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 Mystical
Silv
Posted: Aug 21 2008, 06:29 PM


Thank you for helping us help you help us all.


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Posts: 76
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Joined: 20-August 08




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Mystical creatures control or are controlled by magic. They have the ability to go anywhere they choose, their territory easily overlapping with the territories of the others due to the individual nature of their circumstances. The ones who are in obvious control, however, are the ones who control the magic, rather than those who are controlled by it.


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Some of the most dominating and awe inspiring creatures in all of Invoria are the magicians. There is nothing the people do better than control, and it's obvious with the way they run everything. Magic requires careful control and exact precision. That's how magicians seem to handle everything, however, and not just magic. Magicians are mortal creatures, often humans possessing great skills that they have worked many years to achieve. Due to their strong ties with magic, however, they are a rather long lived race, and have created spells to keep themselves looking young and beautiful for a very long time. They are not immortal, however, as no human is, and their life force will eventually run out. Magic, does, however keep their organs running a lot longer than they normally would.

Due to the nature of their abilities, magicians have the ability to live anywhere they want to. Few, however, wish to live anywhere but their cities, simply because the cities are located where they are in an area where the magic seems stronger. Just like how towns in the desert flourish around a fountain of water, so do cities of magicians sprout up around fountains of magic. The cities are very advanced and sport some state of the art stuff that easily boggles the mind of country dwellers. These cities are far from perfect, however, and while run almost entirely by magic, they were built on the backs of the laborers that the magicians have...employed.

The magicians govern themselves in a manner similar to England of today. There is a royal family, who are well known as the strongest magical family and sport the first magician as their distant ancestor. The royal family is not in complete control, however, as they are guided by a parliament that is elected by all the magicians that make their home in the city. Only magicians have the right to vote, and only if they are over the age of twenty years, and have lived in the city for the past four.

Magicians come in every shape and size. Essentially, they are humans gifted with the ability to control magic, and so they look very similar to their human counterparts as do all the mystical creatures. They strive to keep themselves a step above humans, however, and so they will try to make the obvious connection between the two seem not as strong using their magic.

Magicians love to stay in style. If you don't keep up with the latest fashions, you better be an extremely good magician, a monk, or the person setting the style. They like to pretend they're other races (so they don't seem as human) and often dress in styles that were inspired by some of the most elegant or beautiful races. You will often see a magician sporting fake wings, or wearing fin jewelry. They love things that hold a magical value, as well as an aesthetic value, and so amulets, magical rings, and other magicked items hold extra value. They are vain in the sense that they believe that first impressions are incredibly important. This is the mindset they keep when they make anything, and so, along with being well made, magician creations also have the allure of a good first impression. If this is a spell or not, it is not public knowledge.

Speaking of their magics, magicians have the ability to manipulate more varieties of magic than any other race of Invoria. Partially this is because they spend years honing this ability, and also with the pure blind luck that comes with originally being human. There are hundreds of different spells for almost everything you can imagine, and there are brilliant minds that do nothing but conjure up new spells all day. Sure, it's a dangerous job, but there wouldn't be any advances in anything if no one stuck their neck out.

Magicians are essentially a controlling, dominant, intelligent, and problem solving race that will figure out any problem that's thrown their way. What do they care if some of the lessers get hurt in the process?.



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Seers are creatures with the remarkable ability to gain information without the use of the senses. Like being able to manipulate magic, it's a genetic trait that usually occurs in humans. Seers are the people who know something they shouldn't. Whether it's the name of another without being told, the future, or what's happening in a land far away, they are able to gain the information without the use of the senses.

There are a few different types of seers, there are the clairvoyants, the clairsentients, the clairaudients and the claircognizant. The is the most common type of seers, are clairvoyants. These people see clear pictures of things that are to come, or that merely come to them. Rarely are clairvoyants born with a strong gift. Clairsentients are seers are able to sense vibrations around others. There are many different degrees of clairsentience ranging from the perception of diseases of other people to the emotions of other people. They do not see or hear this information, instead it often comes in the form of a very vivid feeling. Clairaudience is different from Clairsentience in that you hear the information rather than feel it. For instance, a clairaudient person might claim to hear the voices or thoughts of the spirits of persons who are deceased. The rarest gift is claircognizant, occurring in fewer than five individuals every generation. Claircognizance is the ability to know something without knowing how or why you know it.

They are a very peaceful people, often being pushed around by the magicians. They don't seem to mind though. They seem happy to live on their farms, which are owned by the magicians, and are content to send the majority of their crops to the city. A few protests have risen against the way the magicians use the seers, but they are quickly quelled by other seers for fear of what the magicians might do to their neighbors.

They don't live their lives in constant fear, no, they're reassured by their abilities not to fear too much, but their lives are tolerable at best. A few seers have notable enough abilities to be sent to the cities, and some even strike out into the world to find a better life for themselves, but most stay within the comfort of the farms their families have lived on for generations.

Closer to their human ancestors than the magicians, they are not afraid to admit that they're close to the base race. Since they, like the magicians, are simply humans with a special ability. Their fashion is far more practical, and they are not as vain as their city dwelling neighbors. Most of what they build is practical, and most families grow or make what they need, or trade with others in their area if they have to.

A peaceful and kind race, a seer might very well go out of their way to help another. After all, they're a cog in the wheel, too. Right?




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Because the magicians did not want anything to do with humans, and since seers were seen as a younger sibling to their race, they needed to find something better for servants. The first golem was created by a doll maker, it was inscribed with magic phrases, and four of the strongest magicians came together to give the doll life. When the doll woke up, the first golem was born. It was the first of many.

Golems are the only mystical race that is immortal. This is because they are given life through magic, and the magic stays with them because of the inscriptions in a manner similar to the way we breathe oxygen. The only way to kill a golem is by breaking it's inscriptions. Golems are activated sparingly, and each one is custom built to the job it's intended to do. When the job is finished, the golem may be deactivated and stored until it is needed again, or they are even all purpose models that are fashionable to have in your home.

Being a magical being they have no need for sustenance. They do not eat, they do not digest, and they do not defecate. They do not require sleep either, though some do prefer to be shut off at night when there is nothing to do. Though they are often underestimated by their masters, golems are intelligent. They have emotions and the capacity to learn.

So, if they're so smart, why do they listen to the magicians? Well, they're smart enough to know that if they don't do what they're told, they'll be shut down. Also, most golems don't know anything about freedom. They've spent their entire lives doing what they are told, and because of this some of them have troubles making big decisions by themselves if they have to.



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You, my friend, are a human. That's why I know very well that I don't have to describe this race all that much because you innately know what you are. Humans come in all shapes and sizes, some are strong, some are weak, some are short, some are tall. There are all sorts of human exteriors, but essentially, they're all the same underneath.

