location. A place where Arxemis could keep a vice grip on all trade within the city's without needing to spread their forces thin. Home to everything, from food destinations, medical centre's and clinics, megacorporations, plazas, event facilities and more, a Central is the only point of commerce you need, unless you don't like having Arxemis breathing down your neck...


"THE CLINIC"

The Clinic is owned by Drath and Dashiell, an under-the-radar medical clinic that is well known for it's discretion, unlawful practises and secretly doubles as a secret lab and living quarters for the Neosi species.The Clinic, despite it's name is actually a hospital and health care institution providing patient treatment with specialized medical and nursing staff mostly made up of Neosi and other medical professionals under Drath's employment. The Clinic is deceptively large; seemingly regulation sized, it includes trauma centers, rehabilitation wings, psychiatric wings, general medical wings and more above ground, but a secret and secure elevator will take you below ground where the Clinic truly thrives. It's entirely funded and owned by Drath, and with his reputation, Arxemis has allowed the Clinic to be left entirely to Drath's devices, allowing it to fall under the radar.


THE UNDERLAB

The Underlab is a secret expansive community that lies beneath The Clinic. Accessible by an elevator protected by hightech recognition technlogy, it permits only a Neosi branded by Drath to enter - it features a hydroponic garden, a swimming pool and heated spa, a community center, entertainment wings and multiple wings of fully fleshed-out mini homes for each Neosi.The entrance to the Underlab is a reinforced elevator with military-grade sheeting for protection. It allows access by scanning the inner makeup of the user, and only allowing Neosi branded by Drath to enter. Its interior is a series of modular spaces centred around the garden, a focal point with access to an underground park including a fully artificially planted ecosystem of grass, trees, water and shrubbery. 3,200 sq-ft is dedicated to growing crops, illuminated by violet LED lighting 24 hours a day. Electricity for the entire Lab is produced via redundant systems including a multi-million credit generator hooked up to a self refueling reserve created by the Doctor. It features a hydroponic garden, a swimming pool and heated spa, a community center, entertainment rooms and multiple wings of fully fleshed-out mini homes for each Neosi that include everything from a bedroom, bathroom, kitchen and "backyard" space that leads into sectioned areas of the underground park. There’s a cinema room, surgery room, gym, and a repair room for cybernetics or bunker support elements.The Neosi all have their own homes built for them, and the Underlabs forever expanding space makes the expansion nearly limitless. The Neosi have a strong sense of community, and often dislike the idea of leaving their species and the Underlab permanently, usually happily living there after their nascency and taking up support jobs around the Clinic to help out and earn their own credits, or branch off on their own into Medical or Psychiatric fields to begin operating under the protection of the Clinic.Drath's lab can be accessed only by an seperate elevator protected by a hightech recognition technlogy and is entirely protected, even from the Neosi. This lab is where all Neosi were created, and only a few have ever set foot back in there after their nascency. This is where Drath performs his experiments, and he spends most of his time down there - most Neosi, Including Dashiell, that live in the underlab only see him on rare occassions.


ARXEMIS PROGRAM HQ

Arxemis Program HQ is a massive skyscraper located in the Downtown Central, Sha City. It is the building that dominates the skyline of the city and is Arxemis's most secure location in Gaia.



TERRA

"THE ISLAND OF GOLD"

Terra, or "The Island of Gold" is a continent of pure, natural wealth.Home to the Baquit, Terra is fiercely protected by one of the most powerful organic species on Gaia, but the real power comes from the continent itself. Alive, much like it's sister island, it protects itself by whatever means necessary. Keeping itself away from those who wish to harm it, The island of Terra lifts itself out of it's watery resting place, and into the air, keeping the land mass afloat above the ocean and out of harms way. To reach the continent is almost impossible due to the land's aversion to wanderers and the Baquit's violent distaste of visitors.Terra is almost entirely made up of heavy rain forests and rich jungles, with floating crystal formations and beautiful natural waterholes, the continent is a stunning display of natural purity, but the real wealth lives deep within it's core - a wealth many wish to get their hands on.


DEYAS

"THE ISLAND OF FARE"

Deyas is the land of agriculture and growth. Being the main continent for all of Gaia's produce, Deyas has an incredible ability to grow and harvest food from the earth as well as feed and sustain stock for meat.Deyas is home solely to the Talis, a diverse wandering species with unique soul shards who are mostly known as travellers across Gaia and protectors of Deyas who specialise in trade and farming.
Like it's sister island, Deyas is a living island, a beautiful mother who provides for all of her inhabitants, with a brilliant soul-shard of her own. She has protected herself alongside the Talis for thousands of years, but in the last few centuries, her soul-shard has become corrupted by the manifestations that continue to haunt her once pure expanse. The Talis, also susceptible to the same corruption, spend their lives warding off the corruption and trying to purify Deyas' heart before she, and her bounty are lost to corruption forever.
When Deyas' health was comprimised, all travel was shut down and the continent has been closed for entry since. With strict regulations and trade comprimises in place, the continent is almost impossible to enter without rigorous safety precautions and months worth of testing to ensure no corruption can spread to or from Deyas, only the Talis born on Deyas now stay to keep the trade and growth alive, as well as protecting the mother from the manifestations of corruption.


ENAI

"THE MISTWATER ISLAND"

From the moment the island was uncovered within the mist, Enai has been ruled by a successive feudal military called the Sheren Ten. The Ten rule in the name of the Emperor/Empress of Enai, a powerful leader that holds the power to rule over the entire continent. This position is highly sought after, and many other opposing militaries have arisen to claim the throne.Due to the successive system, war is common within the city societies, this means most Enaian citizens within the cities are trained to fight at a young age and excel with using master-crafted swords that harness the power of Terra. These weapons are sacred within Enaian culture - with crystals from Terra's very core refined in Sha and fused with Enaian Saqesse steel to make blades, they are extremely durable and powerful weapons.The code of etiquette in Enai differs greatly from other continents and is considered cardinal among Enai's people. Status and power are extremely important due to their successive system, and ones respect for those high in status shows greatly in Enai's people.The island is made up of 65% water, and Enaians have created beautiful cities that rest upon the giant lakes the continent is known for.This beautiful continent holds strong social values and a protected culture unlike any other. This culture is even greatly respected outside of Enai and the continent's beauty has created a large influx of visitors from other continents - the cities becoming places of leisure for tourists and the outer wilds slowly being built to house more and more natural lodgings that bring notice to Enai's beautiful natural lakes and hotsprings.Enai has the second highest population of all the continents, just under Sha at 75 different species, but with only 2 different languages spoken, traditional Enai'se and the global language.The Mistwater Island is lush with landscapes of gorgeous lakes, natural hot springs and scarce mountain ranges that paint the misty horizon - Enai makes for a beautiful escape from the bustle of Sha, with a sense of civilization that is lost in Terra's rainforests, making for a perfect middle ground.


"Δ∴"

"THE VISAGE"

"Visage" or "Δ∴" (due to it's nature, these two symbols are the closest organic symbols available to write it's name, but is sadly a poor rendition.) is a masked space station that is called home for all Bionics, High above all of the worlds atmospheres, completely unreachable by any being with lungs or flesh, even reinforced Gaian metals cannot withstand the atmosphere that the Bionics so easily walk.The Visage floats gracefully in-between the stars, an intricate cylinder design made of indestructible, undiscovered material, hosting entire inorganic ecosystem and galaxies in a cylindrical shaped station, it rotates so as to provide artificial gravity via centrifugal force on their inner surfaces.The station rotates in opposite directions in order to cancel out any gyroscopic effects, allowing for entire ecosystems, life and gravity to exist directly above other systems inside of the same cylinder.Deeper inside, bionics live under the fear of the Diadem, their creators.though all rule is delivered by the diamond table in their place. The Visage lives as any Bionic, shifting and reshaping to the Bionics needs.


THE VISAGE POINTS OF INTEREST

LOREM IPSUM.

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LOREM IPSUM.

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CURRENCY

Most currency in Gaia is digitalized - all general currencies, despite their continental origin, are managed, stored or exchanged on the digital N.E.T.

CREDITS

Credits are the main currency of Sha and Deyas.Credits used to be a mass manufactured currency made from LED and steel, but years ago, all currency was digitalized, able to be transferred through the N.E.T.

AIRI

Airi is the main currency of Terra.Airi is a rare material mined in the lowest layer of Terra's core. Worth 20x what normal currency is worth. It is currently the only Gaian currency that cannot be digitalized due to it's nature.

ENE

Ene is the main currency of Enai.Ene used to be a mass manufactured currency made from LED screens, Laminate and paper, but years ago, it was transferred into digital form.

ANE

Ane is the secondary currency of Enai, reserved for the wealthiest of Enai.This currency is strictly physical and cannot be transferred digitally.

Most currency is exchanged between persons via neural link and directly transferred into their accounts, though realms like Terra and Deyas still use physical currencies.


S T O R M   C I T Y

Storm City, Cium is the societal pinnacle of shit. A cesspool of blood and rot hidden behind pretty travel ads and blatant lies. Money owns this foggy city, and whoever owns money owns your life.Storm City is one of the most iconic locations in Cium, but beneath it's fake billboards and desperate attempts at travel grabs, it has a rightful reputation for being a deadly place to live.The metropolis is plagued by bad weather which aptly earnt the location it's catchy name, rain and wind can be harsh all year round, and the city is usually blanketed by fog and grey clouds which only aid in it's record-high crime rate. Since 1980, Storm Cities violent and property crime rates are higher than the national average. The violent crime rate has increased by 10% from 1990. That leaves Storm City 49% higher than the national average when it comes to the number of violent crimes per capital.Storm City is a deathtrap and one big money generator for the corrupted who own it. Criminals and serial killers run rampant above the law, owning the city for themselves as corrupt cops and paid-off government authorities stand by for a fat paycheck.
Innocents are always at risk, and anyone outside of the law has close to free reign.
Leaving is near impossible thanks to endless financial loops, housing seizes and unlawful arrests. Your only option is to leave everything behind, but you're more likely to take your last breath in Storm City than ever get out alive.In Cium, technology is in a crucial learning phase - flip phones and chunky laptops are common and most people still use corded house phones.Storm City is a SLASHER / HORROR themed universe set primarily in 2010


LOCATIONS

The suburbs of Storm City and the key locations within.

HORIZON VALLEY

"THE HIGH"

Horizon Valley makes up a small segment of Storm City. A large, high class district that thrives on the harmony of its neighborhoods. Horizon Valley is recognized across the world as a very passionate sports district and is a leader in attempts at reforming public schools, providing "affordable" housing in "economically sound communities", ensuring accessibility for all, and fostering, social, economic and environmental sustainability... as long as you have the money.Unfortunately, no amount of money nor the desperate attempts at normality from the wealthy can possibly cover the rot that spreads through Storm City, and it reaches even here in Horizon Valley.Horizon Valley has a record number of sports scholarships in Storm City. Considered a high class district with the highest number of middle-class citizens by 21% compared to other districts. Horizon Valley Creek private college was awarded Best College in 1987. Lowest crime rate in Storm City (not by much).


HORIZON VALLEY POINTS OF INTEREST

GATED COMMUNITY'S

Many high class gated communities exist within Horizon Valley, each one housing medium to high class residents and their families. Though they believe they are safe from the horrors of Storm City, they are anything but.


HORIZON VALLEY PRIVATE UNIVERSITY

Established in 1666, Horizon Valley Private University is the oldest institutions of higher learning in the Cium and among the most prestigious in the country. The university is composed of ten academic faculties plus the Point Institute for Advanced Study. Arts and Sciences offers study in a wide range of academic disciplines for undergraduates and for graduates, while the other faculties offer only graduate degrees, mostly professional.Horizon Valley Private University seems excellent on the outside, but harbors a lot of horrifying secrets that the council succeeds in hiding at every turn - from bodies found on campus, teachers under criminal investigation, money laundering and two of the most high profile murder cases in Storm City, HVPU keeps it's image flawless using money and lies.


