Just (a lot of) general information you are by no means required to read. However, some of this info will be helpful in creating your character, and simply enhancing the RP. I especially recommend reading the descriptions of the races and their powers, as well as the ranks within Tribes. This page also includes the Tribe Laws.
Have fun exploring!
The Setting
This Roleplay site is set in a fantasy world called Regya. The whole planet is populated with mythical beings, as well as humans. The plantlife seems to have taken over, and nature is very much in charge. The trees are huge, over a thousand feet tall in parts of the world. However, survival of things besides said plantlife is also possible. There are a few main cities, as well as small villages hidden within the forest, often barely reachable because of the enchantments that protect those within from prying eyes. Life in the villages is very different from that in the cities, and vise versa.
To learn more about this fantasy world, simply scroll down and you'll most likely find what you needed to know. If not, just ask.
To learn more about this fantasy world, simply scroll down and you'll most likely find what you needed to know. If not, just ask.
Characters
The characters of this Site are of fantasy races. The main ones are listed and explained here.
GENERAL CHARACTERS:
The Elfy
Appearance: An elfy looks like a typical "elf," in most standards. Both the male and female have pointy ears, though they can choose whether or not to show them. (They can make their ears normal-looking if they want, just by thinking about it, although this takes focus and practice to master. You can probably guess that the purpose of this is so that finding a photograph/picture wouldn't be much of a problem.) Their height is like that of a human. An elfy is often exceptionally attractive-looking, more than a human could ever hope to be. Elfies sometimes have special markings on their skin; although that is rare.
Characteristics: An Elfy possesses more strength than a human does, and they are usually weapon-wielders. They are naturally quick on their feet, and they usually use their warrior skills in combat mode. They can turn invisible at will, though that doesn't make their scent go away, and if one is properly trained, a faint outline can be noticed in the correct lighting, without distinct features. They cannot remain invisible in their sleep.
History: Elfies used to be considered the supreme being in Regya, before the war. Some of the ones left are still of noble blood. They are often stereotyped to be a proud race and as fixated on bloodline.
Other: Elfies are one of the Races that are the most likely to have a familiar.
The Shapeshifter
Appearance: A Shifter's true form looks like that of an Elfy, except without the elfish ears. A Shapeshifter can naturally turn into another animal, though they do not choose it- they know it from birth. It is always an animal that has the ability to hunt. Shapeshifters often have a mark somewhere on their body that somehow represents the animal they can shift into.
Characteristics: The true form is also stronger than a human, and Shapeshifters are also weapon-wielders, though not as much as Elfies are. They have greatly enhanced smell and hearing. Shifters often use their shifting powers during battle.
History: Nothing much is really known about where Shifters originated from. Some say it had something to do with lucky (or unlucky) humans enchanted by Casters, another race that seemingly disappeared.
Other: Shifters tend to not have familiars, because they can turn into other animals themselves.
Mages
Appearance: Mages usually look like humans in every way...though this sometimes varies depending on what their powers are, particularly in terms of hair color. Mages will sometimes receive special markings on their skin. The masters of magic often have silver hair.
Characteristics: They possess no special strength, other than what their powers give them.
History: It is said that the gifts the Mages posess were originally given to them by the Spirits in charge of their powers. The mages are proud of that. Many of them used to serve the Elfy royalty.
Other: Mages are one of the Races that are most likely to have a familiar. A mage can only have and master one general power. Please keep in mind that no mage has the power to become invisible. Here is a list of definite powers your Character may have:
General Powers (may have one):
-Ability to heal deadly wounds.
-Telepathy (Ability to communicate mentally with others.)
-Echolocation (Ability to determine location of objects in the environment by use of reflected sound waves, whether generated by the character or ambient sound. *AKA Sonar/radar sense.)
-Air and Wind Manipulation (Ability to control, generate, or absorb air or wind).
-Electric Manipulation (Ability to control, generate or absorb electric fields).
-Fire and Heat Manipulation (Ability to control the kinetic energy of atoms to generate, control or absorb fire).
-Water and Moisture manipulation (Ability to control, generate or absorb water).
-Cold and ice Manipulation (Ability to reduce the kinetic energy of atoms and thus reduce temperature, can be used to control, generate, or absorb ice).
-Earth Manipulation (Ability to control earth; sand, stone, rock, lava, dirt, or other minerals).
-Weather Manipulation (Ability to control or mentally affect the weather. This includes the ability to generate two specific natural phenomena (rain, tornadoes, lightning, ocean currents, etc.) and control the intensity of that phenomena weather.)
-Mediumship (Ability to communicate with the dead--please note that an item dear to the dead individual is required, and that the lure is difficult, usually lasting no more than a few minutes and requiring deep concentration before the mage feels almost completely drained).