The humans in Invoria are probably the least respected of all cognizant races. They live near the seers, or on the outskirts of the city. Wherever they are automatically becomes the slums, and they are thrown table scraps if they're thrown anything at all. Some have moved away to escape this cycle of poverty, and live near the other races, but the ones that live near their mystical cousins live short, miserable lives.



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A were-creature is a human that has been cursed with the ability to shape shift into an animal. There are almost as many variations of were-creature as there are creatures in the world, but the most common by far are werewolves and werecats. They oftentimes live in colonies with other were-creatures of the same type, and spend the majority of their lives hiding in the forests. They are feared by anyone who isn't a were-creature simply because of their tendency towards random violence, and the way they spread their curse.

Most people get turned into a were-creature by being bitten by another one. That's the easy way to become a werewolf. There is another way, however, similar to shape shifters if you are cursed to turn into some sort of animal than you are, in essence, a were-creature.

Were-creatures usually have some control as to when they change. Being more wild in nature, the magic is more wild as well. They can't change at will, exactly, there are times when it just doesn't work, but they can change if they really need to. Many werewolves change into wolves when they are angered, frightened, or hungry. It is a survival instinct. The curse also has a stronger effect in connection with the moon (typically) where as the moon gets fuller, it becomes harder for the were-creature to control themselves and their changing.

Were-creatures are very understanding of people in a similar situation to themselves, warmly welcoming in the wandering shape shifter to stay with them for awhile. Their culture is uniquely theirs, consisting of a unique blend of their animal's social tendencies and their earlier human culture. To stay awhile in a were-creature community is truly an interesting experience. While you have to be wary of them, they are truly a warm race, despite their violent tendencies.

The only people were-creatures don't like are those who can control magic. They have an innate distrust of magic, since it landed them where they are, and despite having to live with magic every day, they still haven't exactly gotten over their fear of it. If you do magic anywhere near a were-creature, it's pretty likely he's going to kill you.

The sizes and shapes of were-creatures vary with the type of animal they are. Werewolves are thick set with excellent stamina, where certain strains of werecat are long and lean.





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This might sound similar to a were-creature, in which they transform into an animal, but it is not. Shape shifters generally do not transform into an animal, they can, however, transform into the opposite gender, another race, or even an inanimate object. Usually the time the transformation occurs is more specific, and varies with each individual curse.

These people were unfortunate enough to be cursed by something or someone. Most curses of this nature of often caused by someone, and that someone could very well have something against them. There are, however, those rare type cases when you stumble across something you shouldn't have and the next thing you know you're spending your days as a leprechaun.

Remember Fiona from Shrek? How she spent her days as a princess and her nights as a hideous ogre? Well, that's basically what these people have going on. Some of them change shape depending on the sun, some on the moon, some change shape whenever they get wet with water of a certain temperature, and some change when they're hugged by a member of the opposite sex. Whatever the time (or reason) they shift, it's always constant. That's something to remember if you're trying to figure out how these guys are not were-creatures, aside from the obvious, they're not animals thing.

Curses usually have a way of being reversed. It might take awhile to find a cure, or to hunt down the original creator of the curse, but there is at least a way to get rid of it. Some curses wear away, but those are rare since, honestly, would you want to turn someone into a chair every night for only a year? No, of course you wouldn't. You'd want them to be a chair at night until they died.

So, most curses don't wear out. Shape shifters are going to be shifting for the rest of their life unless they can find a way to stop it. Sadly, this fact can make some shifters go a little mad, or feel somewhat estranged from society. However, if you know what makes you shift, oftentimes, (unless it's lunar, solar, or something you can't control) you can avoid the things that make you shift.

Most shape shifters are wanderers, hiding in shame from the world around them. Unlike the were-creatures, who have formed an identity for themselves, the shape shifters just drift around aimlessly feeling somewhat helpless, or they're off on a quest to have their curse reversed.




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If you ever spite a soul eater, you'll be lucky to spend the rest of your life as a chair. Now, if I'm giving you the impression that these soul eaters are bad people, I don't mean to. They're generally misunderstood, and some really do want to help. The general perception of soul eaters as bad, and the name they've been forced to adopt, is something that isn't going to be readily changed, however. Especially since the magicians don't want to share their magical glory with anybody else.

Through years of study, and bad disposition, these people have managed to become the dreaded soul eaters. A soul eater is a practitioner in the dark arts. No, they don't usually eat your souls, but it's a nice dramatic name, don't you think? They are, perhaps the most reclusive of the Mystics, because they are often hunted down and killed, they are also the most vengeful.

Other than the nature of their magic, there are very few characteristics that define the entire grouping as a whole. They often have bags under their eyes, as some of the magics they perform require the use of their life force. They also are characteristically pale. Most of this though, is merely information that is used to find the ones hiding among ordinary people. For example, there's a myth that they don't drown when held underwater, things like that. You remember the witch hunts, right? Well, here we go again!

Despite that fact that almost everyone hates them, soul eaters can actually do some good stuff with their magic if they really put their mind to it. They have to keep in mind though, that not everyone wants their husband to come back from the dead...especially if he looks and acts like a zombie when he does so. They are strangely accepting, in a rather “but I still hate you,” way. So, perhaps the bad disposition is merely a callous to keep people from caring too much.

Soul eaters are wanted dead. It's partially the way that the magicians have spread false rumors, and it's partially that few people understand their magic anymore. The truth is that you can't openly be a soul eater, and live for a particularly long time.


Silv
Posted: Oct 28 2008, 07:41 PM


Thank you for helping us help you help us all.


Group: Admin
Posts: 76
Member No.: 3
Joined: 20-August 08



MAGICIANS

Appearance:

Because magicians are humans, more or less, they look like them. You can have tall magicians, short magicians, lean magicians, short magicians. If you look around you, everyone is different. It's the same with magicians. They look like your regular average Joe.

They don't always act like him though. Magicians are notably distinguished from the other mysticals for simply having an air of control. They seem to all look like they run the world, which is where half the problems seem to come from. Their poise and grace is similar to the seers, slightly inhuman, but they're too bumbling to be mistaken as an elf or other graceful race from a distance.

Appearance, however, is an incredibly variable magician trait. They can change their appearance with the right skills, and the right amount of narcissism, it's not too much of a challenge for any magician with particularly fine control over their power. The females do seem to be better at changing their appearance, however, which is why most abnormal hair and eye colors are found in female magicians. Every so often, you will see a male who indulges in it, though.