CENTRAL UNIVERSITY OF MURPHY CREEK

Founded by Martha Murphy in 1902, Murphy Creek became a four-year coeducational college in 1926. Historically nondenominational, the College embraces such Christian principles as inclusivity and service, encourages examination of faith and values, and is welcoming and respectful to those from all religious backgrounds.Murphy Creek is a typical public university and is often scrutinized by the wealthier attendants of Horizon Valley Private University for being "low class".



MID CITY

"THE MARROW"

Mid City is the central point of Storm City, housing most of the cities health care institutions, shopping districts, housing districts and industrial sectors.Mid City is well known for it's health care, featuring over 12 different medical and psychological centers and 4 general hospitals than span over the entire locale.Other than medical care, Mid City features multiple shopping districts and lower-tier housing districts.Considered a lower class district with the highest number of lower-class citizens by 31% compared to other districts. Mid City holds the record breaking number of medical institutions in one district compared to other Cities in Cium at a total of 16.


MID CITY POINTS OF INTEREST

AMITY HOSPITAL

Situated on the edge of Mid City and Timber Lake's neighbouring forest, Amity hospital was founded in 1868 by Alacar-Sortain Amity to assist people living in poverty. Here, they could work in exchange for care, food and housing. Over time, the massive grounds were utilized and it evolved into a hospital. Eventually, it grew even larger to include a mental hospital and hundreds of wards. To this day, Amity Hospital still stands as the largest hospital in Storm City and the private grounds where Amity was built has been recorded as one of the largest privately owned plots in Cium.Amity Hospital has a dark history leading all the way back to it's founding, but has been placed under heavy government protection which has concealed it's history from the modern world.


MID CITY PIT

A nightclub nestled within the high streets of Mid City - Mid City Pit is one of the oldest clubs in Storm City.
After chaning ownership in 2010 due to the sudden death of the long-time owner, it is now secretly owned by the Criminal King, Muller; it's a hotspot for all citizens of Storm City and a place of high repute and higher revenue.
Despite being used as a front for Mullers criminal empire, it manages to stay completely neutral ground for both the Criminal Kings, innocents and the law of Storm City; continuing to remain a "safe zone" where Criminal Kings are exempt from the law. Here, information is traded between the Kings and the Law - and Muller can continue his weapon trade beneath the law's reach.


REGENCE DISTRICT

Regence District is a major shopping district located at the heart of Mid City's center. It is well-known to be a great lifestyle destination, famous for its flagship stores and international brands, but the tourist rate has dropped exponentially since 1997 due to the dangers posed by the city.


STORM CITY CORRECTIONAL FACILITY (SCCF)

Storm City's sole prison, SCCF is notorious for long sentance rehabilitation for petty offences relating to drugs and minor crimes - using the money gained from keeping and gaining inmates to fund secret operations for Storm City officials. It's rumored that Storm City kingpins who are held here recieve high-level treatment compared to other inmates, more-so if they're in direct leagues with the criminal system.



FOOL'S CROSS

"THE LOW"

Fool's Cross is a small abandoned district located between Horizon Valley and Mid City - a small zone that connects directly to the outskirts and the forests of Timber Lake. Fool's Cross was to be a luxury gated district for the wealthiest patrons of Storm City, with large-scale plans for high-rise hotels, clubs, mansions and entrepreneur opportunities that would deforest much of the Timber Lake's natural forestation to make way for it's creation.The construction was completely abandoned in 1995 due to the violent retaliation, this horrific incident left over 33 people dead and has been a topic of serious discussion all over the world ever since.To this day, Fool's Cross has been left abandoned and untouched by the government and the deforestation efforts have been forgotten entirely, despite half the damage already being done. The framework for many of the buildings has deteriorated and become homes for squatters and the homeless. The remaining housing areas are usually forked off by the government to the lowest class citizens of Storm City.Fool's Cross has formed an ungovernable district that is exempt of law, the violent criminals that call Fool's Cross their home have been ignored by the Storm City law, and they have withdrawn all policing efforts from that locale, focusing them on Mid City instead. Fools Cross is considered a poverty district, with the highest rate of homeless citizens in Storm City and the highest rate of crime.


FOOL'S CROSS POINTS OF INTEREST

ABANDONED HIGH-RISE FRAMEWORK 0023

A large high-rise framework that was abandoned during the Fool's Cross incident has been covertly claimed as a home base for the notorious group of killers under FEAR's protection.Outside is fortified with fences and security cameras oeprated by FEAR's crew personally. Inside the framework lies many walled and secure rooms for each member to use as they please, and the once pristine concrete framework has been tagged with warnings to other criminals and innocents, leaving the group entirely remote.The Storm City law has yet to find the location of FEAR's group, and the few solo investigators never made it back to report their findings.


FOUNDERS' PLAZA

An abandoned mall - used frequently by the criminal king's as a party spot and to host large-scale "events" for like minded killers and high ranking criminals.


HEATCORE

An abandoned warehouse repurposed by the Muller, one of the criminal kings, as an illegal nightclub and dirty rave - used frequently by high and low ranking criminal gangs alike as a meeting place for business arrangements. Drugs, weapons and live cargo are traded here in VIP rooms, or right on the dance floor. Innocents also frequent the Heat Core for danger-laced thrills and good booze. Core raves are hosted nightly, and it is not uncommon for multiple deaths to occur a night.


THE UNDERPASS

At one point, the 70 was to be a main highway that would connect Horizon Valley and Mid City directly to the next city via bridge, But after the 1995 incident, construction was halted entirely, and it now lays an unfinished and extremely dangerous hazard in the corner of The Cross. Most steer clear of it entirely, afraid of it's instability, but FEAR saw an opportunity in the dark, untouched zone below it. The Underpass now stands as a highly secretive spot for the highest ranking criminal kings and their crews. A spot mostly for pleasure also doubles as a meetup for deals and covert business arrangements away from the eyes of innocents.



TIMBER LAKE

NORTH TIMBER LAKE

Timber lake is a large freshwater lake that surrounds over half of Storm City's border. It's forests are exceptionally large and mostly untouched by Storm City's growing city.Surrounded by mountains and forests, Timber Lake is a beautiful natural landscape in contrast to Storm City. Timber Lake is centered by a small town named Carden, the only rest-stop for miles outside of Storm City.Timber lake used to be a popular tourist attraction until the 1993 Camp Horizon Valley murders. After the incident, it became infamous for a streak of brutal and heinous murders, massacres, and homicide. The failed attempt to reopen the camps in 1998 set off a chain of events that led to all camps being closed off to the public.


TIMBER LAKE POINTS OF INTEREST

HORIZON VALLEY CREEK CAMP

A congratulated summer boarding camp located in Timber Lake's Silveroak territory. With a heavy focus on social activities, Horizon Valley Creek Camp hosts large scale games called Manhunt, a well known and eagerly anticipated event that has been hosted every Summer on June 14th. Half of the summer is spent on excursions and half-day adventures. Activities also include an extensive ropes course, baseball, woodworking, riflery, fishing, swimming, paddle boarding, windsurfing, sailing, tennis, soccer, and photography. Supervised by nominated senior student camp counselors, these programs help teach campers important life lessons and have a huge impact on their lives. University and college students from the ages of 17-26 may apply, and can choose to board only for the summer or for up to 4 years.Due to the tragic events of 1993, Horizon Valley Creek Camp has suspended all travel while investigations are still ongoing.


STATESLAND FARM

Free from timber lakes forest, Statesland Farm is a large acrege of farmland that cuts out a clearing in the natural woodland. A large, old farm once owned by the States family. Production ended soon after the family's tragic deaths, and the deed for the property was passed on to the oldest son.Entirely isolated, this farm has been the place of over 34 brutal murders since it was passed down to the new owner, and some say there are still living victims confined in the secured barn.


CARDEN

Timber Lake is crowned by a small town named Carden, a forgotten and desolate little community just off of the rural routes and mountain paths. Carden is a tiny isolated farming community of less than thirty structures in the most desolate part of West Timber Lake surrounded by miles of empty highway, forests and deserted farmland bordered by a small tributary to the Timber Lake river. There is one main road in and two side roads out, but the area is nearly inaccessible due to heavy forestation and the old road blocks set up after the Camp Masacre.Carden was a key spot for camps and would be the main supplier for them before they were shut down after the murders.


SOLITUDE POINT

Stationed in an old hospital near Carden, this haunted house is nothing like the average scream-haunt- no fake blood and automated jack-in-the-box skeletons for cheap scares that leave rowdy teenagers with messy hair and a good laugh, no, to enter Solitude Point, you had to sign a 35 page consent waiver that forces you to have a safeword. You cannot leave the experience without the staff's permission, and all guests are warned of physical injury, minor torture, and emotional distress while asking each guest for their greatest fear. There were no rules inside Solitude, and that's why Solitude is so famous.The house operates year-round, offering visitors a haunt that can last up to eight hours with multiple actor shifts. The setup takes up to 2 weeks for each group, and Solitude Point has a waitlist of over 9,000 people. There is no admission fee, but the owner encourages donating to various Storm City charities via a box outside.



T E R R ' G A E A

Terr’Gaea is a world that swims in death and magical influence - one with two gods that fight forever for dominance of the magical creatures that worship them. Terr’Gaea is split into two halves, one half hidden behind a veil are a large force of Magically Inclined folk, their existence a well maintained secret hidden from The Unseeing - the humans who are unaware of the underworld.A fantasy world with no great leaps in technology, but a high level of magic that moves the underworld. The skies in most cities are alight with derecho storms, painting the skies in teal and black storm clouds, with a few exceptions of clear sunny skies. The ground in the out lands are fossil shores, made from fossilized bone, teeth and corpses all perfectly preserved in the dark obsidian earth split by the latent energy of Terr'Gaea's magical coreTerr’Gaea is a high fantasy setting set in an alternative timeline.


BASIC MAP OF TERR'GAEA


LOCATIONS

The realms of Terr'Gaea and the key locations within.

OREND'S HEART

"THE HEART OF MAGIC"

OREND'S HEART, formerly known as just The Heart, is a magical community - home to much of the Underworld who are separated from the Unseeing in Asuu Rule, wether by force or choice. It exists between realities, held in transference between the past and the present using the Keepsake - a book that holds the souls of hundreds of Illusion Weavers. It is situated on the edge of the Abyss, an ocean infested by terrifying monsters and creatures of the Silence. The town itself is built around a Dragon Graveyard, structured around the bones of the great Elder Dragons. This greatly inhospitable city is not featured on any mortal maps, and though not quite as stunning as Asuu Rule, it is beautiful in it's own right - upheld by the large Sanctuary presence in the city.


OREND'S HEART POINTS OF INTEREST

THE WAILING WALL

Located on the edge of Orend's Heart, the Wailing Wall is a large set of docks dedicated to the culling of the terrors of the deep. Sea monster attacks are a constant threat around Orend's Heart, but the creatures brim with magical energy, many lucrative Underworld companies have found ways to harvest the energy from the massive creatures, using their magic to fuel the city and magical weapons used against the Silence.


OREND CITY

Orend City is built around the indestructible bones of Elder Dragons, fortifying the city beyond simple destruction and enhancing the magical flow of energy within the city itself.


THE SANCTUARY (OREND'S HEART)

Protected by some of the most powerful Grand Magus's in the Underworld, the Orend's Heart Sanctuary is a heavily fortified magical archive containing all of the secrets of The Underworld hidden behind millions of magical locks in dizzying mazes of shifting corridors and endless rooms.


SHATTERED SCHRADE

A palace hidden within realms, The Shattered Schrade is the point of command of the King of Kings and his envoy.