-Darkness/Shadow Manipulation (Ability to create or manipulate darkness, often by mentally accessing a dimension of dark energy and manipulating it).
-Light Manipulation ( Ability to control, generate or absorb light particles).
-Gravity Manipulation (Ability to fly/hover and/or make other single objects (that weigh no more than twice what you do) do the same).
-Magnetism Manipulation ( Ability to control and/or generate Magnetic fields).
-Sound Manipulation (Ability to manipulate sound).
-Water-breathing (Ability to breathe under water. Does not apply to other liquids).
-Telescopic Vision (Ability to extend and magnify one's vision to various levels).
-Omni-linguism (Ability to understand any form of language).
-Animal Communication (Ability to communicate with other animals (not Races) in their languages *Note: Some animals are very simpleminded, meaning an intelligent conversation is actually not possible).
*If there are any powers not listed here you would like your Charrie to have, just PM Frost about it!
GENERAL CHARACTERS:
The Elfy
Appearance: An elfy looks like a typical "elf," in most standards. Both the male and female have pointy ears, though they can choose whether or not to show them. (They can make their ears normal-looking if they want, just by thinking about it, although this takes focus and practice to master. You can probably guess that the purpose of this is so that finding a photograph/picture wouldn't be much of a problem.) Their height is like that of a human. An elfy is often exceptionally attractive-looking, more than a human could ever hope to be. Elfies sometimes have special markings on their skin; although that is rare.
Characteristics: An Elfy possesses more strength than a human does, and they are usually weapon-wielders. They are naturally quick on their feet, and they usually use their warrior skills in combat mode. They can turn invisible at will, though that doesn't make their scent go away, and if one is properly trained, a faint outline can be noticed in the correct lighting, without distinct features. They cannot remain invisible in their sleep.
History: Elfies used to be considered the supreme being in Regya, before the war. Some of the ones left are still of noble blood. They are often stereotyped to be a proud race and as fixated on bloodline.
Other: Elfies are one of the Races that are the most likely to have a familiar.
The Shapeshifter
Appearance: A Shifter's true form looks like that of an Elfy, except without the elfish ears. A Shapeshifter can naturally turn into another animal, though they do not choose it- they know it from birth. It is always an animal that has the ability to hunt. Shapeshifters often have a mark somewhere on their body that somehow represents the animal they can shift into.
Characteristics: The true form is also stronger than a human, and Shapeshifters are also weapon-wielders, though not as much as Elfies are. They have greatly enhanced smell and hearing. Shifters often use their shifting powers during battle.
History: Nothing much is really known about where Shifters originated from. Some say it had something to do with lucky (or unlucky) humans enchanted by Casters, another race that seemingly disappeared.
Other: Shifters tend to not have familiars, because they can turn into other animals themselves.
Mages
Appearance: Mages usually look like humans in every way...though this sometimes varies depending on what their powers are, particularly in terms of hair color. Mages will sometimes receive special markings on their skin. The masters of magic often have silver hair.
Characteristics: They possess no special strength, other than what their powers give them.
History: It is said that the gifts the Mages posess were originally given to them by the Spirits in charge of their powers. The mages are proud of that. Many of them used to serve the Elfy royalty.
Other: Mages are one of the Races that are most likely to have a familiar. A mage can only have and master one general power. Please keep in mind that no mage has the power to become invisible. Here is a list of definite powers your Character may have:
General Powers (may have one):
-Ability to heal deadly wounds.
-Telepathy (Ability to communicate mentally with others.)
-Echolocation (Ability to determine location of objects in the environment by use of reflected sound waves, whether generated by the character or ambient sound. *AKA Sonar/radar sense.)
-Air and Wind Manipulation (Ability to control, generate, or absorb air or wind).
-Electric Manipulation (Ability to control, generate or absorb electric fields).
-Fire and Heat Manipulation (Ability to control the kinetic energy of atoms to generate, control or absorb fire).
-Water and Moisture manipulation (Ability to control, generate or absorb water).
-Cold and ice Manipulation (Ability to reduce the kinetic energy of atoms and thus reduce temperature, can be used to control, generate, or absorb ice).
-Earth Manipulation (Ability to control earth; sand, stone, rock, lava, dirt, or other minerals).
-Weather Manipulation (Ability to control or mentally affect the weather. This includes the ability to generate two specific natural phenomena (rain, tornadoes, lightning, ocean currents, etc.) and control the intensity of that phenomena weather.)
-Mediumship (Ability to communicate with the dead--please note that an item dear to the dead individual is required, and that the lure is difficult, usually lasting no more than a few minutes and requiring deep concentration before the mage feels almost completely drained).