Culture:


Fashion:

Magician fabrics have the strengths of being quickly and efficiently made. Magic clothing often has no seams, and is charmed against fraying. It comes in a variety of colors and patterns, and depending on how expensive and elaborate you're willing to go, magic can be used to make cloth do everything from sparkle to have moving patterns. Magicians make their clothing to be perfect in their sense of the word. Care is taken in every part of the garment industry to make the finished product as perfect as possibly. Every miller knows that magicians are a finicky group of buyers, who are not against going elsewhere to buy their cloth.

This splendid cloth goes into garments. Magician clothing is as varied as they are, the signature of it being that it has no seems, and the colors are incredibly vibrant (even somber colors have an outstanding hue). Also, many clothing companies charm their fabric against dirt, stains and wrinkles.

Clothing style varies all the time. Sometimes it'll be based on the hydriads, other times, the ethereals, other times, mythic figures. It changes with the seasons, and rarely do things stay in fashion, with the fashions revolving over the years. Forty years ago say, clothes that showed the body frame were popular, then they went back to looser dresses, before the tighter ones came back into style. This cycling of styles is prevalent in many cultures, as no idea is entirely original, and is very useful if you keep the clothing of other generations.

It can be said though, that for people so radical in their clothing, they are also incredibly conservative. Any woman who wears pants is frowned upon in magician society, same as any man who wears a dress. There is a huge gender barrier in the clothing that no one is allowed to cross without being thought of as insane, improper, or perverted.

Traditional magician clothing is the robe. Mens robes look more like the traditional sense of a robe, while often still heavily decorated, and women's look more like a dress than a robe, but are still robes if they open in the front. Robes are worn in all traditional offices, and many schools have robes as part of the school dress code.

Magicians accessories are as varies as their clothing is. They have the traditional witch's hat, which has always been popular, and the conical wizard hat. They also use all varieties of hats, scarves, jewelry, and other things. The most impressive, and popular, accessories are the ones that have been cursed, charmed, or are magical in any way. These are often the showcase of any outfit, and play center stage to everything else. In a similar way to the clothing fashions, accessories are in and out at different times of the year.

The Arts:

Like any society gone past hunting and gathering, the magicians do have, and are proud of their many artisans. Magician art and music are decidedly dependent on other races, like their fashion. The newest rages also change as quickly as the fashion.

Music:
Again, turning from the somber and quiet tunes popularized during the Great Purge, modern music is characterized by a dramatic, full quality. Gone are the days when a single musician played in the background. Popular music features quartets at the least, using extra numbers for volume as well as harmony. And then there's the shock value too, if you have a small army of people with instruments it's certainly a sign of power.

Their music is generally loud and overpowering. The latest trend being startling the audience into listening to the entire piece by starting off with a bang, trickling down in volume before crashing down on the audience's ears every so often. Generally the music is very dramatic and expressive. It is also generally in major keys. No dirges here folks.

Dance:
Dance is another part of the magician arts. While the oldest and most important dances are the ritualistic magical dances that were old summons never forgotten, they have also taken into a new trend. Partner dances, such as the waltz and the minuet and always been popular, but some of the more hips dances like the foxtrot and the Charleston have become popular with the younger crowds. Respectful distance, however, is always kept. Being close to each other while dancing is a lower life form trait and simply not proper.

Visual Arts:
Like their music, the magicians like color. Color and realism are the two big things, portraiture being especially popular. Every mansion needs at least one painted portrait, am I right? Landscapes and still lives are also very well received, if not commissioned as frequently as portraits.

Colors are often vibrant and the style is very whimsical, a harsh turn from the ark, somber paintings popularized decades earlier during the Great Purge. Anything new or exciting is most certainly in. Pointillism, cubism, impressionism, have at it lords and ladies! Magic is also often used to make the art more interesting. Paintings do everything from have their subjects move, to have their subjects talk to you. It's like television without commercials!

Since the invention of the camera, photography has also become increasingly popular. Not enough to replace the more traditional mediums, but enough that it has created a frenzy of amateurs all on the quest for the perfect shot.


Technology:

The most technologically advanced race in Invoria are the magicians. Most of their inventions are magic powered and their knowledge of the body rivals that of the elves. They are easily the second best in medicine. Using a mixture of natural herbs and magic they are able to prolong life and heal ills no one thought curable before...for a price. The downside of this is that some procedures require a steady stream of magic to keep the person alive, which begs the question: are they really living?

As with any changes, technology has both its curses and its boons. Along with medicine the other field of technology skyrocketing is military technology. Since the discover of gunpowder, the invention of rockets and the invention of guns, modern weapons have been changing rapidly. While the technology is always up to date in the lab, it is not always so on the field. Production changes are slow and so most of the lower ranks fight with older weapons.

Guns, cannons, and explosives are used more in the city of Aster than they are on the battlefield. Yes, that is rather said, considering we're in the middle of a war. Anyway, the usefulness of these technologies has long since been discovered by criminals and the city has never been particularly safe since. It is illegal to have cannons, explosives, and anything more than a handgun for basic protection (unless of course you're human in which case having a handgun is illegal) but that's never stopped criminals before. They are very popular items on the black market, and gunsmiths and explosions experts are some of the most respected people in Aster.

Not all magician technology is so dramatically balanced. Along with the camera, an early motion picture machine, early (confusing and wayward are also good adjectives) computer, incandescent lamps, and the telegraph. These items are relatively rare, saved for the rich, powerful, and/or intellectual, but they do have their ways of popping up.

Languages and Dialects:

Rutilius is home to a variety of languages and dialects. While every language spoken on Invoria can be heard in Venkel and Aster, the majority of the lands residents all speak a basic dialect of the same language. While the dialects vary wildly, with the slums of Aster being the largest jumble of them, anyone with a basic understanding of the parent language, however, can usually sort through what any dialect speaker is saying.




Magic:

Magicians have a wide array of different spells in their arsenal. All magicians know at least a few basic spells, and most make up their own variations of current spells. Each magician's magic is as unique as they are- no, perhaps I should rephrase that. The way that each magician interacts with the magic is different. No two magicians cast their spells in exactly the same way. Some specialize, and others don't.

Protection spells: A protection spell, is a protection spell, is a protection spell. It's a spell that is often used on yourself, or someone else that protects them. There are two variations of the main protection spell. There is the short term one, which is often stronger, and then there is the long term one which is often put on small children by their mothers.

The long term one is set, usually with a lock of hair or a small, very personal object. You mix the person's thing into candle wax and make a candle (or you buy a hollow candle, capitalism is such a marvel). You write the spell (or stamp it) onto the candle's side, and light the candle magically. As long as the candle burns you can rest assured knowing your loved one is safe. These have become very popular through the war.