THE MIRE

The Mire is located outside of the city walls and beyond the Keepsakes reality-shifting reach. A deep, dark swamp containing a myriad of terrifying and dangerous magical creatures and energy spirits that walk the mangroves and tangled mudflats, dragging down any who step foot in the water. Far too perilous for even The Sanctuary to tame, it is left in peace.



ASUU RULE

THE DIVIDED CITY

A strong, lawful kingdom with a prestigious military history, Asuu Rule has always valued the ideals of justice, honor, and duty most highly. It is Terr'Gaeas center, where military, strength and power walk hand in hand with art, craftsmanship and trade. Asuu Rule is the largest city in Terr'Gaea, spanning over a quarter of the livable land, it is equal to multiple countries in size - it is home to both The Underworld and The Unseeing, they live in division from eachother - The Underworld disguising themselves as mortals and the Unseeing living completely oblivious to the magic that surrounds them.Asuu City is a place of safety and security. It is protected by the iron fist of the Asuu Guardsmen - a powerful force ruled by the De Asuu- an immensely powerful and wealthy royal family, and the large governing force below them. They are the main government in their own eyes - ruling Terr’Gaea without ever knowing the magical energy that thrums behind a veil.The De Asuu are a cruel protection force - but an efficent one. Many years ago, a renegade militia of Unseeing bandits attempted to take over some of Asuu Rule, As the backlash began, the Asuu Guard took harsher steps to retake control, declaring curfews and eventually martial law. Armed guard patrols were authorized to use lethal force against those who did not possess the proper credentials, many innocents dying due to the De Asuu's paranoia. Despite these harsh measures, the uprising only strengthened as more and more innocents moved to seek revenge on the ruling family. Today, the city is divided in more ways than just magic - it is divided into safe, neutral and unsafe sectors, those held by the De Asuu, those owned by the Uprising, and those that sit in between.


ASUU RULE POINTS OF INTEREST

BEAULOA

A small section of the neutral sector, Beauloa is a hub for markets and trade goods for the mid-class citizens of Asuu Rule. Long spanning streets are packed full of markets and stacked homes, color and vibrancy covers every inch of the bustling sector and is home to many denizens of Asuu Rule.


ASUU CENTER

A massive center where the De Asuu address all denizens of Asuu Rule, promising assistance and protection and gaining roars of adoration in turn.


THE GREAT BASTION

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EISQUE

Eisque is ruled by the Uprising, gangs of bandits and theives owning those who are too unfortunate to escape it.



THE MOORLANDS

THE GREAT DIVISION

The Moorlands are an uninhabitable wasteland of natural hazards and roaming apex predators, a bleak and barren waste of obsidian rocks and black sand deserts, energy shores, dense, lightdevouring forests and frozen lands spanning across Terr'Gaea's wilderness. Very few settlements of The Underworld exist in secret in the Moorlands, using the desolate lands as a place to hide from The Unseeing and fight the Silencespawn - these Children of Orend are often considered wild, rugged, and “uncivilized" compared to the magically inclined citizens that live within the walls of the Two Cities. These Children of Orend are expert hunters, surviving and living off the bountiful span of the Moorlands, but their freedom comes at a price - the apex creatures that roam the wastes pose extreme threats to those who live outside city walls.The Unseeing refuse to step out into the Moorlands, and for good reason - with massive, carnivorous creatures roaming the wastes, any mortal would become a meal in hours. The De Asuu have fortified the walls of Asuu Rule and built great beast-slaying weapons that are aimed at the chokeholds of the cities gates - also banning all denizens of Asuu Rule from straying further than the fortified barricades that line the outskirts of the Asuu wilderness.


THE MOORLANDS POINTS OF INTEREST

FOSSIL SHORES

Between where the Moorlands meet the sea lays the obsidian fossil shores - a beautifully morbid spectacle of natural energy and death. Without sand, the shores are made up of large obsidian death plates - large, flat rock formations made up of bones, teeth and fossilised shells imbedded in the dark Terr'Gaen rock that is split apart - cracked to allow the natural light to shine through, just like the light geysers that send beams of energy from the depths of the water.


THE SINK

The shifting tides of the obsidian desert have been known to carve paths through bare rock, tumbling over the cliff faces in massive sandfalls. These sandfalls have never been explored, because anyone who attempts it never comes back. It is said that any successful attempts to measure how deep the dark maw is have come up empty, it is entirely possible that it is bottomless.


THE LESION

When the Vustraa corrupted the stream of energy in Terr'Gaea, one such Vustraa was cast down by the Silent Ancients. His fall shattered and tore the land in two as he was banished to the heart of Terr'Gaea, turning it into a crimson desolation that rends the very earth itself in half, right down to it's core. From this core, the Silence grew like a cancer, growing out of the wound to corrupt the lands itself, forever spreading it's plague until there is nothing left.


VINSIR

Vinsir was once a secluded nation deep within the Moorlands, a region that thrived in the harsh outlands using their mastery of elemental magic, it was named Vinsir by it's native people and was an oasis in the barren obsidian desert. It remained free of outside influence for milennia - thriving off of the bountiful lands cultivated by the elemental mages that kept balance in Vinsir, but even magic as strong as Vinsir's could not ward off the Silence. When the Lesion was formed, most of the outer Moorlands were corrupted and became a spawning ground the Silence, this corruption did not spare Vinsir and it now lays desolate and forgotten - it's pure magic tainted and devoured by the Silence that left nothing but death in it's wake.



CURRENCY

All Terr’gaeans use money - coin being the main term used - but they mostly use bartering alongside coin due to how scarce coins are for the general populous.It is considered more of a luxury to have coins, mostly reserved for those of a higher pedigree - commonfolk instead mostly trading in goods and services.

COIN

Standard gold coins. They come in many different designs and engravings, the design itself meaning nothing - the material itself being the wealth behind the coin.Reserved for the more wealthy, gold coin is uncommon.

FAVOR BRAND

Brands or Favor Coins are an unknown and extremely rare currency within the ranks of the King of Kings. The value of the coin is not measured directly in gold, but rather in favors as long as as a single service can be worth buying.Made from ebonsteel and magic, these Brands burn anyone disloyal to the King.


FACTIONS

Terr’Gaea is split into two halves, one half hidden behind a veil are a large force of Magically Inclined folk, their existence a well maintained secret hidden from The Unseeing - the humans who are unaware of the underworld

THE UNDERWORLD

OREND'S CHILDREN

The Underworld or the "The Children of Orend" are the terms for all who live behind the veil - those who are touched by Orend's Hand and have the gift of magic flowing through their veins, wether they know it or not.Protected by the King of Kings and his court, the existence of the Underworld is an intricately guarded secret to the masses of innocents that call Terr'Gaea their home.The Underworld is a society hidden from those who do not see magic, a whole other world hidden behind the veil created and sustained by the powerful Illusionary Weavers that serve in the name of the King of Kings.Their purpose as heralds, their magic used to protect Terr'Gaea from The Silence - and whatever else would bring harm to it.Orend's Children still learn to harness the magic that makes up the entirety of their world - a curse and a blessing all in it's own right.

THE SANCTUARY

The Sanctuary is the organisation that enforces magical laws of Terr’Gaea. The Sanctuary has a Council of Elders that lead the Sanctuary, and the Council is in turn lead by a Grand Magus and an Illusion Weaver who work directly from the King of Kings. Sanctuaries are seen by some as a "magical police force", enforcing strict rules and keeping the knowledge of magic hidden from the Unseeing - by whatever means nessecary.The Magically Inclined, or "The Children of Orend" owe the Sanctuary utmost obedience in all things magical. They are heavily enforced to never show their magic to The Unseeing and will be severely punished if they do so. An example being some Elders having the ability to wipe minds - often wiping a Child of Orends mind completely, leaving them with no memories at all if they are caught publicly using magic where the Unseeing may witness. Because of their strict and inhumane punishments, the Sanctuary are seen with disdain and fear within the Underworld.


THE UNSEEING

THE BLINDED

THE BLIND

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THE SILENCE

THE RED ROT

The Silence is a manifestation of the unknowable nothingness that lies beyond death and life. It is a force of insatiable hunger, wading through the blood of Terr'Gaea that was spilled by its crimson hand.The Silence is a mass of shared intelligence and mind, one being, one goal spread across millions of bodies - stolen and spawned alike.To be a mortal touched by this power is to suffer an agonizing self-death, your body torn asunder to make way for the Silence's crimson tendrils, your limbs taken and used against your will, pain unimagineable as you watch yourself slowly fade and become replaced with nothing but anger- enough suffering to shatter even the strongest mind. Those of the Silence are tasked with a singular purpose—to usher in total oblivion across Terr'Gaea.The Silence takes ones identity when it corrupts them, using it against the cursed and their loved ones. A hollow, angry silhouette of the person they once were. Covering their face entirely with plating, it draws from the pain of losing oneself, and with only enough conciousness left of the host that once was, they must watch themselves kill and feed on those they loved.


THE VUSTRAA

The Vustraa are the oldest Gods of the Silence, the only humanoid forms that were spawned of The Silent Ancients. Many eons ago, the Vustraa were once infinitely powerful and infallible God Kings's touched by the hand of Orend, who's lives was dedicated to the cultivation of magic in Terr'Gaea. They controlled the very stream of magic itself, healing and regulating the energy that blankets the earth, keeping it stable - a force of protectors before they were corrupted by the first Silent Ancients, becoming vessels of their will and undergoing a coalescence of their physical forms.


Only the most powerful could handle the touch of the Silent Ancients without total annihilation, and it took many eons of searching for the Silent Ancients to find the perfect vessels - they needed something with enough power for the Silence to feed on without devouring their lifeforce instead. A being of pure power, and the God King's were the perfect candidates. Undergoing an excrutiating coalesence, the Silent Ancients forced themselves inside of the God Kings, taking their mind, body and power and creating beings that would devour Terr'Gaea.

THE SILENT ANCIENTS

The Silent Ancients are are monstrous entities composed of pure crimson energy who rule over the Silence, outside the borders of reality itself, they are merciless and cruel beyond imagination, seeking only to twist the magic of Terr'Gaea and devour the universe itself. Able to span time and reality itself, they exist somewhere between life, death and actuality. Formed and formless all the same, they can pull the strings of reality itself, using Terr'Gaea as a puppet and a foodsource for their voracious appetites.Created in unison with the universe itself, the Silent Ancients were spawned of a thousand dying stars and the rage of eon's worth of death at the hand of creation. Beings of pure hatred, they have drifted through the universes for eternity - tainting every star and every sky they have touched, they search for a world worth sapping, a world worth devouring. Draining planet after planet for enough power to consume existence itself - now turning their sights to Terr'Gaea, the latent, sleeping magical potential merely scraped by the nascent planet. They await the planets true ability to harness the magic, merely sustaining as their armies lay in wait for the command.


Eventually, the Vustraa were beaten by the Sanctuary and imprisoned in the core of Terr'Gaea, Though incapacitated and forgotten, the Vustraa still to this day influence the very people and events of Terr'Gaea, sowing seeds of hatred, hunger and corruption with their existence alone.


FLORA

A small recording stating a few types of unique flora known to grow in Terr'Gaea's magical soil.

COMMON

COMMON FLORA FOUND ON TERR'GAEA


BINDVENATOR

"BINDWEED"

TYPE: Weed
IDEAL LOCATION: Dense forests or shaded areas.
FOUND IN: Everywhere

APPEARANCE:

Bindweed is typically a brown plant with long, thorned, tendriled roots. Bindwood can grow in areas affected by the silence, and will become a bright crimson red over a short duration of exposure.

TRAITS/ BEHAVIOUR:

Bindweed uses it's roots to latch onto nearby creatures in an attempt to drag them to the ground, pinning them in place until they either escape or die. As common as Bindweed is in tea and cooking, it is only gathered by those who are extremely experienced with the weed, and it is a job that pays very well despite how common it is.