-Darkness/Shadow Manipulation (Ability to create or manipulate darkness, often by mentally accessing a dimension of dark energy and manipulating it).
-Light Manipulation ( Ability to control, generate or absorb light particles).
-Gravity Manipulation (Ability to fly/hover and/or make other single objects (that weigh no more than twice what you do) do the same).
-Magnetism Manipulation ( Ability to control and/or generate Magnetic fields).
-Sound Manipulation (Ability to manipulate sound).
-Water-breathing (Ability to breathe under water. Does not apply to other liquids).
-Telescopic Vision (Ability to extend and magnify one's vision to various levels).
-Omni-linguism (Ability to understand any form of language).
-Animal Communication (Ability to communicate with other animals (not Races) in their languages *Note: Some animals are very simpleminded, meaning an intelligent conversation is actually not possible).
*If there are any powers not listed here you would like your Charrie to have, just PM Frost about it!
GUARDIANS
A Guardian is a person of any Race chosen by the spirits to help maintain peace throughout the Forest. At first look, they seem to be any other Race. What distinguishes them against the Tribers/The Others are their incredible powers. They range from anywhere like that of a Tribe Leader, to even greater abilities. A Guardian usually finds out of their special capabilities during early adolescence, though they may not know what it means until later on. Usually, a Guardian is chosen by a particular spirit, and that spirit gives up some of their power to that concrete Guardian. A Guardian's lifespan is anywhere from 300 to 400 years, and until the very end of their life, a Guardian can choose what age they appear to be.
A Mage Guardian
A Mage Guardian will have two main powers (though no more than that), and all three lesser powers. Please keep in mind it is rarely two opposite powers (like fire and ice), though that does happen. A Guardian will master their powers especially well. They can also learn some minor, difficult illusion spells.
An Elfy Guardian
An Elfy Guardian will have the power to enhance their invisibility a bit- though there are limits. If an Elfy Guardian is touching an object- alive or not- he/she will be able to master the power of making that object invisible as well, though rarely for more than 10 seconds, and they must be invisible at the same time. Please take note there has to be physical contact. An Elfy Guardian will have greater endurance and strength than a normal Elfy.
A Shifter Guardian
A Shifter Guardian can change the size of the animal they shift into, though they can never be larger than an elephant. A Shifter Guardian has greater endurance, hearing and smell than a normal Shapeshifter.
FAMILIARS
Yes, your Character can have an animal familiar. Keep in mind it is usually one that hunts for its prey. Shapeshifters rarely have one, though of course they are allowed to (and keep in mind other Shapeshifters will sometimes look down on them for making this choice). What makes a familiar different from a pet? Well, if your Character has a familiar, it means that they will be able to communicate (your character will be the only person able to understand its sounds- unless another person has a gift for communication with animals), and the Familiar, however feral, will feel be able to understand your Character, and have a (usually) friendly response to them. How close your Character gets to them will be determined by their time spent together and the personality of their Familiar/your Character.
A Guardian is a person of any Race chosen by the spirits to help maintain peace throughout the Forest. At first look, they seem to be any other Race. What distinguishes them against the Tribers/The Others are their incredible powers. They range from anywhere like that of a Tribe Leader, to even greater abilities. A Guardian usually finds out of their special capabilities during early adolescence, though they may not know what it means until later on. Usually, a Guardian is chosen by a particular spirit, and that spirit gives up some of their power to that concrete Guardian. A Guardian's lifespan is anywhere from 300 to 400 years, and until the very end of their life, a Guardian can choose what age they appear to be.
A Mage Guardian
A Mage Guardian will have two main powers (though no more than that), and all three lesser powers. Please keep in mind it is rarely two opposite powers (like fire and ice), though that does happen. A Guardian will master their powers especially well. They can also learn some minor, difficult illusion spells.
An Elfy Guardian
An Elfy Guardian will have the power to enhance their invisibility a bit- though there are limits. If an Elfy Guardian is touching an object- alive or not- he/she will be able to master the power of making that object invisible as well, though rarely for more than 10 seconds, and they must be invisible at the same time. Please take note there has to be physical contact. An Elfy Guardian will have greater endurance and strength than a normal Elfy.
A Shifter Guardian
A Shifter Guardian can change the size of the animal they shift into, though they can never be larger than an elephant. A Shifter Guardian has greater endurance, hearing and smell than a normal Shapeshifter.
FAMILIARS
Yes, your Character can have an animal familiar. Keep in mind it is usually one that hunts for its prey. Shapeshifters rarely have one, though of course they are allowed to (and keep in mind other Shapeshifters will sometimes look down on them for making this choice). What makes a familiar different from a pet? Well, if your Character has a familiar, it means that they will be able to communicate (your character will be the only person able to understand its sounds- unless another person has a gift for communication with animals), and the Familiar, however feral, will feel be able to understand your Character, and have a (usually) friendly response to them. How close your Character gets to them will be determined by their time spent together and the personality of their Familiar/your Character.