The short term spell is set through words. You shout (whisper, say, whatever's your way), and gesture to direct the magic, and there you have it. These are mostly shields, air being the easiest to manipulate to protect you, and only hold up as long as you concentrate on it.

Distracting spells: These spells are used almost like illusions to keep someone from finding something, whether it be a person or an object. The most rudimentary of these spells is one that makes it so you won't see an object or person unless you know they're there, instead you will look to either side of them and in effect not see them. More complicated spells use different techniques, but there are no spells that can make a person completely invisible, just not noticed.

Seeking spells: These spells are used to find lost objects and people. They do not work when a person doesn't wish to be found, however, unless they are set by a particular type of magician that specializes in searching called a Seeker. The most basic are for objects. You whisper the objects name three times and it's whereabouts should become known to you. It's so simply that small children do it all the time.

Retrieving Spells: Often a small magicians first spell. It brings an object to you over a short distance. So, that toy you left just out of their reach. You're going to have to lock that up. The object generally comes slowly, unless you preform the spell a certain way. The speed of the object depends upon the urgency of the spell. Just be careful when calling sharp objects to you in a hurry. Sometimes they hit you.

Fire Spells: Also one of the first spells a young magician learns. A magical fire is a dangerous fire when not handled correctly. It doesn't burn wood or anything, but it does produce heat, and depletes the magic in an area rather quickly if it's a large one. Yes, fire spells are essentially burning magic. Who knew it was flammable? Fire spells are often used in conjunction with other spells, or to light up a dark room in an emergency. They're easy to do, and rather easy to keep under control, unless you don't have control, in which case- what are you doing playing with magic?

Ports Spells: There are a number of spells that rely on a landmark and grid system as well as the spoken word and gestures. The Port spell is one of them. Ports are small tiled room that in houses and buildings everywhere in the land of Ruitilus. They're like doors, you just say the name of the port you want to go to, focus on the tile of the floor you're standing on that represents it, and there you go. It's difficult for youngsters at first, but once they get the hang of it, their friends houses are just a spell away. The only thing is, most magicians have a protection spell on the doorway to the port, so you can't get in if you wish harm to the family or their things.




Social Structure

Family Structure:
Magicians live in your basic family unit. Often, entire clans will live under one roof, with different sections of their massive houses inhabited by different branches of the family. Family ties are incredibly strong. In many cases- you are who your ancestors were.

Rich families often stay rich, and poor families often stay poor, that's the way it always has been. People who marry up a class are frowned upon for aiming too high, and people who marry down a class are frowned upon for aiming too low. If your family comes into new money- somehow -then you're one of those dreaded upstarts. Nobody likes new money, especially not the magicians.

Their families are neither matriarchal or patriarchal. Both husband and wife rule their houses, sharing the control, or rather, trying to control it all at the same time. Siblings also often have control squabbles, and a family get together is insane, what with everybody trying to control the thing.

Gender Roles:
Unlike most other races, gender roles don't play a huge part of magician society. Men and women are both fully capable of doing any job, and you see an even number in any given field. While this might seem strange to some of the other races, it seems to work in the magicians favor, because patriarchal races and matriarchal races can find someone of authority in the gender of their choice without much fuss.

An Age Based Society:
Magicians respect their elders for the sole reason that an older magician is often stronger than a younger one. The amount of magic doesn't change, since magic isn't a part of their body but rather an outside force, their ability to control the magic does, however. Someone who has been practicing control for sixty years is going to be a lot better at it then someone who's only been at it for twenty. Also, with age comes wisdom. That being said, grandparents are very important people, and it isn't just boy scouts that help little old ladies across the street.




Basic Schooling:

While all the other children of Invoria are learning how to talk, walk, share and make friends, magicians are learning how to control. The first thing any magician needs to be taught is how to control the magic. This is a very difficult thing, and it can take a child years to learn how to control the magic, but once they do it is so ingrained into their memory that they never forget.

The next step is to hold your control with distractions. Not nearly as hard as learning to control in the first place, this step has been the downfall of many ADD kids. Your first real experience with this, however, is public schooling. A room full of small children is a magical disaster waiting to happen. Luckily, schools are on the outskirts of the city, and children get to school using the ports system.

Aster has public schooling for all magician children. Schooling starts with Primaries, moves onto Secondaries, and then ends with a big final exam that will dictate what field you ought to go into based on your skills. Some fields require that you go on to higher learner, but some do not.

Primaries are generally children six-ten, but it can range anywhere depending on the skill level of the child. Magician's have a fondness for genius and encourage all children to do their best. Classes are incredibly competitive, with the children all fighting to be the top in their class. Parents push their youngsters extremely hard. It's a labor of love though, because if their parents weren't so harsh, they wouldn't make it in the city. Young magicians learn most about the world from their parents, but the alliances that they make in Primaries and Secondaries, sometimes are kept for life.

Secondaries range from about 11-16, depending on the skill level of the child. After that, many families send their children to private tutoring until they are eighteen. All magicians take their magic test on their eighteenth birthday. Quite a happy birthday present eh? All their life has been spent preparing for this one test. The results of the test tell the kid exactly what they're going to do with their life based on their skills. If you fail the test, you are allowed to retake it every four years, but really, you're never going to amount to much, because everyone knows you failed the test. If you fail the test, you probably are going to want to move away from the city.

Both sexes receive education, merely because, to refuse education to any magician could easily create chaos. It's better for them to be taught how to have control in a controlled setting, then to have them mess with their unknown powers and accidentally level Aster.



History:

-coming soon




Views:

Magician society is all about control. They are a controlling and greedy race that is mostly looked down upon throughout Invoria for being remarkably petty. Their magic, fine goods, and wealth, however, seem to keep open scorn to a minimum.
Silv
Posted: Oct 29 2008, 05:41 PM


Thank you for helping us help you help us all.


Group: Admin
Posts: 76
Member No.: 3
Joined: 20-August 08



SEER

Appearance:

Because seers are humans, more or less, they look like them. You can have tall seers, short seers, lean seers,fat seers. If you look around you, everyone is different. It's the same with seers. They look like your regular average Joe. Actually, if you line up a whole row of all the mystical races you can't tell one from the other, unless they do something that tells you what they are.

Seers are different than magicians in that they have an air of grace, rather than control. They are graceful humanoids, and while they might be working stock, their motions are often light and airy. This may be odd, seeing as how seers are confronted with some of the worst images one could ever imagine daily, but they seem to be able to forget their hardships and simply enjoy life itself. Known for their cheery natures, and sparkling attitudes, seers seem gracelessly careless; even if they are not.