USES:

Commonly used in tea and as a herb for cooking. It has a wonderfully earthy aroma and flavour that is a fantastic base for both savory and sweet meals and creates a wholesome and healthy tea loaded with nutrients and antioxidants.

KRYPHAGODES

"KRYPHADES"

TYPE: Carnivorous Sentient Flower
IDEAL LOCATION: Hot, sunny or dry areas.
FOUND IN: The Division

APPEARANCE:

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TRAITS/ BEHAVIOUR:

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USES:

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CRIMSA POLYPOD

"RED FERN"

TYPE: Fern
IDEAL LOCATION: Hot, sunny, dry or foresty areas.
FOUND IN: The Moorlands

APPEARANCE:

Crimson red vascular plants that come in many shapes and sizes.

TRAITS/ BEHAVIOUR:

The Red Fern reproduces by means of spores and lacks flowers and seeds, these spores exploding into a cloud of red during their carrying cycle to be spread with the breeze.

USES:

The Red Fern has a protective layer that shields the leaves from the sun and rain - this extraordinarily pigmented layer is harvested and used to produce a red pigment for paints and other dyes. It is extremely effective at dying everything from hair, fabric and skin and is well known for how easily it can stain. The dye created from the Red Fern is often used for cultural body paint due to it's ability to stain skin for weeks at a time.


RARE

RARE FLORA FOUND ON TERR'GAEA


FONECTUS

"LIFELEAF"

TYPE: Fern
IDEAL LOCATION: Hot, sunny, dry or foresty areas.
FOUND IN: The Moorlands

APPEARANCE:

Great umbrella-shaped trees that thrive around bodies of water shadowed in darkness. When the Lifeleaf grows near water, it's roots cause the water to become a beautiful luminous lightshow.

TRAITS/ BEHAVIOUR:

The Lifeleaf trees tend to grow in clusters and eventually grow together to block out all light - the branches intertwining and locking until one two plants become one.

USES:

The luminious water the Lifeleaf creates is a source of energy that can be harvested. It is said to extend one's life when consumed in small amounts. Larger doses can be lethal. Its also highly sought after to swim in the water created by the Lifeleaf. It soothes the skin and clears the mind, leaving a gentle luminescent glow on ones skin for a few hours. A special Terr'Gaean festival utilizes this water and it's glow effect - the event occuring annually and is a highly anticipated holiday.

SLENCIUM IGNITIA

"PHOENIX FLOWER"

TYPE: Magical Flower
IDEAL LOCATION: Hot, sunny, dry or foresty areas.
FOUND IN: The Division

APPEARANCE:

Simillar to the common rose, the Phoenix Flower, much like it's namesake, will look strikingly different over the course of it's life. Initially a flower with dark red petals, it will catch alight at the end of it's lifecycle. This process leaves the petals a charred black with only glowing orange embers remaining before it's rebirth.

TRAITS/ BEHAVIOUR:

A flower that cyclically regenerates or is otherwise born again. Associated with the sun, a Phoenix Flower obtains new life by rising from the ashes of its predecessor. Growing a new bud from the charred ashes of it's previous life, the flower cannot die from age.

USES:

Due to it's undying nature, the Phoenix Flower is used in rare and expensive lighting arrangements or simply for unique decoration. The ashes of a Phoenix Flower are also harvested to use as black dye pigment.


CURADEL
WIP

THE HISTORY OF CURADEL, 1501. XXI.

[CLICK HERE TO SKIP TO MODERN CURADEL.]

A DETAILED BIOLOGY AND GUIDE ABOUT THE BLOODCURSED NIGHT CREATURES OF CURADEL.Welcome to the in depth guide and biology of the creatures of the night. This guide will cover the genotypes and phenotypes of the rare and dangerous breeds of creatures that stalk the world we live in. Bloodcurses will be the main topic in this chapter, and we will cover everything from Lycans, Vampires and Sanguine Shadow, identifying them, their weaknesses and their strengths.We will cover: the interactions between those afflicted with bloodcurses and will cover the wars and stigma within the cursed groups beforehand, marked with an X, The Gods and Demons of Curadel, marked with an V, The cover society and culture of the bloodcursed, cultural importance, and all else we know of the societal heritage of the blood cursed creatures, marked with an Y, and we will also cover the symbols of power prevalent in Bloodcursed society, marked with an Z.I. In the FIRST sections, we discuss the cause and origin of the main bloodcurses. This will cover the facts and the speculations around the bloodcurses, how to avoid falling victim to a bloodcurse and how to possibly cure a bloodcurse before it can take root.II & III. In the SECOND and THIRD sections, we analyze different aspects of the Vampire, Lycan and Sanguine Shadow phenotypes and genotypes, such as sensitivity to sunlight, transformations, aversion to silver, and others.CURADEL is a fantasy setting with two timeline settings; one being 15th-century and one being 2010.


x.CONFLICT

Recorded information about the bloodcursed conflict of Curadel's history.

Within Curadel's history, those with Bloodcurses are at war with each other - it is said that the Lycans are constantly at war with the Vampires, and both of these genomes actively kill those cursed with Sanguine Shadow.The threat of the Sanguine Shadow curse creates a need for survival, though Lycans and Vampires do not actively oppose them on a level that entails a genome war.The never-ending conflict between Lycans and Vampires is one of great violence and hatred for the opposing genome. It is due to their genetical rivalry. At a cellular level, Lycans and Vampires are enemies. Their genotypes actively attack each other without outside assistance, kill each others cells, and their venoms are lethal to one another - currently being one of the only things that can kill one of their genome without any chance of recovery.

This genetic rivalry has caused endless tension throughout the endless years these bloodcurses have existed, but at one point they held an uneasy truce for their own safety.This truce was broken in 1651 and escalated into full-on war when the publicly agreed “leaders” of each faction broke the rules of the truce.Due to this, Lycans and Vampires kill each other on sight and harbor nothing but hatred for each other, a hatred that transcends morals and can be found even in a newborn due to the genetic level of rivalry.This being said, both have distaste for those afflicted with the Sanguine Shadow plaguecurse due to its contagious nature and the vile way it tampers with other bloodcurses.


v.GODS & DEMONS

Recorded information about the bloodcursed conflict of Curadel's history.

v. GODS

( GODS AND DEMONS OF CURADEL #01: Gods. )

To understand the Gods of Curadel, we need to understand the Overgod - Vanas. Vanas is the Overgod of Creation and is said to have brought Curadel into creation.Vanas holds himself aloof from most events as an eternal observer and is the sole reason for the creatures of Curadel having access to holy magic. He is not entirely omniscient, but has endless knowledge about every being and creature on Curadel, alongside all things holy and demonic in nature spanning from the start of time itself. All of Vanas’ offspring have names starting with V.Gods, unlike Demon Gods, keep themselves away from mortal realms and never directly influence or manipulate mortal happenings.

i. OFFSPRING.

Vexan, the God of the Moon.

Vexan, the God of the Moon is a powerful God born directly of the Moon and Vanas himself. Vexan controls the moon, stars, navigation, navigators, wanderers, questers, seekers, navigation and navigators; tracking, wanderers, diviners and dreamers. Like the moon, Vexan shifts in power with the waxing and waning of it. Vexan is constantly, directly in eternal conflict with his twin sister, Vexis, the God of the Sun.


Vexis, the God of the Sun.

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v. DEMONS

( GODS AND DEMONS OF CURADEL #01: Demons.)

To understand the Demons of Curadel, we need to understand the Overdemon - Ades.Ades is the sensate Demon God of Destruction and is said to be the reason for all destruction.
Vanas is not entirely omniscient, but has endless knowledge about every being and creature on Curadel, alongside all things holy and demonic in nature spanning from the start of time itself.
Demon Gods, unlike Gods feed from directly influencing mortals and anything non-demonic in nature.
All of Ades’ offspring have names starting with A, apart from one born of sin.

i. OFFSPRING.

Alltor, the Demon God of Heresy.

Alltor, the God of the Heresy is a powerful Demon God born directly of Ades need for heresy. Alltor’s motives stem directly from direct manipulation of Mortals and will take a new host whenever it pleases him.


Aizaz, the Demon God of War.

Aizaz, the Demon God of War is a powerful martial Demon God born of Ades' lust for violence. Aizaz sways mortals into War and feeds from the energy it creates.


“The Three”.

The Three, (Accuser, Tempter & Deciever) are not a true offspring by official terms, and were instead born directly from Ades’ flesh. A conduit trio of hosts made in a much more palatable image than Ades' true form sent to Curadel for Ades' to bend the world through.The Three are of one mind - one soul controlling all three bodies. They cannot stray extreme distances from one another due to the tether that binds them, but they do not always need to be apart; they can fuse together into one body, usually taking the physical form of Tempter, and will suffer all of Ades' burdans. They will become sensate together, but will gain more physical fortitude. Apart, they are a more frightening force and split their burdans into 3, blind, deaf & mute, but will be weaker to physical damage.The Three are prideful and violent, just like their maker - tempting the innocent faithful into sin and corruption. A proxy of flesh to coax the stronger willed to their knees.


y. SOCIETY

Recorded information about the society and social norms of the night creatures of Curadel.

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Nemo enim ipsam voluptatem quia voluptas sit aspernatur aut odit aut fugit, sed quia consequuntur magni dolores eos qui ratione voluptatem sequi nesciunt.

Sed ut perspiciatis unde omnis iste natus error sit voluptatem accusantium doloremque laudantium, totam rem aperiam, eaque ipsa quae ab illo inventore veritatis et quasi architecto beatae vitae dicta sunt explicabo.
Nemo enim ipsam voluptatem quia voluptas sit aspernatur aut odit aut fugit, sed quia consequuntur magni dolores eos qui ratione voluptatem sequi nesciunt.
Sed ut perspiciatis unde omnis iste natus error sit voluptatem accusantium doloremque laudantium, totam rem aperiam, eaque ipsa quae ab illo inventore veritatis et quasi architecto beatae vitae dicta sunt explicabo.Nemo enim ipsam voluptatem quia voluptas sit aspernatur aut odit aut fugit, sed quia consequuntur magni dolores eos qui ratione voluptatem sequi nesciunt.Sed ut perspiciatis unde omnis iste natus error sit voluptatem accusantium doloremque laudantium, totam rem aperiam, eaque ipsa quae ab illo inventore veritatis et quasi architecto beatae vitae dicta sunt explicabo.Nemo enim ipsam voluptatem quia voluptas sit aspernatur aut odit aut fugit, sed quia consequuntur magni dolores eos qui ratione voluptatem sequi nesciunt.


z. SYMBOLS OF POWER

A detailed diagram showing the Symbols of Power used among the Bloodcursed, their uses and meanings.

  • INA is a single symbol that is used as a boon to enhance the power of other symbols by striking through them.

  • VELA is a symbol that enhances magical attacks / magical defense and can be reversed to counter magical attacks / magical defense.

  • VANA enhances overall non-magic defense and can be reversed to counter non-magic defense.

  • VANE bolsters physical attacks and can be reversed to counter physical attacks.

  • VETA improves ones charm, charisma and seduction and can be reversed to counter another's charm, charisma and seduction.

  • ENA is a symbol used to control ones corporeal form and it's tether to the world. Can be reversed to force one back into their physical form.

  • ANA improves regeneration, healing and constitution and can be reversed to counter regeneration, healing and constitution.

  • YANE is a symbol that empowers speed and flight and can be reversed to counter speed and flight.