Also, if your Character's familiar is somehow killed/dies: your Character will immediately know something is wrong, and will feel a brief amount of pain and power lossage (quite a lot of energy goes to having a bond/ communication with a familiar in the first place), and as if a part of them is missing. The familiar will feel the same way if something happens to your Character. That is the price that comes to having a familiar, though it isn't too big to pay. A Character can only have one familiar. A character can only bond with another familiar upon the event of their former familiar's death, although a period of mourning is standard. *Also please keep in mind that though some of the familiars can be more intelligent and command-following as the animals in the Human world, it does not mean they think the same way as the people do. They are still animals, and have animalistic behavioral qualities. |
Ranks and Names
The Ranks in a Tribe Include (highest status to lowest; as is considered):
-The Chief/Chieftess (Only one. Sometimes simply called the "Leader." The head of the Tribe and well-respected. Usually the rank passes on through bloodline to the oldest heir, though sometimes one is chosen, especially if no heir is present. Both Females and Males can have a Mate and Children, if that does not distract them from their duties.)
-The Elders (More than one. Not necessarily helpless, the Elders of the Tribe are its link to the past. They are wise and many know the Forest's secrets...some are able to keep in touch with the Spirits. The Elders make up most of the council.)
-The Secondary/The "Second" (Only one. The Second in Command. Must be a Guider before taking this role. They are chosen by the Leader, but do not take up Leadership after the Leader has died (unless the Leader has no heir and they are chosen). If a Leader can no longer perform his/her duties and the rightful heir is not of age, the Second acts in place of the Leader until the heir comes of age. Once this happens, they either step down to the Guider rank, or move up to the Elder rank, depending on age.)
-Guiders (6 per Tribe. The top Warriors. They are the most trustworthy, and make up the rest of the Leader's council. It is standard for each Guider to have at least one Trainee before the job of training goes to the Warriors.)
-The Teller(s) (1-2 per Tribe. 17 and up. A Tribe may or may not have one. These individuals usually are prophetic, and are in charge of communicating with the Spirits and often receive prophecies through dreams. If a Trainee is noticed to have similar unusual powers, they are usually trained and taught the Spirits' ways by the Elders of the Tribe. When they reach 16, they are expected to travel Regya for at least four years to learn to control their powers and become in touch with the Spirits.) *Note: Any potentially major prophecies should be discussed through PM with Frost.
-Healers (6 per Tribe. Ages sixteen and up. The Healers are usually Mages with healing powers, though that is not always the case.)
-Warriors (More than one. Ages sixteen and up. The Warriors protect the Tribe, and fight for it if there is a need to. They spend quite a bit of their time hunting, gathering, or patrolling the Territory...which is quite a dangerous job. They are also in charge of training whatever Trainees the Guiders don't. They help around the village in their free time.)
-Trainees (More than one. Ages eleven and up. The Apprentices train to either become Warriors, or in some exceptional case- a Healer. They also hunt and patrol, though most of their time is spent either Training or helping do tasks around the village.)
-Learners (More than one. From birth to eleven. These are the children of the Tribe. They are expected to help around the Village, but they do not have any particular responsibilities except for learning the Tribe ways.)
Names in a Tribe:
The Names in a Tribe are usually quite unusual sounding (think faeryish/fantasy names). Though most of them are long/ quite a tongue-twister, remember the Characters can always shorten their name/ go by a nickname. Go to "Character Names" under General Discussion for some name ideas. Many of the names often have a meaning in the Elfy language.
*Tip: If you need help coming up with a name, there's a thread in the forums with name ideas/examples. Or just go to a fantasy name generator. A good one to look at is Dryad fantasy names.
traditional female example: Naiida
traditional male example: Abies
Outsider Names:
Members of the Shade are given a 'birth name' (you are considered reborn once you join The Shade). They are often called something like "Raven" or "Jag."
The other Outlaws often use nicknames like those, as well.
Rogues can have an even greater variety. Keep in mind that those that are banished from The Shade or other Groups often change their original names, and the name of the banished is never used again.
Humans have more ancient-names, like those of the Tribe; though usually not as complicated.
-The Chief/Chieftess (Only one. Sometimes simply called the "Leader." The head of the Tribe and well-respected. Usually the rank passes on through bloodline to the oldest heir, though sometimes one is chosen, especially if no heir is present. Both Females and Males can have a Mate and Children, if that does not distract them from their duties.)