Culture:


Fashion:
Seers are practical people. They like simplicity and so it is no wonder that their clothing is remarkably simple. It is still well made, and perhaps more durable than magician clothing. Often, they buy their cloth from magicians and make their clothing themselves, or someone close to them makes it for them. The cloth they buy is often magicked to be stronger, and more stain resistant, to make it so that they don't have to repair or wash their clothing as often, especially in winter.

Seeing as how most of them are farmers, the majority of their clothing is working clothes. They will often have something slightly nicer for festival days. They've never been known to go over the top however.





Magic:

Seer magic is innate, they might not be able to control it very well, but it does give them information that they wouldn't know otherwise. There is no outward sign of the magic, though some have found that their visions are strengthened when they channel their energy through something, like a crystal. The magic is there, however, even if you can't see it or control it. Seers are very different than magicians in the sense that they try to co-exist with their magic, or accept it, rather than control it. This practice may lead to visions being shaky, but the seers are used to that, and instead of disciplining their magic, prefer to discipline their minds.

Seers learn at a young age to simply accept life and magic. This causes the magic to simply flow through them, leaving odd images, feelings, or information behind in the process. They can consciously change the rate of the flow if they have figured out the secrets, but most of them do not disturb the flow of magic on principle.





Social Structure

Family Structure:
Family and community mean a lot to seers. They love to be around each other, and raising a child is nearly a community endeavor. Usually, seers live in family units consisting of a mother, father, children, and any older relatives who wouldn't be able to live on their own. Wisdom is seer communities is based on age. Younger people are taught to respect their elders, and look to them when seeking advice and so forth.

Almost all seers are poor. There are a few that live a splendid life in the city, but these are few and far between. The majority of seers live on farms in their little communities and live a happy little existence there. Most of these farms are owned by magicians, who force the seers to send the magority of their food to the city. Every seer, however, has a garden, it's a seer thing, and so they usually have enough food to make it through the winter.

Gender Roles:
In seer society there are strict gender roles that are generally adhered to. Because most seers are farmers, the men usually stay out in the fields, and the women, while helping during planting and harvest, stay closer to home and manage the cooking, cleaning, gardening, and children. Younger children often help their mothers around the house, and by the time they're a little bit older most boys are already tending herds and flocks and helping in the field, and most girls are already helping cook, garden, and do the wash. Around a seer homestead, everyone pitches in, except you know, infants and the sick.

Agriculture Based Society:
In seer society everyone helps each other out so that nobody will go hungry. True, most of the crops are sent to the city, but that doesn't mean that the seers have nothing. Most of their year revolves around planting and harvest, which are the two busiest times of the year, the other times are more lax, but a farmers work is never done. These simple minded folk are always busy, and they will easily grow restless if there is nothing for them to do.




Basic Schooling:


Seers don't really have schools. During the winter, sometimes the public building is open for seers to teach children things. Often though, seers learn from their peers and their elders. They don't really need formal schools, nor will the magicians allow them. People are harder to keep under control when they're educated after all.


History:


-coming


Views:


The seers have a very kind outlook on life. They believe that everyone is just a part of the wheel, and that we should all love and help one another. Incredibly peaceful creatures- all of Invoria could learn from the seers.

They thrive in simplicity; “Tis a gift to be simple,” is something you'll hear often. They're happy people, for some worked so very hard. The magicians might find it unnatural, but it's charming nonetheless. Of all the mystics, the seers are considered the most harmless, good natured, and kind.
Silv
Posted: Nov 18 2008, 05:18 PM


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Posts: 76
Member No.: 3
Joined: 20-August 08



GOLEMS

Appearance:

Alright, I lied. You can stand all the natural born mystics next to each other and not tell the difference, but if you have a golem in the mix, it can be pretty obvious what they are. Golems can look like anything, from gigantic dolls to bits of metal in a strange shape. The majority of them look like people, so that they can do human tasks, but not all of them do. In actuality golems can look like just about anything so long as they still serve their purpose.

There is truth, however, that golems appearance does on the work they were meant to do. There isn't much care put into the way an industrial golem looks. The less it has to interact with sensitive magician eyes, the less exquisite it's going to be. The same is true for golems that are always around people. These golems can be incredibly gorgeous. Some can even be there simply to look pretty, with no real function involved. Appearance in golems is as variable as it isn't variable in all the other mystical races.

Golems are generally viewed as being composed of three parts: the body, the heart, and pure magic. The body is the easiest part of a golem to understand because it is right there in front of you. The body is often made by artisans, before being sent to stronger magicians. Stronger magicians are the ones who make the scroll. A lot of time and effort goes into every single golem, especially the ones that are for a specific purpose. There are obviously mass produced golems, but these tend to malfunction and are only used by poor magicians. The last part to a golem "birth" is being activated. Anyone can activate a golem, no magic is required simply because there is enough magic in the heart to make it so anyone can activate them. Only a magician, however, can reprogram a golem. This requires taking out the scroll, and altering the spells and information on it.



Fashion:

Like their appearance, what golems wears also depends on how much magician interaction they have. Some of the industrial golems don't wear clothing because they don't need to. Some of the ones who live in the height of society wear what their owners want them to. There usually isn't much personal choice in the world of golems.

However, since what they are made out of can almost be considered like wearing something, golems can be made out of almost any substance. The most popular by far is a fuax magician. The closer a golem looks to a living creature, generally the more expensive and important it is. There are plenty of golems that are made from roughly peiced together scrap metal. Usually what they look like follows their function.




Magic:

The only magic a golem has is the magic that gives them life. Inside of every golem is a magic scroll that connects to each of the limbs with thick channels of magic. This scroll, known as the heart, can be placed anywhere, but is often placed in the torso, because there is usually room for it there. Once activated, the scroll does not wear out, and the magic that animates a golem keeps flowing through the mechanoid. The scroll can be easily deactivated with a releasing spell, and the golem can then be destroyed or put in storage until they are needed again, in which case all it takes is reactivating the golem by following the instructions usually imprinted onto the golems front or back.

Golems have no magical abilities of their own other than simply being animated. They may be far more magical than any of the other races, but they cannot control the magic, only "live" with it.



Basic Schooling:

Golems don't go to school, in fact, they don't even learn in the same sense. Most of them are programed with the information they need to know. They can think for themselves, and easily store information, but they usually have no formal schooling.


