**APPROVED BY LadyPSerenity**
**History:
Long ago, when only a few some villages dotted the desolate land of Alsonia, dragons decended to the land. The fire dragon landed in the far east, and volcanoes rose, the heat stretched far accross the land and formed deserts. The earth dragon landed in the far south, carving deep canyons and raising mountians as it's magic spannd it created plains and meadows and provided fertile land. The wind dragon landed in the far west wearing into large boulders forming cliffs over looking the ocean where cool ocean breezes and powerful wind storms are birthed, as it's power spread it gave life to lush thick woodland forests. The water dragon landed deep in the north, forming harsh snowy terrain and snow capped mountains, as the magic spread it formed large rivers that fed into large lakes that in turn fed into large rivers until it met the coast. The drogons of dark and light were too large to land in any one spot and concentrate there energies there, so they embededthemselves withing the hearts of the people, and the land itself, forming shadows, purity, inflicting wounds and then giving the ability to heal them. But on that day one dragon did not land. The dragon of time, it was anrgy with what the vile creatures of the land had been blessed with, it picked up the tiny village of Xerania, by the very land it was founded on and started to crush it in it's enormous paws. One child that had been outside thw village saw the terror that was happening, and this one small fragile child of human blood, stood up against the dragon. The child threw a stone, a small tiny pebble, insignifigant in a normal beings hands, but when the stone hit the dragon, it glew, shimmering bright and grand with a prism of light so bright it blined the dragon and whole world for a few split moments. When the light vanished, the dragon was gone so was the child, in their place the small pebble glimmered only slightly and had a symbol carved in it. The town floated back gently to the ground as if it were light as a feather. Smaller than before, a deep crevass with water at the bottom surounded the town now and no one could leave it for weeks until a bridge was built, and by the time one bridge was built, the pebble was lost amongst the land.
So is the story that almost every child is told in the Kingdom of Alsonia, although now it's believed to be just that, a story with no real truth. Now the town of Xerania has grown into a vast city with districts and even a grand castle in it. Indeed there is a deep crevice with water at the bottom surrounding the city, and a high wall that has four gates that lead to four bridges that were built to link the city to the land, but most just belive that the first settlers of the Kingdom of Alsonia found it that way and built the briges themselves. Ever since it was settled the royal family has lived in Xerania, and the town has grown to be the captial of all of Alsonia, and has grown to have high trade and contact with every race. The drawves and orcs in the south, the light elves and were folk in the west, the blood elves and vampires in the north and humans in all of the kindgom. As time passed the city of Xerania grew to have guilds to help the common folk since the people of the kingdom feel it's not right to bother the Knights of Xerania with peti things, especailly since the Kingdom of Alsonia has never been on good terms with the two of it's neighboring kingdoms, Slemen and Folross.
Places of Intrest:
Kingdom of Folross:
Capital City Alross --- Grand Castle of Alross, Grand Library, Death Knights & Chapel of Sheena
Kingdom of Slemen:
Capital City Magston --- Grand Castle of Magstron, Valkire Knights, & Chapel of Aiross
Kingdom of Alsonia:
Capital City Xerania --- Underground Aqueducts know to the local guild members as The Spider's Pathway, Grand Castle of Xerania, Xeraniean Knights, Chapel of Lucian, Joe's Tavern
City of Vampires --- Vampiric Temple, Tainted Heart Tavern, Predator's League
City of Were Folk --- Temple of the Lycan, Animaru Tavern, Predator's League
City of Blood Elves --- Temple of Pyra, Magistrate Tavern
City of Light Elves --- Temple of Lucretia, Holy Waters Tavern, Purity Springs
City of Dwarves --- Ore Mines, The Drunken Hammer Tavern, Meeting Square
City of Orcs --- Blood Shed Tavern, Barracks, Predator's League
**Sample Character Sheet:
Name: (First and Last)
Title: (Usually Xeraniean Knights, and veteran guild members have a title of some sort, they don't have to though, if your character has no title, then leave the space blank or put no title)
Guild: (Warrior, Priest, Mage, Thief, Xeraniean Knight, Xeraniean Squire, for vampires, Were Folk, and Orcs only Predator's League)
Time in Guild: (Haven't joined yet ,this is for people who want their characters to be totally new to a guild or the nights, X years, for people who want there character to have some time with the guild or veteran, for those who want there character to know the ins and outs of the guild.)
Age: (can range from 16 to xxxx no exceptions, for immortal races you can't go higher than four digits)
Sex: (Male, Female, ....Both?)
Race: (Humans, Light Elf, Blood Elf, Orc, Drawven, Vampiric, Were Folk)
Hieght: (What is their hieght)
Weight: (Their weight?)
Appearence: (Word Description or pictures)
Weapon(s): (May use three weapons (twin swords count as two) Swords, guns, magic, ect.)