-The Elders (More than one. Not necessarily helpless, the Elders of the Tribe are its link to the past. They are wise and many know the Forest's secrets...some are able to keep in touch with the Spirits. The Elders make up most of the council.)
-The Secondary/The "Second" (Only one. The Second in Command. Must be a Guider before taking this role. They are chosen by the Leader, but do not take up Leadership after the Leader has died (unless the Leader has no heir and they are chosen). If a Leader can no longer perform his/her duties and the rightful heir is not of age, the Second acts in place of the Leader until the heir comes of age. Once this happens, they either step down to the Guider rank, or move up to the Elder rank, depending on age.)
-Guiders (6 per Tribe. The top Warriors. They are the most trustworthy, and make up the rest of the Leader's council. It is standard for each Guider to have at least one Trainee before the job of training goes to the Warriors.)
-The Teller(s) (1-2 per Tribe. 17 and up. A Tribe may or may not have one. These individuals usually are prophetic, and are in charge of communicating with the Spirits and often receive prophecies through dreams. If a Trainee is noticed to have similar unusual powers, they are usually trained and taught the Spirits' ways by the Elders of the Tribe. When they reach 16, they are expected to travel Regya for at least four years to learn to control their powers and become in touch with the Spirits.) *Note: Any potentially major prophecies should be discussed through PM with Frost.
-Healers (6 per Tribe. Ages sixteen and up. The Healers are usually Mages with healing powers, though that is not always the case.)
-Warriors (More than one. Ages sixteen and up. The Warriors protect the Tribe, and fight for it if there is a need to. They spend quite a bit of their time hunting, gathering, or patrolling the Territory...which is quite a dangerous job. They are also in charge of training whatever Trainees the Guiders don't. They help around the village in their free time.)
-Trainees (More than one. Ages eleven and up. The Apprentices train to either become Warriors, or in some exceptional case- a Healer. They also hunt and patrol, though most of their time is spent either Training or helping do tasks around the village.)
-Learners (More than one. From birth to eleven. These are the children of the Tribe. They are expected to help around the Village, but they do not have any particular responsibilities except for learning the Tribe ways.)
Names in a Tribe:
The Names in a Tribe are usually quite unusual sounding (think faeryish/fantasy names). Though most of them are long/ quite a tongue-twister, remember the Characters can always shorten their name/ go by a nickname. Go to "Character Names" under General Discussion for some name ideas. Many of the names often have a meaning in the Elfy language.
*Tip: If you need help coming up with a name, there's a thread in the forums with name ideas/examples. Or just go to a fantasy name generator. A good one to look at is Dryad fantasy names.
traditional female example: Naiida
traditional male example: Abies
Outsider Names:
Members of the Shade are given a 'birth name' (you are considered reborn once you join The Shade). They are often called something like "Raven" or "Jag."
The other Outlaws often use nicknames like those, as well.
Rogues can have an even greater variety. Keep in mind that those that are banished from The Shade or other Groups often change their original names, and the name of the banished is never used again.
Humans have more ancient-names, like those of the Tribe; though usually not as complicated.
Tribe Law
THE SOARING/BOUNDING TRIBE CODE
- A noble Warrior only engages in battle with/kills an enemy that fights to kill him/her or harm his/her tribe.
- If a Warrior does kill, it must be for a greater cause than his own welfare.
- A Member of the Tribe always puts their tribe first, and holds loyalty only to them in every way.
- A Warrior only engages in battle with worthy (skilled enough) opponents, and never the helpless.
- A Warrior will not trespass on another's territory * (*Mutual: Unless ordered to do so by the leader).
- The Leader of the Tribe must give up Leadership to an heir when they have exceeded the age of 55 years old.
- Said heir will be their eldest healthy and able child. If they do not have children at all, then they much choose a worthy heir by the next full moon.
- The majority of the Elders of the Tribe must accept the new Leader.
- The Elders, Leader and those higher in Rank, as well as their word, is to be respected.
- Once a Tribemember is banished, they can never return to the Tribe nor step foot onto its territory again.
- No alliances will be formed between a Tribemember and a member of the Shade, in any circumstances.
- A meeting between both Tribes will be held on the first of every third month. Peace must be kept throughout the duration of the meeting.
About the Shade
RANKS
The Ringleader:
The Side:
The rest of the ranks are under the generalization of "Followers." The Followers are ranked differently amongst themselves, though it's not official. (The older Followers have certain priorities, are well-respected & feared, etc.)
The Shade is an organization of outlaws which are relatively free to do as they please. They do not have to live in the Shade Camp (though if they do not, they must notify the Ringleader and show up at least three times a month unless allowed to do otherwise and participate in Shade activity, or Raids). Despite it not being required, most do live at the Camp.