History:

Because the magicians did not want anything to do with humans, and since seers were seen as a younger sibling to their race, they needed to find something better for servants. The first golem was created by a doll maker, it was inscribed with magic phrases, and four of the strongest magicians came together to give the doll life. When the doll woke up, the first golem was born




Views:

Golems do what they were intended to do. Not much independent thought goes on throughout the whole race. Like humans and shapeshifters they're a forgotten race, because they simply fade into the background. They're not very important, and it seems pretty obvious why they aren't.
Silv
Posted: Nov 18 2008, 05:54 PM


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Posts: 76
Member No.: 3
Joined: 20-August 08



HUMANS

Appearance:

Humans come in all shapes and sizes, some are strong, some are weak, some are short, some are tall. There are all sorts of human exteriors, but essentially, they're all the same underneath. Now, because you are human, I know full well that I really don't have to explain much what they look like. If you're having trouble visualizing it, go find a mirror.




Culture:
Fashion:
Most humans are poor and spend their lives scraping things out of sewers and eating them. As you could probably guess, fashion really isn't all that important to humans. The majority of humans wear what they can find. Castaway garments, remnants of packaging, and the occasional 'clothing I pulled off a dead man' are all very commonly seen on the humans of Invoria. What little they do have, is often in poor condition, or barely there at all. Threadbare clothing is all the rage, as with gaping holes and the "I've worn nothing else for the last five years" look.




Magic:

Humans have no magic abilities at all. The closest they come to it is being in the same room as someone who does, and even that's not a magical ability.



Social Structure


Family Structure:
Humans live in a variety of family units. Because they often have to fend for themselves, usually only the immediate family lives together, a mated pair and their children. Sometimes, however, the family will take in other members, like an ailing grandparent, or a down on luck uncle. Usually, they only take care of immediate family. Don't think that because of this that their family connections are weaker than say the magicians or the seers. Humans do often care for their kin, and while they can't always help them financially, they'll try to help them out of a jam in whatever way they can.

The same can be said for their community. Against one another it's every human for themselves. They will band together, however, to help one of their kind against say, a magician, or whatnot.

Gender Roles
In a dog eat dog world, generally only the strongest will survive. This has led to a somewhat patriarchal society. As the rich ride on the back of the working class, usually only male humans are acknowledged, unless the occasional female becomes something of a problem. Generally though, humans manage to keep their ranks in check (I'm talking the honest ones here more so than the thieves) in order to minimize the harassment they get.





Basic Schooling:

Like the seers, humans don't have formal education. Unlike the seers, they are unmotivated to gather their children and try to teach them anything. Most humans learn from the "School of Hardknock" and carve out a life for themselves on the streets. There are a few that live with the seers, ans so learn that way, but very few have the privilege of anything remotely close to institutional learning.


History:

-coming soon




Views:

Humans have the great fortune of being thought of as a 'dirty' race. They're generally disliked, by magicians in particular, but if you ask other races, they're not really good for anything much. Like golems and shapeshifters they're a forgotten race, because they simply fade into the background. They're not very important, and it seems pretty obvious why they aren't.
Silv
Posted: Nov 29 2008, 11:34 PM


Thank you for helping us help you help us all.


Group: Admin
Posts: 76
Member No.: 3
Joined: 20-August 08



WERE-CREATURE

Appearance:

Just like the rest of the mysticals (golems not included) the were-creatures look like their "base race" or the race they were before they were cursed/bitten. Were-creatures have essentially three forms: the base form, the half form, and the full form.

The base form looks like your run of the mill person. There are a few things that can help you determine if the person next to you is a were-creature, however. Their teeth never fully reverts back to human after their first shift, and so resemble the teeth of the animal they shift into ever so slightly. So, this could mean that their teeth look bigger, more compact, sharper, or whatever. Their eyes are also far more animalistic, with large pupils for seeing in the dark. All were-creatures also have elevated temperatures. Their average body temperature is much higher than normal. They do not, however, seem to react to temperatures in the same way that most creatures do. Were-creatures have to eat constantly (and are always hungry) which helps them keep their body temperature at a constant level.

The half form is a lock between the base form and the full form. It has elements from both, sort of like a mid-shift. So, they'd look very anthropomorphic, with elongated features, slightly longer teeth and claws. This is the hardest form for a were-creature to control. They are rarely in it for long, however.

The full form is the were-creature's animal. They look like the animal. You can't really tell it's not what it looks like, until it either does something intelligent, or more's the case, acts like it's rabid. This form is easier to control then their half form, but not nearly as easy to control as their base form.

Were-creatures move in a way that is both graceful and animalistic. There is a power to their step, a dominant nature, that clashes and yet is so very similar to the magician's. They move rapidly from gentle as a kitten, to feral and dangerous as a tiger. They are unpredictable, and dangerous. They will attack unprovoked and without warning. They are creatures to be wary about.



Fashion:

Furs and skins are the most basic were-creature look. Most of them are hunters, using every part of the animals they kill, and so they often use the hides and furs for their clothing. Sometimes, they will get a hold of cloth from other races, most often magician made, or nightwalker made, and they will make their clothing with that. Usually, though, because the magic that makes them shift causes them to react to temperatures differently than most mystics, were-creatures don't have much to do in the way of fashion simply because they don't wear much clothing, as it tends to get ruined when they shift. Tattoos, however, are very popular and almost every were-creature has at least one that represents their loyalties.

Because they shift, like shapeshifters, they have to be very careful with their clothing. Clothing doesn't shift like they do. Many of them wear modified clothing if they can, that is able to withstand the shift, and others hide before they shift and take their clothing off. Since their shifting is more erratic than shapeshifter's, however, they often go around with what little modified clothing can withstand the shift.




Magic:

The magic that a were-wolf has and yet wishes that they didn't is the magic that causes them to shift form. This magic is feral, unpredictable and violent affecting the victim and causing them to loose their civilized ways at a given instant. This magic is easily transmitted, and is most quickly transmitted by body fluids (a bit like AIDS), often by being bitten. The only people who do not have to worry about the curse being transmitted in this manner are people who already have another curse. And so, were-creatures can bite each other without spreading it, and they can bite shapeshifters without spreading it. Anyone else they bite will become a were-creature. Any other magic is completely dependent on what they were before they were cursed.

An odd note about were-creatures, however. All shifters (people who are cursed) are constantly surrounded by magic. It's always there, waiting to shift them and whatnot. Anyway, this surplus of magic has some interesting side effects. It causes their senses to be slightly skewed, and it also repels other magic. You can't cast a spell on a were-creature. It isn't going to work. They're impervious to mind magic, harming magic, other curses, most magic that directly affects them. Even some healing spells. The same cannot be said for their environment. This inability to be influenced by magic has helped make them such a problem for the magicians, especially since unlike shapeshifter's, they are a united front.



Family Structure:


Were-creatures often live in groups that are characterized by the type of creature they shift into. Even the most solitary of animals, when a were-creature, still lives in some fashion of community simply because they are more human than animal and yearn for that connection.