Element: (What is their element? This determines major weakness, and strength with magic choices are: Water, Fire, Earth, Wind, Light, Dark choose only one)
Skill(s): (Do they have any special skills like high agility, good eyes for scouting, light stepping, element intunment, etc.(keep skills to a maximum of 2 per character)
Accessory(ies): (keep to a maximum of two as well, they are usually enchanted items)
Biography: (A short runup on your character's past, a short paragraph will suffice, but must be longer than one or two sentences)
Personality: (How do they act? Do they have any pet peeves or major likings? Are they flirtatious or reserved? Do they have a spilt personality, perhaps? etc.)
Guilds: (What are they? What are they for? Character placement and entrance.)
What are they?
--- Warrior Guild: Placed close to Gate Two, just inside the West District of Xerania, The Warriror Guild is filled with Ex-Knights, traveling swordsmen who stayed in Xerania, and people who flat out didn't like the rules and never wanted to be a Xeraniean Knight. Full of mostly fairly normaly folk, who follow the rules, and brutes. While being the second least enlisted in service of the Xeraniean Knights, they the most respected faction like group in Xerania, aside from the Xeraniean Knights themselves. Second largest guild, the leader is highly respected and does their share of the work. A few drawves and were folk have been enlisted in the guild in the past, but currently none are in it any longer. You're either a lackey, squad captain or loneman in this guild.
--- Priest Guild: Placed in the dead center of the Grand Castle of Xerania and Gate One, in the North District of Xerania, the Priest Guild is filled with people who want to do good, help others, have a knack for healing, or are just highly religious, the most commonly enlisted by the Xeraniean Knights, they are the third highest respected Faction like group in Raftidia, following the Warrior Guild and Xeraniean Knights. The largest guild, the leader is also the High Priest and is said to be the most skilled healer of Xerania. A few light elves are in this guild. This guild has a seniority system and is organized by how long a person has been in the guild and if they have any previous generations of their family in the guild.
--- Mage Guild: Placed against the wall of the South District, instantly next to Gate Three. The Mage Guild is, as it sounds, for mages and magic weilders. While the guild also does medical research along side the priest guild, it specializes in magic and magic item advancment. The guild is filled with many intelegent and skilled people, even a few blood elves reside in this guild. The smallest of all the guilds, the Mage Guild is the Second most commonly enlisted into the services of the Xeraniean Knights and is the fourth highest faction like guild following the Priest Guild, Warrior Guild, and Xeraniean Knights. The leader is rather eccentric and spends most of their time in the form of an owl. Mages are the only humans who can use magic and usually the element of their soul is what magic they most commonly use and specialize in. Is organized by the skill of an induvidual.
--- Thief Guild: Placed in the East District, near Gate Four, The Thief Guild is fool of misunderstood people, loners, and people who are just flat out scary looking and resent others. Probably the most variety in one guild, the Thief Guild has members with high and low morals, some will do any job, some will do ceratian jobs outside of Xerania, and some will do any job as long as the price is right. Some of the members stick togther while others stick to themselves. They are only to be enlisted by Xeraniean Knights during times of war or to steal something back that has been stolen. There are rumors that the leader is actually in hiding and the one that says he is the leader is actually just a proxy, but nothing has been proven. This is the third largest guild and is the least respected faction like guild in all of Xerania. Has a worth system in place, the more jobs one has done successfully and how well they do it successfully places them.
--- Knights of Xerania: The Knights of Xerania a.k.a. the Xeraniean Knights are the largest force in all of Xerania, and the most respected. They reside in the Grand Castle of Xerania, and are for the most part respectable, they have a few not so admirable characters in the Knights as well. The Xeraniean Knights are the heros to children all through the Kingdom of Alsonia. The entrance exam is said to be the thoughest of all the Knights in any of the Kingdom and rival those of neighboring kingdoms. The dream positionfor most boys for years, recently women have been allowed into the knights as well, so recently that there are still a good few who oppose it, one of which is High Counsleman Kronoff. People start off as a Squire and then get promoted to knight and then to brigade captain.
--- Predator's League: Established by the Vampires, Orcs, and Were Folk, The Predator's League is a group of beings that think that the human race is inferior and are no better than catle or pawns to be used and discarded. A very racist league the members usually either stay with their own race or seek out humans to use. The leagu has grown emmensly large and arrogant and have been recently ignoring the law that prohibits preying on humans. Because of this the Predator's League isn't exactly on good terms with the humans, dwarves, light elves, or blood elves.
What are they for?:
The only group hated by even the Theif Guild in the whole Kingdom of Xerania, are bandits, people who do nothing but cause problems for tavelers and country towns, they even try to get inside Xerania from time to time. So they not only make is necessary for guild members to be hired to do transport missions, guarding missions, and capture missions, but from time to time they can get so hostile that Xerania has to take offensive actions against them. Aside from the bandit, there are wild beasts and lost souls all through out the Kingdom of Alsonia, so wether it's catching snakes, clearing out a bridge site full of bandits, fighting a horde of hostile orcs, or just babysitting some kid for the day, there's almost always a job to be done by the guilds and knights of Xerania.
Character Placment and Entrance.:
The guilds really don't have too many requirements for joining, just be good or intrested in the line of work for that particular guild and be willing to do any work. The Knights, on the other hand, have entrance exams. They require you to be at least 16, able to hold your own in a fight against another person, and have a clean past. As like with anything, being a new person means being at the bottom of the hill that the hard work rolls down, and you get most of the laboring jobs.