So what's in it for the Shade Members?
Protection, first of all. Dangerous outlaws often join, knowing not many people would go after them and mess with the gang.
Another reason is fortune. The Shade splits its 'earnings' amongst the members. It's a good way to make the said fortune, or pay off potential debts.
Some join for their own reasons. The Shade does very against-the-law things, and they do them very well.
The Ringleader:
The Side:
The rest of the ranks are under the generalization of "Followers." The Followers are ranked differently amongst themselves, though it's not official. (The older Followers have certain priorities, are well-respected & feared, etc.)
The Shade is an organization of outlaws which are relatively free to do as they please. They do not have to live in the Shade Camp (though if they do not, they must notify the Ringleader and show up at least three times a month unless allowed to do otherwise and participate in Shade activity, or Raids). Despite it not being required, most do live at the Camp.
So what's in it for the Shade Members?
Protection, first of all. Dangerous outlaws often join, knowing not many people would go after them and mess with the gang.
Another reason is fortune. The Shade splits its 'earnings' amongst the members. It's a good way to make the said fortune, or pay off potential debts.
Some join for their own reasons. The Shade does very against-the-law things, and they do them very well.
Shade Law
The Shade's Code is very flexible, and often contradicts or is changed by a new Leader. The Code itself isn't really written down anywhere, but new members are taught these simple rules all the same (that, or they learn in the "hard way"). Please bear in mind that a Challenge is taken very seriously. If any Leader or member of the Shade is challenged (often over decisions, ranks, if one is offended, etc), they will fight in the challenger's chosen combat (though the challenged must agree). It is often a fight to the death, for losing in a challenge is a great shame and many would rather choose death. In the Shade, shame is considered the greatest punishment of all, and the preservation of one's dignity/pride above everything else. Losing it results in great humiliation.
THE SHADE'S CODE
THE SHADE'S CODE
- The Leader's word is law, unless it is challenged.
- If a challenger loses the challenge and is not killed, they are to be exiled or, by the leader's choice, severely punished.
- Do not form an alliance or any sort of relationship with the Tribes, unless it is a deceitful one.
- The punishment for Bonding with a Tribemember is death (preferably for both).
- The punishment for treachery is death.
- If an exiled one is seen again, they are to be killed.
- When one can no longer fend for themselves, or are of no more use to the Shade, then they are exiled. By this point, they will have often gained enough bounty to live out their lives in comfort.
- To prove one can still fend for themselves, if he/she does not accept their exile, he/she can challenge any younger member of the Shade.
Halflings
This question has probably crossed your mind: can people of different races bond? Produce offspring? Yes, indeed they can...though unfortunately it is not common. Why, do you ask? Well- for one thing: a "Halfling" (a person whose father and mother are of different races) isn't normally very respected. Sometimes considered the lowest of the Races. It is horrible, yes, but Regya's preoccupation with race and bloodline is deep-seated. Pure-bloods often like to consider themselves above "Halflings." Being a halfling can have it's perks (think about it: a half-mage, half-elf or half-shifter), but there's a catch. A halfling will never have as much power as their parents.
Half Elfy-Half Shifter
On the Elfy side- they don't have too much to lose. Perhaps not as physically powerful, but they can turn invisible noneoftheless- though it will take more effort to learn how to handle, and their invisibility powers will often flicker during battle. On the Shifter side is the catch: they to have the powers to Shapeshift, but a lot is based on luck. If the Halfling is lucky: it'll take them longer to get in control of their powers. If they are not so lucky: they might not be able to Shift at will, for instance, the shift would be triggered by emotions, or be able to only half-shift. Sometimes they might spend the day in Person-form, and the night in Animal Form.
Half Elfy-Half Mage
Again, not too much to lose on the Elfy side. Invisibility might not always come at will; or it will be harder to get the hang of. Their powers will be weaker as a Mage and more difficult to control without a lot of effort. Sometimes they barely come at all.
Half Mage-Half Shifter
Both the Mage powers and Shifting are more difficult to control and/or they won't have full power (read above).
Half Elfy-Half Shifter
On the Elfy side- they don't have too much to lose. Perhaps not as physically powerful, but they can turn invisible noneoftheless- though it will take more effort to learn how to handle, and their invisibility powers will often flicker during battle. On the Shifter side is the catch: they to have the powers to Shapeshift, but a lot is based on luck. If the Halfling is lucky: it'll take them longer to get in control of their powers. If they are not so lucky: they might not be able to Shift at will, for instance, the shift would be triggered by emotions, or be able to only half-shift. Sometimes they might spend the day in Person-form, and the night in Animal Form.