There are two different classes of were-creatures. There are the ones who have embraced their animalistic nature, and the ones who shun it. Neither group likes the other very much, but they've learned to tolerate.

Those who shun it often live in were-creature cities scattered throughout the forest, and work on herbal potions to make them less violent or to knock themselves out whenever there is a full moon. Their cities run just like any other city in Invoria and they are civilized. They have an economy, they have grocery stores, it's just not as fancy as Aster.

Those who embrace it often take to the forest, living more like animals than people. They follow the same basic social structures of the animals they turn into, the werecats living in colonies, the werewolves in packs, the weredeer in herds, the werebirds in flocks, ect. In these societies strength is often more important than looks and weakness is something you never want to show. As dangerous as city life, but far more a connected community, they literally embrace their inner animal.





Basic Schooling:

Most were-creatures learn from their relations. Everyone in a were-creature's life has something to teach them. The ancient ways are continued on by shamans, who teach children only after their thirteenth birthday. Less formal schooling is done by any relative who simply wishes to teach the child a lesson. Lessons are often given for a reason, a lack of humility, a failure to complete a task. These lessons can be life altering.

The climax of every were-creature's life is often their survival test. They are taken deep into the forest in groups no larger than three, and are left there without any provisions. They have to survive in the wild for a month. If they come home before that they are to take the test again, since they clearly weren't ready for it. There is some shame in not being able to complete the test, but the elders would rather you come back, than you die in the forest.



History:

-coming soon




Views:

By "civilized" society (ie. magicians) were-creatures are often thought of as nothing more than a band of dirty and disgusting animals. Were-creatures are generally given the distance of any rabid animal, and those who wander from the forest are generally chased back into it as a means to control curse spreading. They are considered to be dangerous, cunning, and terrible. Negotiations with such demons is temporary at best.
Silv
Posted: Dec 17 2008, 09:12 PM


Thank you for helping us help you help us all.


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Member No.: 3
Joined: 20-August 08



SHAPESHIFTERS

Appearance:

Just like the rest of the mysticals (golems not included) the shapeshifter's look like their "base race" or the race they were before they were cursed. Unlike were-creatures, however, shapeshifters usually only have two forms. Their cursed appearance, and their regular appearance.

Shapeshifters (like were-creatures) gain some of the complexities of whatever they shift into. So, for instance, someone who turns into a chair every full moon would hide by sitting still besides a table. Alright, that was a lame example, but what they shift into becomes a part of themselves. Also, like were-creatures, shapeshifters have elevated temperatures. Their average body temperature is much higher than normal.



Fashion:

Seeing as how shapeshifter's don't exactly have much of a culture, wandering off on their own, or attaching themselves to another culture, they have not banded together like the were-creatures have. As such, they don't exactly have a cultural identity in the arts, fashion, or anything else. Because of this, however, shapeshifters can be found wearing anything, or blending in with any group (until they shift of course).

Because they shift, like were-creatures, they have to be very careful with their clothing. Clothing doesn't shift like they do. Many of them wear modified clothing if they can, that is able to withstand the shift, and other hide before they shift and take their clothing off. If they are not careful, they're going to rack up as many clothing bills as the hulk.




Magic:

The magic that a shapeshifter has and yet wishes that they didn't is the magic that causes them to shift form. This magic is unpredictable like in a were-creature. However, because shapeshifter's do not shift into animals like their were-creature counterparts, they do not have the feral element that us most common in were-creatures. They don't loose any of their humanness (for lack of a better term) to the magic. Any other magic is completely dependent on what they were before they were cursed.

Like were-creatures, some shapeshifters can transmit their curse through bodily fluids. They're just not as liable to bite you as a were-creature is. Because of this, shifters are never allowed to be blood donors (at least in formal blood donation settings) and many of them refrain from intimate relationships with anyone who isn't cursed. Shapeshifters cannot transmit their curses to one another, or to were-creatures, just like were-creatures cannot transmit their curse to shapeshifters. One thing to note, however, is that while were-creature curses always transmit, not all shapeshifter curses do.

An odd note about shapeshifters is merely a repeat of what I said before about were-creatures. All shifters (people who are cursed) are constantly surrounded by magic. It's always there, waiting to shift them and whatnot. Anyway, this surplus of magic has some interesting side effects. It causes their senses to be slightly skewed, and it also repels other magic. You can't cast a spell on a shapeshifter. It isn't going to work. They're impervious to mind magic, harming magic, other curses, most magic that directly affects them. Even some healing spells do not work. The same cannot be said for their environment. This inability to be influenced by magic has helped make them such a problem for the magicians, but because they often travel alone, or in small groups, they are not as much of a threat as the were-creatures are.



Basic Schooling:

Shapeshifters often have the schooling they had before they were cursed (which depends on what they were before said cursing) and once they're cursed they have no real formal schooling. Every shapeshifter's curse is different, they can't exactly teach each other how to deal with it, they can only be supportive.


History:

-coming soon




Views:

Shapeshifters are an enigma. Even shapeshifters don't know very much about themselves in general and if they don't know, how could anyone else? Like were-creatures, they're generally kept away (if they're noticed) because of a curses tendency to be transmittable.
Silv
Posted: Jun 1 2009, 11:40 PM


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SOUL EATERS

Appearance:

Because soul eaters are humans (really magicians), more or less, they look like them. You can have tall, short, fat, skinny and all sorts of varieties of soul eaters. If you don't remember what magicians look like just go up a few posts and reread.

How soul eaters appear different from magicians? The honest to goodness answer is that there is no difference between soul eaters and magicians. Actually, they are identical in every aspect, one heart, one brain, two lungs, the ability to use magic. The only things that mark out a soul eater are two very variable things.

The first is the way they carry themselves. Like any other magician (and a soul eater is a magician) soul eaters have an air of control around them. Unlike any other magician, they're not quite as sure of themselves. Of course, there are magicians who are unsure of themselves as well, but being generally hunted down does have a tendency to make you untrusting. Generally considered cold and heartless bastards (but then again so are most regular magicians) soul eaters are said to have a sort of shifty air about them, controlling in a manipulative way. But, like I've said, this is merely word of mouth and there are as many regular magicians that share these traits as there are genuine soul eaters.

Another way is the basic folk lore. Soul eaters are supposed to be unusually pale, with dark bags under their eyes. Sometimes the whites of their eyes are yellow, or some other unnatural color, sometimes they're bloodshot. Sometimes they have fangs, or a snake tongue. If put in the water, a soul eater will float while a magician will sink. Think crazy witch trial mumbo jumbo. If it sounds insane and evil, it must be a soul eater trait.



Fashion:

Whatever culture they're blending into.