When any of these symbols of power are combined, they can create unique power sets for the wielder, each one differing
from creature to creature, and each symbol and set will alter depending on the intention of the bearer - often ending with
a set of powers based on something deep within the very soul of the creature that adorns it.
They are permanently carved onto the soul, through the flesh using a special ritual that is considered immoral, taboo
and extremely dangerous. In the past, these tattoo's were a sign of status, but the uprising panic around the idea of
these tattoo's has only worsened in modern times.


z. symbol domination & covens

( How Covens and Packs use Symbols of Power. )

Covens use specialized Symbols of Power called Marks as the sign of their clan - the coven leader will wear these Marks on their face,
and anyone with a coven's Mark placed on the body is considered owned by the coven, or owned by a single high-ranking member.
These Marks follow the same guides as above, but tend to be far more unique and do not offer quite the same power.Symbol Domination is the act of branding a creature with a covens Mark - a small amount of the covens power is branded into the soul
of the victim, and they are forced to obey the orders of the highest ranking leaders of the coven without complaint.

As uncommon as it is, this mark is also given to non-creature members of the clain - often a human partner of a coven member.This mark can be given consensually or forcibly in a case like this, but ultimately serves as protection. It holds enough power to
protect the wearer a minor amount, but the power of a mark like this tends to lay in it's meaning - Owned by a high-ranking Vampire.
this tends to be enough to scare off any possible attackers for fear of angering a leader.


VAMPIRES

BLOODCURSE #01: Vampirism.

A VAMPIRE is a creature of the night that subsists by feeding on the vital essence of the living.The Vampire is one of the most powerful and feared of all the night creatures. While they are typically incredibly smart, fast, gifted mages, and unnaturally strong, fear of vampires is abnormally great due to their ability to infect others with their venom. Distrust and chaos can potentially bring down entire settlements should just one vampire infiltrate the populace, and Vampires easily abuse the fear of their kind to bring ruin to humankind when it’s in favor.

The most defining characteristic of vampires is their insatiable need for blood. Human blood is preferred as it is more nutritious, but animal blood can also be consumed for a weaker effect. Blood may not be needed to stay "alive", but doing without it can cause a vampire to become extremely weak and rabid, though some types of vampires will instead become stronger and more vampiric for a short time, However, they will still become rabid after too long without blood. The one who is fed upon will not be turned unless bitten by a Pureblood or Higher Vampire using the hidden venom fangs that line their lower jaw.


i. origin.

(The Origin of a bloodcurse. )

Greyed, dull skin tones regardless of skin tone, sharp fangs, red hazed eyes and a thirst for blood are all examples of characteristics that make up a Vampire’s phenotype. Depending on the genome of the Vampire, there can be differences.
Pureblood vampires differ greatly from Lowborn.

CAUSES

Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum.

POSSIBLE CURES.

Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum.

Sed ut perspiciatis unde omnis iste natus error sit voluptatem accusantium doloremque laudantium, totam rem aperiam, eaque ipsa quae ab illo inventore veritatis et quasi architecto beatae vitae dicta sunt explicabo.Nemo enim ipsam voluptatem quia voluptas sit aspernatur aut odit aut fugit, sed quia consequuntur magni dolores eos qui ratione voluptatem sequi nesciunt.Neque porro quisquam est, qui dolorem ipsum quia dolor sit amet, consectetur, adipisci velit, sed quia non numquam eius modi tempora incidunt ut labore et dolore magnam aliquam quaerat voluptatem.Ut enim ad minima veniam, quis nostrum exercitationem ullam corporis suscipit laboriosam, nisi ut aliquid ex ea commodi consequatur? Quis autem vel eum iure reprehenderit qui in ea voluptate velit esse quam nihil molestiae consequatur, vel illum qui dolorem eum fugiat quo voluptas nulla pariatur?


ii. phenotype.

( “Phenotype” is used to refer to the totality of observable characteristics of an organism. )

Greyed, dull skin tones regardless of original skin tone, sharp fangs, red hazed eyes and a thirst for blood are all examples of characteristics that make up a Vampire’s phenotype. Depending on the genome of the Vampire, there can be differences between each tier of Vampire. Pureblood or Higher Vampires differ greatly from Lower Vampires in their phenotype and genotype.

Supernatural speed.

Vampires can move in a blur of speed, so fast the human eye is often not able to see it, and are also able to perform short-range teleportation by projecting their forms and recreating themselves at the location of their choosing.

Sensitivity to sunlight.

Vampires, especially Lower Vampires are quite sensitive to sunlight. Lower Vampires cannot spend long periods beneath any sort of Ultraviolet Light, Higher Vampires have a much higher tolerance to it, but their defenses will wear down over long periods of time and will wear down further when hungry. To alleviate the symptoms of this weakness, vampires rest during the day and live more-so at night, but with their supernatural stamina, the need to rest is very low, and they instead tend towards living in dark areas or making their living conditions dark.

Supernatural strength.

Vampires are far stronger than humans. This is due to their muscle structure and: a vampire’s skeletal muscle could have longer fibers than the human equivalent. Furthermore
Production of carmillin. Animals that feed on blood produce anticoagulant substances. For example, leeches produce a substance called hirudin (Markwardt, 2002) and vampire bats produce a substance called draculin (Apitz-Castro et al., 1995). Therefore, we assume that vampires produce something similar to the draculin found in bats, which we call carmillin, secreted in their saliva. It’s probable that, like draculin, carmillin is formed by molecules of glycoproteins – proteins bound to one or more carbohydrates (Fernandez et al., 1998).
Production of vampirin. In addition to anticoagulants, leeches and vampire bats produce other substances in their saliva, including anesthetics – to stop the victim from feeling pain – and vasodilators – to increase the diameter of the victim’s blood vessels and increase blood flow. We assume that human vampires produce a special type of anesthetic, which we call vampirin. In addition to removing pain, vampirin can produce euphoric sensations and hypnotic states in victims.


Telepathy - Pureblood.

Telepathy is an ability to enter the mind of another to read and control them and is only present in Pureblood or Higher Vampires. This is an ability that is most distinctly possessed by the creatures of the night.Mind Reading: Telepathy allows the user to read anyone's thoughts with only the use of psychological thought and will. Similarly, they are able to transmit information and project their thoughts onto others. Normally, this has a limited range and works in a tactile fashion to search through the minds of others and see their memories and experiences.Illusions: Telepathy allows the user to create realistic mental illusions. They can cast illusions from a distance to trick the minds of others into seeing/feeling things that aren't actually happening.Dream Manipulation: Telepathy allows the user to control dreams and the subconscious mind. It can be used to produce and modify dreams, bestow nightmares and lucid dreaming, distort people's perception of reality and trap someone in their dreams.Psychic Pain Infliction: Vampires are able to inflict illusory psychic pain on their victims.Mind Control: (elder) Inclusive of a wide range of effects, some limited to one species or another. Vampires possess one of the most advanced forms of mind control as their telepathy allows them to control, project and change the decisions and thoughts of others with only the use of the user's own mind. Though this can be weakened if blood is not consumed or the said immortal has not exercised their mental prowess.

Unnatural Senses.

Vampires have uncanny senses. They have far superior sight, smell, hearing, taste, and sense of touch than humans.

Immortality and regeneration.

Vampires are immortal and do not die from aging. They also have supernatural regeneration and can recover from almost any physical injury where UV light or silver was not involved.

Diet and physiology.

Vampires are hematophagous, meaning that they feed on the blood of humans or animals. Human blood is preferred as it is more nutritious, but animal blood can also be consumed for a weaker effect. Blood may not be needed to stay "alive", but doing without it can cause a vampire to become extremely weak and rabid, though some types of vampires will instead become stronger and more vampiric for a short time, However, they will still become weak and violent after too long without blood. The one who is fed upon will not be turned unless bitten by a Pureblood or Higher Vampire using the hidden venom fangs that line their lower jaw.

Diet and physiology.

We believe that vampires have an aversion to any object made of silver, including religious symbols made of it. This is because silver triggers an allergic response in these creatures. Though it is not a life-threatening aversion, it can moderately weaken a Vampire. Though conventional holy water is a superstition, water laced with silver shards can damage a Vampire with the effect the superstition entails.
Why silver and not, say, gold or copper or any other mineral? We cannot say, but Silver has been known for thousands of years across thousands of cultures to be a very potent material against several supernatural creatures, such as Vampires and Lycans.
Silver has a unique effect upon vampires when it comes in contact with their skin. Not only does it burn, but it also has a paralyzing effect, making it so a vampire cannot pull the silver off of itself. It's somewhat similar to the way humans become paralyzed by electrical currents - the muscles seize and the person becomes unable to disconnect themselves from the source. While in both cases this is not necessarily deadly in small amounts, there is the possibility of major injury with enough exposure.
The burns caused by silver are minor compared to those caused by sunlight. Silver has the effect, though, of slowing a vampire's ability to heal so greatly that over enough time it could effectively destroy a vampire. The paralysis effect makes it so much more dangerous than other materials in that a vampire could be incapacitated simply by chaining them up with silver chains, handcuffs, or wires. Despite a vampire's incredible strength, the paralysis effect makes it so that they cannot break free of these chains without outside assistance.


iii. genotype.

(“Genotype” is used to refer to the genetic makeup of an organism.)

Diet and physiology.

Vampires are hematophagous, meaning that they feed on the blood of humans or animals. Human blood is preferred as it is more nutritious, but animal blood can also be consumed for a weaker effect. Blood may not be needed to stay "alive", but doing without it can cause a vampire to become extremely weak and rabid, though some types of vampires will instead become stronger and more vampiric for a short time, However, they will still become weak and violent after too long without blood. The one who is fed upon will not be turned unless bitten by a Pureblood or Higher Vampire using the hidden venom fangs that line their lower jaw.

Lorem ipsum dolor.

Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum.

Sed ut perspiciatis unde omnis iste natus error sit voluptatem accusantium doloremque laudantium, totam rem aperiam, eaque ipsa quae ab illo inventore veritatis et quasi architecto beatae vitae dicta sunt explicabo.Nemo enim ipsam voluptatem quia voluptas sit aspernatur aut odit aut fugit, sed quia consequuntur magni dolores eos qui ratione voluptatem sequi nesciunt.Neque porro quisquam est, qui dolorem ipsum quia dolor sit amet, consectetur, adipisci velit, sed quia non numquam eius modi tempora incidunt ut labore et dolore magnam aliquam quaerat voluptatem.Ut enim ad minima veniam, quis nostrum exercitationem ullam corporis suscipit laboriosam, nisi ut aliquid ex ea commodi consequatur? Quis autem vel eum iure reprehenderit qui in ea voluptate velit esse quam nihil molestiae consequatur, vel illum qui dolorem eum fugiat quo voluptas nulla pariatur?


LYCANTHROPES

BLOODCURSE #02: Lycanthropy.

A LYCAN is a creature of the night that transforms into a therianthropic hybrid wolf-like creature with the transformations occurring on the night of a full moon, and in rarer cases at will.The Lycan, much like the Vampire, is one of the most powerful and feared of all the night creatures. While they are typically incredibly fast and unnaturally strong, fear of Lycans is abnormally great due to their ability to infect others with their venom, but unlike with their genetic enemy, Lycans have only one set of canines and will infect anyone bitten.

The most defining characteristic of Lycans is their ability to transform - In addition to the natural characteristics inherent to both wolves and humans, Lycans are often attributed strength and speed far beyond those of wolves or men.Lycanthropes are men who turn into a wolf at night and devours animals, people, or corpses but returns to human form by day. Some werewolves change shape at will; others, in whom the condition is hereditary or acquired by having been bitten by a werewolf, change shape involuntarily, under the influence of a full moon.

i. origin.

(The Origin of a bloodcurse. )

Sed ut perspiciatis unde omnis iste natus error sit voluptatem accusantium doloremque laudantium, totam rem aperiam, eaque ipsa quae ab illo inventore veritatis et quasi architecto beatae vitae dicta sunt explicabo.

CAUSES

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POSSIBLE CURES.

Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum.