Half Elfy-Half Mage
Again, not too much to lose on the Elfy side. Invisibility might not always come at will; or it will be harder to get the hang of. Their powers will be weaker as a Mage and more difficult to control without a lot of effort. Sometimes they barely come at all.
Half Mage-Half Shifter
Both the Mage powers and Shifting are more difficult to control and/or they won't have full power (read above).
Relationships and Children
-Bonds/Bond/Bonded/Partner: People of any race are called bonds only after an official marriage ceremony. Can be between ages of 18-end of lifetime.
-Courters/Courter/Courting: A couple in a pre-marriage state (engaged).
-Couple/Lovers/Lover: Two people romantically interested in each other; without anything official. Flings included. Usually starting from 16.
The Soaring Tribe: When a bonded couple is ready for a family and children; they are built a separate, slightly larger house with the same amount of additional rooms added as the number of children they will, for-sure have. Before a Child reaches the age of 6, the parents raise her/him. As soon as a child turns six years old, they are assigned a mentor- who pays occasional visits to the Child throughout its childhood; until they reach the age of 12 and are ready to become Trainees. The mentor then becomes the main guardian, and the child tends to spend more time with them than he/she does with their parents, though that can depend on the child. After they reach the age of eleven, they must move in with three other Trainees into one treehouse until they reach the age of 16; when they can receive their own house. As soon as two people become Courters, the female can move into the male's home, and the treehouse will be passed on to a future Warrior/Healer. From there; the circle continues.
The Bounding Tribe: When a bonded couple is ready for a family and children; they move into a larger lodge with a total of four extra rooms. If they later have more than two children; they will move into an even bigger lodge. Before a Child reaches the age of 6, the parents raise her/him. As soon as a child turns six years old, they are assigned a mentor- who pays occasional visits to the Child throughout it's childhood; until they reach the age of 12 and are ready to become Trainees. The mentor then becomes the main guardian, and the child tends to spend more time with them than he/she does with their parents, though that can depend on the child. After they reach the age of 12, they must move in with three other Trainees into one lodge until they reach the age of 16; when- if they choose- they can receive their own house, though the decision is their's. As soon as two people become Courters, the female can move into the male's lodge, and the lodge will be passed on to a future Warrior/Healer. From there; the circle continues.
-Courters/Courter/Courting: A couple in a pre-marriage state (engaged).
-Couple/Lovers/Lover: Two people romantically interested in each other; without anything official. Flings included. Usually starting from 16.
The Soaring Tribe: When a bonded couple is ready for a family and children; they are built a separate, slightly larger house with the same amount of additional rooms added as the number of children they will, for-sure have. Before a Child reaches the age of 6, the parents raise her/him. As soon as a child turns six years old, they are assigned a mentor- who pays occasional visits to the Child throughout its childhood; until they reach the age of 12 and are ready to become Trainees. The mentor then becomes the main guardian, and the child tends to spend more time with them than he/she does with their parents, though that can depend on the child. After they reach the age of eleven, they must move in with three other Trainees into one treehouse until they reach the age of 16; when they can receive their own house. As soon as two people become Courters, the female can move into the male's home, and the treehouse will be passed on to a future Warrior/Healer. From there; the circle continues.
The Bounding Tribe: When a bonded couple is ready for a family and children; they move into a larger lodge with a total of four extra rooms. If they later have more than two children; they will move into an even bigger lodge. Before a Child reaches the age of 6, the parents raise her/him. As soon as a child turns six years old, they are assigned a mentor- who pays occasional visits to the Child throughout it's childhood; until they reach the age of 12 and are ready to become Trainees. The mentor then becomes the main guardian, and the child tends to spend more time with them than he/she does with their parents, though that can depend on the child. After they reach the age of 12, they must move in with three other Trainees into one lodge until they reach the age of 16; when- if they choose- they can receive their own house, though the decision is their's. As soon as two people become Courters, the female can move into the male's lodge, and the lodge will be passed on to a future Warrior/Healer. From there; the circle continues.
Transportation
LOCHBURN
The Regya capital-Lochburn- has paved streets. This means that horses and carriages are a popular tool for transportation there.
The Regya capital-Lochburn- has paved streets. This means that horses and carriages are a popular tool for transportation there.
AMONG THE FOREST
The magical beings invented a thing called gliders. Gliders are basically red hang gliders. Each person receives their own as they become a Warrior, and learning to use one is part of their training as a trainee. There are such things as two-seater gliders, useful for training. (If a baby is being transported somewhere, they are usually securely tied on a person's back.) Note: Outsiders also use them. The Shade's are black, while many rogues like to camouflage theirs with bits of leaves and greenery. Tribe Gliders---------------------------> |
The Values of Different Races
As you probably realize, the Regya world is a place of very mixed rich culture and traditions. With every pure race come new values, views on life. A rogue may be raised very differently from other rogues. Tribe people have a strong bond. Shade member are also more flexible, but are generally the outcasts. In the Regya world: there is no black and white. Only shades of green.