Magic:

If a magician can do it, a soul eater can do it. In order for this to make sense perhaps we have to look lightly into the origin of soul eaters which will be discussed further later on. Soul eaters are magicians. Terribly sorry for all of you all excited about role playing the spawn of the devils in human form- look up the nightwalkers if you want that. Anyway, hundreds of years ago there was a social reform that banned certain magics from every day use on account of these nifty things called morals. The people who were of the opinion that morals shouldn't stop knowledge and refused to give up what they had learned are the ancestors of todays modern soul eaters. Yes, another classic case of stubborn people screwing over future generations.

During The Great Purging, many manuscripts and information involving the immoral arts were destroyed, but not all of them. Many people risked their lives to keep the knowledge alive. In an effort to keep these people in check, the central government created propaganda, and like any good propaganda it spread like wildfire. Rumors of another race of creatures that fed off of human souls and reanimated your dead relatives to do heinous acts while you slept took the populace by storm. Many, many people were killed for being a suspected soul eater, and while a few actual soul eaters were killed, the majority of the deaths were innocent (or you know, not so innocent) magicians. And now I'm getting off topic. Anyway, their magic is the same as your average magician and then some.

THE IMMORAL ARTS:

Necromancy- There are a pretty good variety of dead reanimation techniques and the favorite varies from soul eater to soul eater depending on what they want to do. Varieties of necromancy also involve the summoning of dead souls to speak with former relatives, and possession of a recently dead body with your own soul.

Killing Spells- There are more varieties of spells for killing someone than there are for lighting a fire, there's the dramatic kind where the person explodes, and then there are the less dramatic kind where they just fall over dead. Some spells require direct contact, and others don't, it just depends.
*Note- these are spells solely meant for killing, other spells used by your everyday magician can easily be modified ever so slightly and be used to kill (ie. the giant fireball) but their original intent, unlike these spells, was not to kill.

Torture Spells- Like killing spells they come in many, many varieties and styles. Basically, a torture spell is any kind of spell that causes pain, whether it be physical or emotional trauma.
*Note- these are spells solely meant for torture, other spells used by your everyday magician can easily be modified ever so slightly and be used to cause extreme pain but their original intent, unlike these spells, was not for torture.

Love Spells- While the smaller charms that wear off quickly and simply cause infatuation are still employed by many magicians, the heavy duty spells were gotten rid of during the Great Purge because they were considered immoral. The spell doesn't create love, it creates a connection that is close enough to mimic love and can grow to become actual love eventually. Like the servant spells it makes the magicked person dependent on the person who put the spell on them in the first place. In order to create such a connection an actual connection is required shortly after the spell is in place. The main reason that this spell was purged was because it practically justified rape.

Servant Spells- Spells that were used to create the perfect servants have been banned since the easy construction of golems. The old spells used to make the magicked person dependent on their master. The servant could not betray their master, even if they wanted to, or else they would have physical pain. Generally, the magicked person did not realize they were magicked, and so simply displayed very loyal behaviors. If the servant disobeyed the master they would also suffer physical pain, and feel compelled to do as they were told even if they were morally against what they'd been told to do. This spell was purged because of the idea that all magicians are free men who should be allowed to make their own decisions. If the spell is placed on a member of a lesser race it is not as frowned upon.

More to be added.



Basic Schooling:

Same as whatever culture they're blending into.


History:

-coming soon




Views:

Magicians see soul eaters as everything they're afraid of. Soul eaters murder innocent children and drink their blood, they mutilate anything they get their hands on, they do all number of unspeakable horrors. The truth is that soul eaters don't do anything but practice magiks that the magicians themselves have outlawed. Still, the stories make people more likely to kill Soul eaters, and magicians are all about population control if they dislike a race.
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Chaos has reigned on Invoria for years. Many have died of battle, and even more have died of starvation. Every person of every walk of life is starting to feel a sort of emptiness inside themselves, like hunger. They hunger for peace, for knowing their children are safe, for the ability to close their eyes without waking in the grip of a night terror. The war has gotten such that no one really knows who started it anymore. Most are just fighting to protect themselves, or for revenge, or for the pride of their race. Many more are tired of the war, and would jump at the chance to have it come to an end.

That end may be coming sooner than we all think. There are many plots to stop the war, and just as many to continue it. Factions fight against factions in a battle of wits, heart, and power. One man, cannot win a war, however, and one race cannot rule over all. No matter how much they think that they can.

Where will you be in the deciding battles? What is your role to play in the world of Invoria?

Who will you place your faith in?

QUOTATIONS :
"The tragedy of war is that it uses man's best to do man's worst."
~ Henry Fosdick

"It is forbidden to kill; therefore all murderers are punished unless they kill in large numbers and to the sound of trumpets."
~ Voltaire

"Men are at war with each other because each man is at war with himself."
~ Francis Meehan

 

 



 

 



Jack Adlai Cinead
Character Spotlight


Biography | Relations
"I love Jack, and I've been rooting for him to win featured character for what seems like forever, but either I haven't been shouting loud enough, or my reasons make about as much sense as he does. Perhaps the most colorful character in all of Invoria, Jack Cinead is loads of fun, and role played masterfully. You're never quite sure what to expect from him, but you know it's going to turn out to be interesting. Fascinating to follow, and involved in some of the most gripping and action packed plots, Jack is the man!" ~Silv


"Cops and Robbers" - The Hoosiers
Theme Spotlight

"If Invoria turned into a musical (now there's a strange thought to consider xD) I'm pretty sure this song would be in there somewhere. Jack's one of the few characters I can see leading a musical number, but that's really besides the point. I think this song describes Jack relationship with authority perfectly. I love how it alternates between "if" we catch a criminal, and 'when' we catch a criminal, which makes clear the unstable nature of a life of crime. I also love how the upbeatness of the song sort of betrays the darkness of the lyrics. The song just makes me think Jack, and not just Jack, but how he views the world of Invoria and his experience. I think it's just awesome." ~Silv


Why you will not (>Survive<)
Thread Spotlight

"Benny is one of my favorite characters and to see her frank personality butt up against Nadira's cultured one makes for a good show. Plus you can't beat the Orc accent - it's the best! All in all a very unorthodox thread between two extremely different characters but a very good read." ~Jackie


Konstantin and Cadence
Couple Spotlight


His | X | His
"If I go too far into describing why I love this pairing, I’m certain I’ll turn into a screeching fan-girl. If it possible for two people to be so incompatible and yet so obviously made for each other? The way the Fish’s Cade’s arrogance bounces off Konstantin’s strong will is almost as glitteringly awesome as the northern lights. Also I’m dying to know—who is the dominant one?" ~OI


 


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