Sed ut perspiciatis unde omnis iste natus error sit voluptatem accusantium doloremque laudantium, totam rem aperiam, eaque ipsa quae ab illo inventore veritatis et quasi architecto beatae vitae dicta sunt explicabo.Nemo enim ipsam voluptatem quia voluptas sit aspernatur aut odit aut fugit, sed quia consequuntur magni dolores eos qui ratione voluptatem sequi nesciunt.Neque porro quisquam est, qui dolorem ipsum quia dolor sit amet, consectetur, adipisci velit, sed quia non numquam eius modi tempora incidunt ut labore et dolore magnam aliquam quaerat voluptatem.Ut enim ad minima veniam, quis nostrum exercitationem ullam corporis suscipit laboriosam, nisi ut aliquid ex ea commodi consequatur? Quis autem vel eum iure reprehenderit qui in ea voluptate velit esse quam nihil molestiae consequatur, vel illum qui dolorem eum fugiat quo voluptas nulla pariatur?

ii. phenotype.

( “Phenotype” is used to refer to the totality of observable characteristics of an organism. )

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Supernatural speed.

Lycans can move with extreme speed and have almost endless stamina, allowing them to run at this speed almost infinitely.

Immortality and regeneration.

Lycans are immortal and do not die from aging. They also have supernatural regeneration and can recover from almost any physical injury where UV light or silver was not involved. They possess superb physical resilience and remarkable regenerative abilities, however, their recovery abilities are hampered by the presence of silver in their bodies. Silver is the Werewolves' only weakness other than a Vampire’s venom, as they seem to be violently allergic to it to a greater degree than their Vampire rivals.

Supernatural strength.

It should be noted that Lycans seem to be far physically stronger than the Vampires at a physical level, but Vampires possess other abilities that make them equal in fights. They can crush anything with ease, are able to throw weights that far exceed their own and their claws can slash through the hardest of materials with ease.Sed ut perspiciatis unde omnis iste natus error sit voluptatem accusantium doloremque laudantium, totam rem aperiam, eaque ipsa quae ab illo inventore veritatis et quasi architecto beatae vitae dicta sunt explicabo.Nemo enim ipsam voluptatem quia voluptas sit aspernatur aut odit aut fugit, sed quia consequuntur magni dolores eos qui ratione voluptatem sequi nesciunt.Sed ut perspiciatis unde omnis iste natus error sit voluptatem accusantium doloremque laudantium, totam rem aperiam, eaque ipsa quae ab illo inventore veritatis et quasi architecto beatae vitae dicta sunt explicabo.Nemo enim ipsam voluptatem quia voluptas sit aspernatur aut odit aut fugit, sed quia consequuntur magni dolores eos qui ratione voluptatem sequi nesciunt.


Aversion to silver and fire.

We believe that Lycans, like their rivals, have an aversion to any object made of silver. This is because silver triggers an allergic response in these creatures. Unlike Vampires, Lycans are not weakened by the mere presence of silver, but are far more affected by it when it enters their body or bloodstream.
Why silver and not, say, gold or copper or any other mineral? We cannot say, but Silver has been known for thousands of years across thousands of cultures to be a very potent material against several supernatural creatures, such as Vampires and Lycans.
Silver has a unique effect upon Lycans when it comes in contact with their flesh. Not only does it burn, but it also has a paralyzing effect, making it so a Lycan cannot pull the silver off of or out of itself. It's somewhat similar to the way humans become paralyzed by electrical currents - the muscles seize and the person becomes unable to disconnect themselves from the source. When silver is introduced through a wound, a Lycan is severely hindered and suffers unimaginable pain.
The burns caused by silver are far more intense for Lycans than the burns of their rivals. Silver also has the effect of slowing a Lycans ability to heal if introduced into their bodies by wound or other meaning - so much so that over enough time it could effectively destroy them. The paralysis effect makes it so much more dangerous than other materials in that a Lycan could be incapacitated simply by chaining them up with silver chains, handcuffs, or wires. Despite a Lycans incredible strength, the paralysis effect makes it so that they cannot break free of these chains without outside assistance.

Unnatural Senses.

Lycans have uncanny senses. They have far superior sight, smell, hearing, taste, and sense of touch than humans.

Immortality and regeneration.

Lycans are immortal and do not die from aging. They also have supernatural regeneration and can recover from almost any physical injury where UV light or silver was not involved. They possess superb physical resilience and remarkable regenerative abilities, however, their recovery abilities are hampered by the presence of silver in their bodies. Silver is the Werewolves' only weakness other than a Vampire’s venom, as they seem to be violently allergic to it to a greater degree than their Vampire rivals.

Hibernation.

Lycans are able to fall into a deep state of hibernation that allows for even faster regeneration. This state also allows them to survive without eating or drinking if at any point they were denied the ability to do so.

Diet and physiology.

Lycans are carnivorous, meaning that they feed on meat. Lycans must eat meat like any carnivore, but at much higher quantities.Though conventional holy water is a superstition, water laced with silver shards can damage a Vampire with the effect the superstition entails.
Why silver and not, say, gold or copper or any other mineral? We cannot say, but Silver has been known for thousands of years across thousands of cultures to be a very potent material against several supernatural creatures, such as Vampires and Lycans.
Sed ut perspiciatis unde omnis iste natus error sit voluptatem accusantium doloremque laudantium, totam rem aperiam, eaque ipsa quae ab illo inventore veritatis et quasi architecto beatae vitae dicta sunt explicabo.Nemo enim ipsam voluptatem quia voluptas sit aspernatur aut odit aut fugit, sed quia consequuntur magni dolores eos qui ratione voluptatem sequi nesciunt.Sed ut perspiciatis unde omnis iste natus error sit voluptatem accusantium doloremque laudantium, totam rem aperiam, eaque ipsa quae ab illo inventore veritatis et quasi architecto beatae vitae dicta sunt explicabo.Nemo enim ipsam voluptatem quia voluptas sit aspernatur aut odit aut fugit, sed quia consequuntur magni dolores eos qui ratione voluptatem sequi nesciunt.

iii. genotype.

(“Genotype” is used to refer to the genetic makeup of an organism.)

Diet and physiology.

Vampires are hematophagous, meaning that they feed on the blood of humans or animals. Human blood is preferred as it is more nutritious, but animal blood can also be consumed for a weaker effect. Blood may not be needed to stay "alive", but doing without it can cause a vampire to become extremely weak and rabid, though some types of vampires will instead become stronger and more vampiric for a short time, However, they will still become weak and violent after too long without blood. The one who is fed upon will not be turned unless bitten by a Pureblood or Higher Vampire using the hidden venom fangs that line their lower jaw.

Lorem ipsum dolor.

Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum.

Sed ut perspiciatis unde omnis iste natus error sit voluptatem accusantium doloremque laudantium, totam rem aperiam, eaque ipsa quae ab illo inventore veritatis et quasi architecto beatae vitae dicta sunt explicabo.Nemo enim ipsam voluptatem quia voluptas sit aspernatur aut odit aut fugit, sed quia consequuntur magni dolores eos qui ratione voluptatem sequi nesciunt.Neque porro quisquam est, qui dolorem ipsum quia dolor sit amet, consectetur, adipisci velit, sed quia non numquam eius modi tempora incidunt ut labore et dolore magnam aliquam quaerat voluptatem.Ut enim ad minima veniam, quis nostrum exercitationem ullam corporis suscipit laboriosam, nisi ut aliquid ex ea commodi consequatur? Quis autem vel eum iure reprehenderit qui in ea voluptate velit esse quam nihil molestiae consequatur, vel illum qui dolorem eum fugiat quo voluptas nulla pariatur?


SANGUINE SHADOW

BLOODCURSE #03: Sanguine Shadow or the Corrupted Blood Curse.

i. origin.

(The Origin of a bloodcurse. )

One afflicted with the rare curse of the Sanguine Shadow is one destined to die.A curse of death, they are able to manipulate their body and blood in many unique ways, but pay the price for this power with their life.This curse is extremely rare, only a small handful of cases have ever been recorded - and most of what we have recorded has been after their death.What we do know, is that they can shift and shape their body into shadow, able to displace, transform or dissapate their physical form only to remake themselves once more.

The most defining characteristic of those cursed with Sanguine Shadow is their ability to transform, their blackened blood and their corrupted flesh.The Corrupted Blood curse will start it's creeping timer of death at the exterior of their limbs - points of the flesh where blood is the scarcest and corrupting the flesh, muscle, and even bones where it touches before it makes its way across the body. The easiest way to tell how long one with Corrupted Blood will live is by studying how much of their body has rotten with the curse.



MODERN DAY

CURADEL

THE MODERN DAY OF CURADEL, 2010. IVX.

The modern curadel is a world far different to the histories of curadel recorded - but the bloodcurses and conflicts that come with them still develop, even in the streets of concrete and lights.An underworld lives and grows beneath the eye of humans and far beyond their knowledge, bloodcurses still spreading, battles still thriving and humans still walk unknowingly through the streets bloodied by a secret war.Bloodcursed society is still overseen by elders of both sides, governing and controlling their own - ruling their armies and keeping the human masses blind to their existance. Loyal armies still live in the name of their covens or packs, governed by the coven leaders - chosen of the elders and keep to strict rules of silence, ensuring humans are kept unaware.Outside of elder control, millions of vampires and lycans live unaware of the underworld, just like the humans they live amongst, trying to live a normal life despite their curses, or refusing to do so - causing chaos, confusion and death with their newfound power. Many form their own small governing factions, not connected to the elders, but allowing for a sense of familiarity, family and structure.MODERN CURADEL is a fantasy setting currently residing in 2010.


FACTIONS

Covens and packs within elder control.

vainven

the vainven coven

Formed by Father Malacus Vainwright in the 15th century, the Vainven coven is still one of the most formidable Covens in modern Curadel.Unlike many of Vainvens sibling Covens, the Vainven have adapted flawlessly with the ever-changing and evolving modern society.

The Vainven are ruled with a firm hand and greatly respect their leader - they keep secrecy, family and power as the highest of their priorities and have steadily grown and adapted since the 15th century.

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the

N E O S I

The Neosi {nee-oh-see} are a semi-closed species that can only be created via Patreon MYO slots, personal commissions or by close friends.This Species was created back in 2017 and officially established in May 2018 after a string of discount commissions revolving around the theme "succubusify me".

INFORMATION

Basic information about the Neosi.

THE SPECIES

GENERAL INFORMATION

The Neosi; visually, are akin to Succubi. With horns atop of their heads, Small wings that come in many varieties, Dark Scleras, Bright, often glowing irises, Fangs and an unnatural alluring beauty, But each one is created unique with hidden talents unlike any succubus. All Neosi are spliced with select creature traits and adaptations, which are then altered for use, giving each Neosi a unique set of abilities not found in any other species.In General, all Neosi have the ability to cause their pheromones to go into a sort of overdrive, causing a hyperactive sex drive response to those within their vicinity, almost causing a mindless or crazed need to mate. This can be considered one of the biggest strengths of the species.They have almost a muted version of a hivemind, communicating silently, without sharing individual experiences. Just one look and another Neosi will know what is left unsaid.Most (but not all) Neosi work in courtesan, medical or psychological field, each one excelling in their field of work.