Here are a few simple notes that can get you and your character on the same page.
Elfies: They are the race that in general, dislikes humans the most, believing them to be weak. Most of them regret the war happening, but believe that the conflict had something more to it. They are the race that is in general most interested in history and uncovering what really happened. The Elfies stick very close to each other, and are proud to be who they are.
Mages: Generally careful. They know how dangerous magic can be and respect it. Those who don't, are usually punished by the magic itself. Those who respect it are rewarded. A mage's personality is often reflected in their power, perhaps a hidden side of them, so Mages are often judged by first impression. Because of this, Mages don't like to be put in boxes or categories. They believe that a certain power- even if it is the same one as another's- is different for every individual, and they can gradually learn to use it in a unique way.
Shapeshifters: They have a close bond with nature, the forest; usually more so than other Races. Their other form is often a reflection of their personality, but not always. Some are more distant from the other Races, depending on which form they feel to be their natural one (though it is generally their humanlike form). Most consider the new Forest to be a blessing. This is where their views often clash with those of Elfies'.
*If you have a new Race you'd like me to add to this, just let me know. I'll do the proper research, or you can tell me your ideas.
Here are a few simple notes that can get you and your character on the same page.
Elfies: They are the race that in general, dislikes humans the most, believing them to be weak. Most of them regret the war happening, but believe that the conflict had something more to it. They are the race that is in general most interested in history and uncovering what really happened. The Elfies stick very close to each other, and are proud to be who they are.
Mages: Generally careful. They know how dangerous magic can be and respect it. Those who don't, are usually punished by the magic itself. Those who respect it are rewarded. A mage's personality is often reflected in their power, perhaps a hidden side of them, so Mages are often judged by first impression. Because of this, Mages don't like to be put in boxes or categories. They believe that a certain power- even if it is the same one as another's- is different for every individual, and they can gradually learn to use it in a unique way.
Shapeshifters: They have a close bond with nature, the forest; usually more so than other Races. Their other form is often a reflection of their personality, but not always. Some are more distant from the other Races, depending on which form they feel to be their natural one (though it is generally their humanlike form). Most consider the new Forest to be a blessing. This is where their views often clash with those of Elfies'.
*If you have a new Race you'd like me to add to this, just let me know. I'll do the proper research, or you can tell me your ideas.
Traditions
Here are some of the Traditions that have either been established over time or have been engraved into Regya world from the very beginning.
Tribe Traditions
Those Fallen
The Shade
Those Fallen
Tribe Traditions
Those Fallen
- Those who have either died in battle or have passed away for any reason are buried in the earth. There is a special place overgrown by trees a little away from the village. If the person spoken of is either an enemy or stranger, they are taken into the Forest and buried there with a special ceremony (described later). Fresh flower blossoms are placed in this Clearing in a once-a-year-ceremony, but the Tribers may visit their loved ones as they wish.
- Children and infants that die before being able to serve the tribe are buried in the same place mentioned above, but they are placed into one of the trunks of the trees. Over time, the tree grows around it. It is believed that their spirit then stays with the tree, and some believe that they become treespirits. (Special regards to Crow for suggesting this idea.)
The Shade
Those Fallen
- Shade Members: Those who die whilst living in the Shade are usually buried in the Forest. If some sort of specific ritual is requested, this is typically honored (within reason).
- Strangers: There is no specific tradition. The bodies are sometimes buried in the Forest.
Tree Spirits
Each tree has a spirit. That means each tree serves as a home to a treespirit. They are playful, simple-minded creatures, children of the Nature Spirit. There are always at least one to a tree, though the closer to the "Heart"; the bigger the trees get and the more tree-spirits there are. In the Regya world; it is considered bad luck to harm (cut down) a tree without showing special gratitude. In the tribe: a few words of thanks are always said to the tree-spirit of that tree. The tree-spirits are easy to anger, but easy to please as well. A handful of berries or nuts of somesort is always placed in place of that tree, if any wood is taken. In the Shade: things are different. No thanks is given, and they do as they please...though that only means that tree-spirits don't like them, either, and the trees next to their camp are often withered. Rogues choose. Guardians always say a few words or make a gesture of thanks as well, though the tree-spirits would never harm them. They are often shy and aren't dangerous closer to the Tribe Camps...though one must be wary when closer to the "Heart"; for they often make a game of leading travelers the wrong way. A tree-spirit helps with the growth of the Forest, and has persuasive powers, making groups of them dangerous if provoked, however innocent and harmless they may look.