Races:
Humans --- Humans are versatile and reside all through out the Kingdom of Alsonia. They can do magic if in the Priest or Mage Guilds, but they can only use one type of magic.
Vampires --- A dark race that resides in the north, they can do magic wether or not they are in a guild, transform into mist, wolves, and bats, have telepathic powers, and have a weakness for the sun (if a vampire is in the sun it's not wise for him or her to pick a fight and they'll feel sick, and possibly pass out but they won't decntegrate into ash) have to feel of blood of others, legally only animals but some feed on humans.
Were Folk --- A race more of lycan than werewolf, they can control when they transform, and can transfom into a wolve or wolf human hybrid. While unable to do magic at all they are very intelligent in the ways of medicine and have helped all races advance in medicine. They have high speed, defense, and attack. Due to their abilites most think humans are inferior.
Orcs --- A brute race unable to do any magic what so ever, they rely in their power physical strength to help them. In a one on one match with a were folk and orc would probably win if just melee was used. While most orcs have a hit first ask questions later attitude they are of equal intelligence to humans. Due to their strenght most think humans are inferior.
Blood Elves --- A very proud race, while they refuse to join the Predators League, the mainly keep to themselves, all can do magic no matter what, have good eyes, and are very good with stealth. Unlike their sister race, the Light Elves, they don't live with the land and are probably the most intelligent race. Very adept with magic they can master more than one element of magic.
Light Elves --- A down to earth race, they get along most with the humans and dwarves. Very adept in magic they can master any type and almost all light elves have mastered light magic and other types. They live with the land, and have, alongside the were folk, made great advances in medicine for all the races.
Dwarves --- Dwarves are proud, but down to earth at the same time. They stick to their mining and provide the most ore of any kind in all of the races. Most of the best weapons smiths are dwarves. Being very versatile, they can fight well, provide support, and build well. Most stay within their fortress city and usually only have contact with humans for trade or when humans go to there city.
**Sample Character(s):
Name: Serenity Stainer
Title: no title
Guild: Thief Guild
Time in Guild: about a year
Age: 19
Sex: female
Race: Human
Hieght: 5'6"
Weight: 126 lbs
Appearence: http://i486.photobucket.com/albums/r...s/Serenity.png
Weapon(s) : whip that breaks into three tails, has a gun disguised as an accessory on her head band, for a last resort weapon
Element: Light
Skill(s) : can move lightly and make very little sound, is very flexible
Accessory(ies): her pendant has the ability to put lost souls to rest
Biography: Her father was from the preist guild and her mother was just an ordinary citizen of Xerania. She was born a normal citizen and when she felt ready to join the priest guild at the age of 18 she accepted. Although that path was short lived, less than a week later her father was killed by a roaming horde of orcs while on a mission. Her mother died shortly after of sickness, just before she died her mother gave Serenity a pendant, it was a silver circle with wings and on the circle was the symbol of redemption carved on it. He mother said that is was going to be her father's gift to her for when she passed her priest exams, and that it had the ability to put the spirits of the dead to rest.Serenity blamed the priest guild. She believed it was the guild's fault because her father was on a mission for the guild, and that they only held false promises because they couldn't heal her mother. She left the priest guild and her old home and moved into the East District of town and joined the Thief Guild. Now a year later, while she is know by everyone in the Thief Guild as a respectable member she still has no real title. Part of the guile looks down on her because she is picky on what jobs she will take.
Personality: Despite her past Serenity is usually a cheerful person. While she doesn't exactly have an optimistic outlook she isn't pessimistic either. She usually keeps her negative emotions bottled up and smiles all the time, but she has her moments of weakness. Although no one ever sees them because she hasn't opened up to anyone since she joined the guild. She bares a slight grudge to the people of the priest guild, but trys not to let it interfere with her job.
Name: Damien Xepher
Title: The Bloodlust
Guild: Predator's League
Time in Guild: 1500 years
Age: 2178 years
Sex: male
Race: vampire
Hieght: 6'0"
Weight: 175lbs
Appearence: http://media.photobucket.com/image/a...me-guy.jpg?o=3
Weapon(s) : twin guns (ebony and Ivory) a hidden dagger
Element: fire
Skill(s) : exceptionally good with mind control
Accessory(ies): a chain given to him by his father, it has his family crest carved on the largest link.
Biography: Born of pure blood descent and of a noble family at that, Damien is a very respected vampire among vampires, but with his actions in the Predator's League he is a lothed being. Having openly fed on countless humans and been in the front of any previous battle for the past thousand years, he has earned the title "The Bloodlust" for his ruthlessness and cunning. He is steadily ascending in the ranks of the Predator's league and is one of the highest ranked vampire's in the league. Word is among vampires he has a bigger lan.
Personality: cunning smart and a good actor, Damien can fool anyone into trusting him without tapping into his powers, seems to like to flirt with women before bleeding them dry, he has a twisted sense of humor and is an extreme sadist.
**Serenity is my character
Okay let the sign ups begin, woah I hope that this isn't so long that nobody signs up.
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