LORE

THE LORE AND STORY OF THE NEOSI

The Neosi were created by a twisted demon doctor, Drath. His experiment to make the perfect being began with the first Neosi; Jun'ichi.The desperate then Emperor of Enai heard tales of the twisted Doctors' experiments, and seeking the power to overthrow his enemies, allowed Drath to use him as the first subject.Drath and Jun'ichi worked together for 5 years, forming a close bond and "perfecting" the first iteration of the Ne0-C Strain, or the Neosi strain.When the Ne0-c Strain was injected into Jun'ichi, it had an unprecedented effect on his body, instead of fusing his body with enhanced strength and ability, it seemed to almost "create" a new body. It started by spreading over Jun'ichi's skin, changing his hair and eye colors before it began to break down parts of Jun'ichi's physical makeup to make way for his new, stronger body. The Doctor was quick to act and halted the process before the experiment could spiral out of control. This failure enraged Drath, and he took it out on Jun'ichi, who in turn, lashed out with equal force. The power he was promised was stripped away from him before it could take place, and he refused to listen to reason, willing to chance death for the strength to surpass his lower prestige. This tore the couple apart, and they went their separate ways shortly after, Drath working on perfecting his design, and Jun'ichi taking what strength he managed to obtain from the halted transformation to conquer his enemies.Drath, with his newfound knowledge, scrapped centuries of labor and began to work on the Ne0-c Strain from a brand new angle - attempting to create a Neosi from scratch, rather than using a host. He used his own cells to fuse with the strain, and after 10 years, he finally succeeded.This is when the Doctor created the first, true Neosi; Dashiell. He constructed him to be beautiful, elegant, and alluring, A perfect tool for his plans, and the start of a long reign of power.


APPEARANCE

General appearance traits consist of:

  • Cranial horns

  • A pair of small wings

  • Dark scleras

  • Light irises

  • Subject number brand

  • Flat chest in both genders

Neosi are on average 5” in height, but they can be anywhere between 4" and 8".All Neosi possess a flat chest, with either pecs or an androgyne chest. No full Neosi will have breasts.Neosi can be found with any type of genitalia and intersex births are not uncommon.All Neosi bare a subject number branded on their wrist in order of creation.Most (but not all) Neosi work in courtesan, medical or psychological field, each one excelling in their field of work.

SOCIETY

The Neosi have a tight-nit society, and often live together.The Underlab was created especially by Drath for the needs of the Neosi, and most prefer not to stray too far from their kind, often staying in Sha City and calling the Clinic and the Underlab their home.Of course, there are always cases of lone wolves, or Neosi who wish to break away from their home and species to pursue a life elsewhere, and this is not entirely uncommon, some even breaking off in groups and creating small clans of Neosi all over the planet.

LIFESPAN

The Neosi are not to be confused with Incubi and Succubi. They are much more sturdy and most Neosi deaths are from old age, injury or in rare cases, disease. Neosi can live up to 2,100 human years. Rare high-born Neosi live much longer- beating them at 4,500 human years.


TRAITS

All traits available to the Neosi, and the traits you should reference if you making your own with my permission.

COMMON


[Inherent] BIOLOGICAL IMMORTALITY

Immortality excluding injury, disease or old age. Can live forever.

BIO-LUMINESCENCE

Causes a natural glowing effect that usually occurs in the flesh and eyes, but can be found anywhere on a Neosi's body.

REGENERATION

The regrowth of damaged limbs and parts, Spliced from reptiles, specifically salamanders. Other splices of regeneration include the ability to heal almost instantaneously after injury.

CHROMATOPHORES

Scientists already knew that the cuttlefish have pigmented organs called chromatophores which allow the creature to change its colour to blend into its environment. The Doctor thought this would be a fantastic trait to mutate.

UNCOMMON


IBYCUS RACHELAE

A type of seduction caused by physical properties such as saliva or skin piercing by injecting them with hormones. This can cause the victim to lose almost all of their sexual control, especially when paired with the Neosi's innate hormone overdrive ability.

SUBDIGITAL SETAE

Due to their adhesive micro- and nanostructures (setae), some animals are able to walk on smooth inclined or even inverted surfaces without any contributions of their claws. This has been spliced into the Neosi.

PHYSICAL ODDITIES

Physical Differences are bound to occur in any Neosi, but rarely, some will be lacking some of the physical traits that the Neosi are known for, or some traits from the spliced genes may make their way into the Neosi's genes without intention. Things such as:

Missing wings, Missing horns, Missing limbs, or the addition of a Tail, Larger wings, Multiple arms or Light sclera's. (Excludes the additions of breasts, Non human legs, Multiple eyes, Animal ears, Non reptillian/demon-like tails.) Limited to 1.

RARE


SEQUENTIAL HERMAPHRODITISM

The ability to change their genitals at will.

LYREBIRD

With some careful splicing, Drath was able to give the Neosi the ability to perfectly mimic any sound.

LIQUID MIMICRY

Some Neosi' bodies are able to undergo neurologically controlled and reversible conversions. The transformation can be attributed to unique fibers spanning collagen, the specific tissue component that changes from solid to liquid states. This behaviour allows them to turn into liquid, with the ability to transform between solid and liquid states.


MASTERLIST

All of the Neosi currently created!


the

H A L O S C A N T

The Haloscant {halo-scent} are a semi-closed species that can only be created via Patreon MYO slots, personal commissions or by close friends.

INFORMATION

Basic information about the Haloscant.

THE SPECIES

GENERAL INFORMATION

The Haloscant are a serpent drake taur-like species hailing from the planet Valitor.Like most of the species on Valitor, the Haloscant have evolved over generations to adapt to the conditions of Valitor.They have adapted physically to possess an elven upper body and the lower body of a serpant drake.The Haloscant are a hematophagous predator species that once preyed on the other species of Valitor, but most have since adapted to more humane methods.This species, unlike other Tor inhabitants, can fly. They are able to soar through the clouds for short periods of time thanks to the Skyknot in their chests and do not possess or require wings to do so. Sadly, certain injuries of the tail and chest render flight impossible and is seen as quite taboo among the species.

APPEARANCE

HALOSCANT APPEARANCES

General appearance traits consist of:

  • Cranial horns

  • Long, serpantdrake bodies

  • Human torso

  • Glowing, slit pupils

  • Elven ears

The Haloscant are on average 6” in height, but they can be anywhere between 4" and 12".They have long, serpantlike drake bodies with four legs, and a human torso with two arms that rests upon that.They have 4 toes and an extra grasping digit on their back paws, and 3 toes and an extra grasping digit on their front paws.They feature sharp tailbones and long tails that equal the length of their lower body unless injured.The lower body tapers all the way down to the tail tip, the "chest" being the thickest in diameter. Their upper body follows suit of a normal humanoid with the shoulders being the widest.All of their horns have grooves, even the shortest horns will have at least one set of grooves on each horn. All Haloscants have two horns, and these horns cannot be too large in proportion to their head.

LIFESPAN

The Haloscant live short lives in comparison to the other species of Valitor, living for an average of 400 human years.

NAMES

NAMING CONVENTIONS OF THE HALOSCANT

Traditional Haloscant names are an Important part of their society. The naming conventions spanning back to the birth of the species generations ago.Traditional Haloscant names are a single word that consists of two important parts:The first part being the Haloscant's given name, this given name is unique to each Haloscant.The second part being their family name.These names can tell a lot of information about the individual Haloscant to another of their kin, and can change often depending on circumstance.Using my own Haloscant OCs as an example below:Kerosine:"Kero" is my characters given name.
"Sine" Is their family name.
Virusine:"Viru" is my characters given name.
"Sine" Is their family name.
These two characters are brothers and so they follow the same family name convention.If a Haloscant character is currently involved with their family, they wilI use their full name (Kerosine or Virusine), but if for any reason they were split from their family, wether they have distanced themselves from their family, they are the last remaining member of their family or if they were exiled from their family, they would no longer use their family name, simply referring to themselves as Kero or Viru.This is called a "wayward name".A character without a family name is quite taboo within Haloscant society, and these kin are usually treated as exiles or a bad seed, even if they are anything but. Family is extremely important in Haloscant culture, and even if a Haloscant's family line was tragically ended, they would still be treated as a black sheep - adding Insult to injury to the Haloscant.The naming tradition of removing the family name also extends to a Haloscant that is traveling far from their family, but is still involved with them. In this case, the Haloscant would use all of their given name and the first letter of their family name, an example using my own OCs would be Keros or Virus.Some more examples of names and wayward names:Tilliariatt. Tilliar would be their wayward name.Kayzessa - Kayz would be their wayward name.Naesaren. Naes would be their wayward name.Rennantien - Rennan would be their wayward name.

SKYKNOT

THE HALOSCANT'S SKYKNOT

The Haloscant adorn Skyplates to protect the Skyknot that lays in their chests. This Knot, if damaged, can render the Haloscant weak and unable to fly, this is seriously taboo within the species, and is a fate no kin would like to suffer.Because of this, almost all Haloscant wear Skyplates that are used as lightweight armor to protect their Skyknot.This armor can be any shape and durable material. They are situated just below their lower body's ribcage and tend to be beautifull carved, each kin having a unique Skyplate.The less a Haloscant is seen in battle, the less protective their Skyplates are; Many opting to forsake protection for aesthetic and use beautiful chains adorned with jewels to show their wealth, or simple silk to show their status and the safety of their kingdom.

ATTUNEMENTS

HALOSCANT ATTUNEMENT AND RARITIES

BASIC POWERS:
Haloscant Kin gain a set of powers depending on the attunement they have! here are the ones available:
UNCOMMON:
Ice- the ability to create and control ice and water.
Skyknot attuned to ice. Glows blue through their chests and is often seen with ice crystals and/or formations.
Fire - the ability to create and control fire.
Skyknot attuned to fire. Glows with a fiery red/orange hue through their chests and is often seen with burning flames.
Arcane - the ability to create and control arcane magic.
Skyknot attuned to ice. Glows blue through their chests and is often seen with ice crystals and/or formations.
Nature - the ability to corrupt, create and control nature.
Skyknot attuned to ice. Glows blue through their chests and is often seen with ice crystals and/or formations.
Dark Fire - the ability to create and control dark fire.
Skyknot attuned to dark fire. Glows with a black fire through their chests and is often seen with black burning flames.
Light Fire - the ability to create and control light fire.
Skyknot attuned to light fire. Glows with a white fire through their chests and is often seen with white burning flames.
Lich - the ability to summon and control the dead.
Skyknot attuned to ice. Glows blue through their chests and is often seen with ice crystals and/or formations.

SOCIETY

HALOSCANT SOCIETY

The Haloscant are a warring species, with houses that are the very foundation of their society and culture.


The Ophenskin {oh-fen skin} are a diverse cross-breed only species that can be added onto any species you can think of! This includes any other artists species, any one off species and any closed/open/whatever species as long as you have the rights to do so!The Ophenskin are an open species! you may create one, but you must get it approved in my Discord Server

INFORMATION

Basic information about the Haloscant.

THE SPECIES

GENERAL INFORMATION

The Ophenskin are a symbiotic species of Ophen Warriors imprisoned within an armored bodysuit. They bind their entirety to this suit of armor, creating a seemingly harmless full-body zero suit. When someone adorns this suit, they are instantly corrupted by the Ophen within and are forever bound with them. The Host can never remove this suit once they put it on, but it can morph and change to better fit the style and aesthetic of both the host and the current period of time so that they may blend in - allowing the suit to look like absolutely anything you wish (as long as it includes the species main traits), but it can only morph once!When the Ophen Mantle binds to a host, they share their thoughts and entities, the host gaining some of the power from the Ophen, and the Ophen siphoning harmless amounts of energy from the host. They are bound in a symbiotic relationship where both entities have their own minds, agenda’s and actions!An Ophenskin Host will become immortal and gain a set of Ophen powers depending on the Ophen within their body!Once the Ophen siphons enough power, they can detach from the host, becoming their own separate entity. This process leaves the two bodies entirely separate and is the only time that an Ophenskin Host has their mantle removed. While separated, the two forms still share their minds, but cannot be more than 50 meters from one another without losing consciousness. During this unconscious state, the Ophen will be forcibly absorbed back onto the Host’s body which is painful for both parties.The Ophenskin Mantle can bind to any character in any universe! From humans, elves, demons, dragons, anthro’s, nekos, ferals, any other Original / Custom species, and anything in-between. This species is a fully cross-breed species and can be combined with any pre-existing character, or added onto a brand new one.

BASIC TERMINOLOGY

BASIC TERMINOLOGY:

  • Ophen: An alien species from the Gaia expansion.

  • Imprisoned Ophen: The general term for an Ophen that has been imprisoned within an object or an item of clothing.

  • Ophenskin: An Ophen that has been imprisoned within an armored bodysuit.

  • Mantle: The term for the bodysuit that the Ophen inherits. This mantle can split apart to become multiple, separate pieces of clothing/armor/etc, all of these are coined as a Mantle.

  • Ophenskin Host / Host: The host body that the Ophenskin Mantle is worn by.

  • Imprisoned Ophen’s Unbound Form: The form in which an Imprisoned Ophen takes when it detaches itself from the Host. Severely weakened.

  • Ophen’s True Form: An Ophen’s true form is not its unbound form, but rather a writhing mass of fortified tentacles. This is the starting form of every Ophen.

  • Ophen’s Chosen Form: The form in which an Ophen chooses to take. This form can look like anything that the Ophen chooses, but they can only change once in their infinite lives.

LORE

THE LORE AND STORY OF THE OPHENSKIN

to be added

POWERS

THE LORE AND STORY OF THE OPHENSKIN

BASIC POWERS:Ophenskin Hosts gain a set of powers depending on the Ophen within their mantles. Each Ophenskin host will have a total of 2 powers, one is inherent in every Ophenskin Host. Here are the ones available:INHERENT:Ophen Blood - the ability to control the dark, powerful substance that runs through the core of an Ophen. This substance can morph into functional weapons, or be used as a source of powerful casting magic. An Ophenskin Host can only control their own Ophen Blood, not the blood of another.NON-INHERENT:Corrupted Fire - the ability to create and control fire.The fire an Ophenskin Host can bend is corrupted by Ophen corruption. leaving it a lich-like greeny color. leaving it a lich-like ██ greeny color. Corrupted fire is fiercely hot, exploding on contact, but does not spread. Corrupted fire burns out quickly.Corrupted Water - the ability to create and control water.The water an Ophenskin Host can bend is corrupted by Ophen corruption. leaving it a lich-like ██ greeny color. leaving it a lich-like greeny color with glowing spectral tendrils. Corrupted water has a severe acidic effect that melts on contact and kills most plants instantly. Corrupted water dissipates quickly.Corrupted Lightning - the ability to create and control lightning.The lightning an Ophenskin Host can bend is corrupted by Ophen corruption. leaving it a lich-like ██ greeny color. Corrupted lightning has a severe spreading effect that can melt on contact. Corrupted lightning disappears quickly after it’s apex and needs to be channeled to make it constant.Corrupted Nature - the ability to corrupt, create and control plants.The plants an Ophenskin Host can create or control are corrupted by Ophen corruption. leaving them pulsating with lich-like ██ greeny tendrils and toothy mouths when controlled. Corrupted Nature has diverse effect based on the type of plant and power given. An Ophenskin Host can create large carnivorous plants that can eat a person, smaller weapon-like plants that will attack anything near, or create armor from corrupted vines. These effects need to be channeled or they will die.More to be added at a later date!

MANTLE APPEARANCE

General appearance traits consist of:

  • Teeth

  • Eyes

  • Tongues

These mantles can be anything from a shirt, stockings, a single thigh-high, a cape, a pair of gloves, boots, a dress, panties, etc! A host can have multiple mantles, all separate, as long as they have the mantle symbol on each piece, or they can have one mantle, as long as it meets the total clothing requirements!These items can be just about any piece of clothing you can think of, but they must be the main focus of the character's clothing design! Something like a small pair of gloves with a small eye on them is easy to skip past, but a pair of huge armored gauntlets that cover the host’s entire arms with two large intimidating eyes are impossible to miss!Or if your character is more modern, a single pair of mismatched socks with a mouth on them is easy to miss and not very exemplary of the Ophen's power… but a pair of thigh-highs with a huge, toothy mouth and tongue is striking and a ‘lil creepy! Perfect!These mantles must be the focus of the clothing. You can accessorize however much you like with jackets, bracelets, collars, etc, but at least 40% of the total clothing needs to be a Mantle. And at least 30% of the Mantle must be visible when accessorized.These mantles can look however you like, but they can only morph once. That means, if you chose a crop top and a pair of shorts, they must stay that way! This is to keep the design of your Ophenskin character consistent. The clothing is the most important part of this species, so I’d like them to be recognizable! If you wish to completely change your Ophenskin mantle/clothing, you must get them reapproved in my discord as a Mantle Redesign which will cost a small fee.



the

B I O N I C S

The Bionics are the oldest species in all of Gaia, so old that no organic nor Bionic truly knows how long they have existed, being a race made of otherworldly material, stronger than anything in the universe of any lifetime, they are invincible to all physical damage, though with exceptions of weapons made specifically to destroy Bionic plating.Bionics have the most advanced technology in the universe, beyond any comprehension to other species. The Diadem and the Ones are stronger than all organics on Gaia put together.

INFORMATION

Basic information about the Bionics.

THE SPECIES

GENERAL INFORMATION

The Bionics are the oldest species in all of Gaia, so old that no organic nor Bionic truly knows how long they have existed, being a race made of otherworldly material, stronger than anything in the universe of any lifetime, they are invincible to all physical damage, though with exceptions of weapons made specifically to destroy Bionic plating.Bionics have the most advanced technology in the universe, beyond any comprehension to other species. The Diadem and the Ones are stronger than all organics on Gaia put together.

LIFESPAN

THE LIFESPAN OF A BIONIC.

Bionics can live infinitely, with forever-changing and upgrading modules, indestructible chassis and the ability to transfer the entire being of a bionic into another chassis with ease, the Bionics are an eternal species.


APPEARANCE

THE APPEARANCE OF A BIONIC.

>Taken from an insert from "The Chronicle of Bionics by Laylard Fore, Chapter 1"

Unfortunately, not many people have been able to study a Bionic, so information is scarce, but what we do know is that Bionics are easily distinguishable, made with an unknown metal material, they stand out greatly, with no hair on their heads, instead an array of metal protrusions, or nothing at all atop of their screen-like craniums.They stand at over 7 feet tall, towering above us - some even getting to the massive heights of 10 and 20 feet.Their heads lack mouths and have eyes or sensors that glow brightly by means of bio-luminescence and possibly circuitry. Their necks are segmented and allow great maneuverability, and their bodies seem honed for combat.These marvels of technology are as alien to us as ever, yet we do not seem to be alien to them - at least not the ones we have seen. They walk among us like gods, and through their metal eyes they see us as mere dirt.Their chassis' are often adorned with glowing sections, protected by a sort of fiberglass, along with their eyes. Their limbs are subtly sectioned, some may even have glowing sections.Most Bionics have common luminescence colors on the cool side of the spectrum, but some unique Bionics that seem to be above the order, have unique colored luminescence on the warm side of the spectrum.To this day, we can only study them from observation and theory due to their exceptionally rare appearances in our organic atmosphere, and our technology simply cannot reach them. They still remain a mystery.


HIGHER ROLES

IN ORDER OF PRESTIGE


THE DIADEM (The Crown):The Diadem is the crown ruler of the Bionics, a small circle of 10, or "family" (though none are related) make up The Diadem, creating a decadarchy. The Diadem have never been seen by the masses, the diamond table, nor the 'Ones' being secluded and all powerful, they rule and dictate in secrecy, controlling the very fate of the Visage by will and strength alone.All bionics are loyalists to the Diadem, each one living under them in fear and admiration, worshipping them as gods.Adorned with golden, glowing V shapes. These are called a Diadem Sigil.Additionally, all Diadem have their own Diadem mark which vary from bionic to bionic and is used for binding.


SEQUENCED ONES (The Ones):The Sequenced ones are personally created by the Diadem, each one created to their will, but the Ones will never see their creators in their lives, simply being guided by binding. Each One made unique for a purpose, from killing to politics. They are a lot like royalty, just under the Diadem, with endless wealth, power and influence in the Bionic society. The Sequenced Ones are rare, being only 10 at each time, one for each Diadem. Each bionic lower than the Ones will serve them with their lives if need be. the Ones often have their own assistants and underlings to do their mundane tasks for them.Adorned with a glowing unique design called a Sequenced Mark, varies from bionic to bionic, used for binding.


EXALTED (The Diamond Table):The Exalted are the high-order of the diamond table, they bring order to the masses of Bionics and are similar to a government, but have no say or authority over the Ones or the Diadem, they undertake political matters and enforce laws.They are often pompous and impudent, looking down to every being, and they especially dislike The Ones.Lesser to the prestige and power The Ones hold, and often disturbed by their place above the rules they enforce, the Exalted and the Ones are often at each others throats when it comes to societal .Adorned with a glowing, white diamond upon their facial plate.


ASSISTANTS:Assistants are low-ranking Bionics created in bulk for assisting higher-order Bionics.Used as servants mainly, Assistants are created to take on important tasks within the Visage when The Ones or The Exalted are predisposed.Though their Chassis' are made in bulk, they are very easy to mod.Common mods for Assistants are: "Increased Thought Capacity" for a higher memory range and overall intelligence boosts, and "Personality Mod" / "Extensive Personality Mod" Both unlock the ability to have a personality of their own, rather than a factory default which relies on rationality and effectiveness.

SPECIALIZATIONS

BIONIC SPECIALIZATIONS


ASSASSIN:

Assassins, like R.E.D are made to expertly take down the Ophen, often taking out their supportive forces. They typically combine combat ability with strong stealth skills, and specialise in defeating an enemy without becoming involved in a messy scuffle.Assassins often wield daggers or easily concealed weapons and have the ability to stealth.They are extremely nimble and can jump/run higher and faster than any other specialization.

MENDER:

Menders are supportive and heal both the wounds of Bionics and organics alike. They have the unique ability to fly. In addition to healing, menders are sometimes assist with buffs to empower allies.They often wield staves, or use the Life-ports located in places on their bodies unique to each Bionic.

ASSASSIN:

Protectors excel at distracting enemy attention and attacks toward themselves in order to provide protection or decoy for teammates. Since these Bionics often require them to endure concentrated enemy attacks and often suffer large amounts of damage, they rely on a high strength and chassis armor and healing support by friendly menders. Some have self-regeneration and large, heavy weapons whereas others posses energetic barrier to protect large groups of forces.Their shields are made especially to repell organic and Ophen attacks and are not specialised for their own kind.Protectors wield large weapons and energetic shields and are often 10x larger than an average Bionic with the ability to shrink at will.

EFFICACY:

Efficacy's excel in roles that differ from the normal and expected combat specialties and can have any number of abilities and act as wildcards in battle, providing anything from new kinds of support, assassination or protection - enemy counter intelligence, vessel-thieves, brainwashing and other general efficiencies.Other than Assassins, Efficacies are the only other class that are potent against their own, as well as the enemy.


UNIQUE MODS/TRAITS

BIONIC MODIFICATION CHIPS AND TRAITS

Any trait can be modded onto a basic chassis, but rare mods are saved for higher order Bionics. Sequenced Ones are created with ultra rare mods inherently, and therefore are imperviable to tampering or interference.
For Customs, please pick as many rares as you like and 1 ultra rare!

RARE

  • GLOWING GENITALS

  • BELOW AVERAGE HEIGHT

  • ABOVE AVERAGE HEIGHT

  • LUMINESCENT CHASSIS PLATING

  • RETRACTABLE GENITAL COMPARTMENT

  • SHARP EXTREMITIES

  • CRANIAL TETHERS

ULTRA RARE

  • LUMINESCENT HALO

  • SMOOTH PLATING

  • MULTIPLE VISUAL SENSORS

  • MULTIPLE LIMBS

  • EXTREME EXTREMITY VARIATIONS

  • MULTI-GENITALIA PORT

  • HARD LIGHT EXTREMITIES