
A mutant threat has awoken in the Northern Territories of the Nameless World. A source of pure death that threatens all therein, tribes small and massive alike.
Two in particular are already responding: Sybilius, kingdom of the Aubade Sylphs, and the Zyrean Demons.
The queen of Sybilius, Corelia Erxina, is a goddess-like figure. Her kingdom is the largest and most advanced in the mainland, despite the disadvantaged mortal race that calls it home, and any move they make—for better or worse—is bound to have a ripple effect across the entire continent. The Zyrean Demons, seven survivors of a fallen kingdom, are led by the legendary rival of Corelia, Master Leiytning. He surely won't take kindly to Sybilius's intervention here, and though less than a fraction of Sybilius's population, people fear these demons.
You hail from a small, uninvolved tribe. Your people, like the majority of this mainland, is too steeped in ages of fear, superstition, and bloody memories to aid either side. But you refuse to let the danger come to you. Your tribemates may think you're crazy. Many would say it's helpless. But you want to do something to help, even if it means setting out on your own.
Even though you're all aiming for the same target, it won't be long before you're forced to choose a side to fight with, if only for the sake of self-preservation. Will you place your bets on the Aubades or the Zyreans, for being able to overcome this greater evil?
With obstacles at every turn, there’s bound to be bloodshed, and your tribe may not even take you back. But thousands of lives are on the line, as well as the stability of thousands more. Anything dent you can make will be worth it.
Two in particular are already responding: Sybilius, kingdom of the Aubade Sylphs, and the Zyrean Demons.
The queen of Sybilius, Corelia Erxina, is a goddess-like figure. Her kingdom is the largest and most advanced in the mainland, despite the disadvantaged mortal race that calls it home, and any move they make—for better or worse—is bound to have a ripple effect across the entire continent. The Zyrean Demons, seven survivors of a fallen kingdom, are led by the legendary rival of Corelia, Master Leiytning. He surely won't take kindly to Sybilius's intervention here, and though less than a fraction of Sybilius's population, people fear these demons.
You hail from a small, uninvolved tribe. Your people, like the majority of this mainland, is too steeped in ages of fear, superstition, and bloody memories to aid either side. But you refuse to let the danger come to you. Your tribemates may think you're crazy. Many would say it's helpless. But you want to do something to help, even if it means setting out on your own.
Even though you're all aiming for the same target, it won't be long before you're forced to choose a side to fight with, if only for the sake of self-preservation. Will you place your bets on the Aubades or the Zyreans, for being able to overcome this greater evil?
With obstacles at every turn, there’s bound to be bloodshed, and your tribe may not even take you back. But thousands of lives are on the line, as well as the stability of thousands more. Anything dent you can make will be worth it.

Spoiler

**ngl, the map is sparsely detailed because I've never made one for the Northern Territories, but it still has the general shape, and critical areas are marked.
The Nameless World is utter chaos, especially on this continent. I mean, nobody even agrees on what to call the world, much less could they agree on most other things...
Magic is everywhere—its raw form saturates the earth like radiation, and it can manifest in plants, water, even strange weather phenomena, but it predominately concentrates in crystals. This magic can be capable of producing light, heat, healing properties, and wards. Some can transmit audible messages between other stones of its type, many are used for imbuing certain affinities in enchanting, some can even act as energy sources.
This fusion of magic and nature, in the cycle of evolution, creates a lot of fascinating lifeforms. And when you add a third force, the influence of a god or other divine entity, that's how you get new tribes. However, sometimes the process gets skewed and fails.
Mutants are made instead.
Gods forge their people and imbue them with their very essence, creating a cycle of symbiotic reliance. However, if a people abandon their faith, the divine essence that gave them life will darken into something else, turning them into monsters and corrupting their god. Likewise, it happens the other way around. The god can abandon its people, revoke its essence, thus corrupting itself and triggering the same effect.
This seems to be the essence of the new catastrophe sweeping the Northern Territories now, twisting large swaths of land in the south, while fleets of terrible, strong mutants run rampant.

Spoiler
There are many tribes within the Northern Territories, but for the sake of staying organized, these are the tribes that we'll be using, from which your character can come.
I will also note, some tribes' systems are more fleshed-out than others. If you feel the need to tweak things or fill in blanks anywhere, by all means, please do! I do not expect anyone to be 100% faithful to existing TFR lore—I don't even expect any of you to memorize this information, it's purely for reference.
Ashen Sylphs:

Traits: Ashens, like other sylphs, are mortals. Common traits for them are golden skin tones, long pointed ears, and warm shades of hair and eye color.
Territory: The Ashen Sylphs live in a unique spot in the Northern Territories, where the desert, the coast, and a large stone plane meet. The territory is called Moerutsuki. It’s very rocky, and weather is usually cold and dry. The architecture, names, and general culture are inspired by old Japanese villages. Fire is likewise an integral part of the village aesthetics, and is a common element in festivals and decorations.
Leadership: Ashens are led by a King and Queen, with a number of Lords and Ladies who act as a council.
Magic: As mortals, Ashens are not magical. They are forced to rely on crystals and other sources of natural magic, and they tend to stick to enchantments rather than direct spells (e.g, enchanting a sword to be forever sharp, rather than casting fireballs) because these get more bang for buck. Between the strenuous supplies and skill involved, enchanted items are often reserved for the elite.
Religion: Ashens aren’t required to be very religious since they’re mortals, and they're typically not. However, they are largely spiritual, with respect for the spirit realms and their own extensive legends and mythologies.
Ritin:

Traits: Ritin are a one-off tribe, and nobody really knows how to classify them (even though they're magic-less with average lifespans). Traits for Ritin include eye colors reminiscent of different birds, a ring of feathers around the neck and ankles, and long tail feathers (colors are usually in hues of brown or gray, but there are rarities like black, cardinal-red, or jay-blue). Males commonly have a crest of feathers on the forehead. And of course, Ritin have an extra joint on their wrists that—along with large primary feathers—turn their arms into wings.
Territory: Ritin live atop a mountain with a small city, both of which are called Vädha. The area isn’t particularly cold or hot, but wind is strong and frequent. The city is spread across the split peaks of the mountain summit, and it’s very rustic. Buildings have carved wood architecture, and there are many wooden bridges, walkways, and landing platforms all around. The culture is humble, though wary of outsiders.
Leadership: The Ritin are led by a Chieftain, Taakär. His wife is the shaman, and he has a couple of heirs. Though they are the sole leaders, they behave gracious, knowing they could be ousted by the will of their goddess.
Magic: Ritin have no magic, only their natural gift; their wings, and the incredible mobility they bring. Their lightweight anatomy makes them a bit fragile, but it also makes them even more swift and agile fliers.
Religion: Their god is Shittorah, a glorious winged man. The Ritin are devout and praise him often, as well as the open skies themselves. Common symbols/omens for Shittorah are golden feathers and crimson cranes.
Leo Ghouls:

Traits: At their core, ghouls look like humans, with long lifespans up to 180-250. Common traits for Leo Ghouls include feline eyes, whiskers, ears, claws, and tails. Sometimes these traits resemble wild cats, but traits reminiscent of the domestic species are the most common nowadays.
Territory: Leo territory, called Síloch (pronounced shee-lukh), is located within a vast evergreen woodland, and the architecture and art are inspired by old Celtic nations (particularly Irish). Themes of nature are prominent in the art and architecture. The culture is rather lively. Wary of outsiders, skeptical of change, but none too hostile. They are one of the only tribes to have been allied with the Zyreans (although said allyship was mostly in the past), so sentiments toward demons are less hostile than in other regions.
Leadership: Ghouls are led predominately by their High Cléirech/High Cleric, with a chosen Rotháite/leader to handle the bulk of common matters. A few base-level Cléirechs and Aires act as local leaders and a medium between civilians and high leadership.
Magic: Ghouls bear some magic capability, but it is not strong. It's a gray power that can be used to activate common sources of magic, and some Leos can channel it to shapeshift into cats. They also have a unique physical trait—as long they maintain their diet of raw (animal) flesh, their bodies will have fast healing/regeneration.
Religion: Their goddess is Niamhan (nee-mahn). She is said to take on many forms, but in art and iconography, she is mostly represented by a white lion wearing an emerald circlet. Most ghouls love their goddess and are devout to her.
Anima Demons:

Traits: Common traits for Animas include lighter or darker spots across their skin. They likewise have eyes with slitted pupils (any color), sharp teeth, retractable claws, a long tail with a patch of fur at the end, feet shaped like talons, and animalian ears with patches of fur at their tips. It's also worth noting that demonic anatomy is different internally, with extra bones and lacking most mortal organs (this means eating and drinking is only for enjoyment or practical reasons, and their primary weak spot is the spine).
Territory: Anima Demons are nature-lovers with a deep respect for beasts, with several sanctuaries protecting rare species. Their territory, Fortuna Donum, lies in a dense patch of woodland, connecting to a humble lake and a portion of stone plain. The architecture features the dramatic Gothic styles associated with demonic tribes, but with rustic elements too—wood, stacked stone, ivy, etcetera. The culture is more upbeat and open-minded than most, but they are still highly aware of outsiders. There is an unspoken demonic "pact" that keeps sentiments from turning too hostile toward Zyreans, but sentiments toward Aubades are bitter and aggressive.
Leadership: Their leader is Master Kiraga. There is a spirit-walker (shaman) that enforces divine law, and the master's chosen beta acts as heir and third-in-command. A few lords, dukes, etcetera are elected by demons to help vote on things.
Magic: Animas are the only demonic tribe that don't use black magic. Rather, their magic deals solely in shapeshifting. Animas are able to shift into their spirit animal by nature, then any animal they have managed to form a bond with.
Religion: Animas are largely religious, and it's far from uncommon for citizens to pay homage to their god. The Anima god is only known as the Radiant Beast, a large wolf with pale gold fur, spiraling golden horns, and three tails.
Frost Elves:

Traits: Frost Elves are an ancient race, with extensive lifespans up to 700-750. Common traits include very fair/cool skin tones with frost-like texturing along the arms and legs, pointed ears, and a limitless array of hair and eye colors—the latter typically being a very vibrant hue.
Territory: Frost Elves inhabit a small kingdom called Chonoît, and primarily covers a mountain known as Crête Givrée or "Frosted Ridge". Architecture and art is inspired by classical France, but with a whimsy and natural twist, like delicate leaves of frost along railings, or teardrop-shaped crystals embedded in frames. The culture is introverted, prizes art and order, and is very nervous/critical with outsiders.
Leadership: Frost Elves are led by their king, Ghylmere, with his queen and few adult children. Among the line of command are also the Marquises and the Comtes—those who work for the king and run things in specific factions of the territory.
Magic: Elves are known for being some of the best white mages, and have their own dedicated branch on the white magic tree. And of course, such magic is rarely used offensively, except perhaps in the presence of dark spirits and other evil entites. It has properties including curing, healing, warding, sealing, etcetera.
Religion: Elves are devout to their goddess, La Dame Édelie—depicted as a beautiful woman with flowing locks and winter robes, and a crown of snowdrops. She is symbolized by the tribe's sacred crystal snowdrops, and it's common to pray to her, even giving a quiet thanks after using magic.
Storm Gargoyles:

Traits: Gargoyles are have a lifespan between 180-220 (sadly, most die early). Common traits for Storm Gargoyles include great height (6’0 to 9’0), and large dragon-like wings fused to their backs. They have scaly, monochromatic skin ranging from dust-gray to charcoal hues. They have thick curved claws and talons, long tails, enlarged canines, flattened serpent-like noses, and eyes with horizontal-set pupils like a goat (colors come in the standard range, plus silver, amber, or yellow).
Territory: Their territory is limited to a village built along a tall mountain, Kgavuhn-Sal. It seems like there is a constant storm here, due to the presence of a storm-eye, a concentration of raw magic that attracts clouds and electricity. The village itself is poor and run-down, save for the intricately-designed stone manor carved out of the peak. The culture is fearful of outsiders, which can often manifest as aggression.
Leadership: Storm Gargoyles are led by a Chieftain, Xetokh in this case, who is the sole leader. Outside of Xetokh's small network of designated nobles, there is no challenge to his authority, and he is unafraid to abuse it.
Magic: Storm Gargoyles are not magical. Their strength is in physical capability. They have near-immunuty to electricity and stormy conditions, with decent resilience for fire and heat. Their large size/build makes them much stronger than average, and though that weight does hinder flying capability, they are great gliders. The hooks on their wings can also help with climbing, even wet or rocky surfaces.
Religion: Through a combination of respect and fear, Storm Gargoyles love their god, Averah Xenah, who is depicted as a very powerful quad-winged gargoyle that wields lightning. Sadly, free worship was something Xetokh's predecessors took from the town early on, and Averah is more of an underground, forgotten icon now.
Sky Nymphs:

Traits: Sky Nymphs have a roughly 400-500 year lifespan. Common traits include blue-tinted skin, any hue eyes with star-shaped pupils, fluffy hair textures, feathery wing-shaped ears, and long strings (like catfish whiskers) from the wrists and ankles resembling clouds.
Territory: It’s called Xasteriá, and can be found across a couple of tall isles just off the north coast. Art and architecture are inspired by Greek styles, with more whimsical detailing, and themes of spirals and/or birds. Technology is still in its early civilization phase, but magic has allowed for some shortcuts here and there, and they are especially interested in finding methods to glide/fly. The culture is peaceful, introverted, and observant of nature.
Leadership: Nymphs are led by a small council of roughly five, from the tribe’s Noble families. They are fair enough. The tribe's main issue is Sybilian control; between its proximity with Sybilius, it’s not uncommon for its leadership to influence tribe matters. This is a controversial issue among any tribe close to Sybilius; some welcome the help of the prosperous kingdom, whereas others shun its meddling.
Magic: Nymphs are black mages, deriving power from the elemental branch. The predominant elements are wind, electricity, or water, but there are rumors of other elements appearing due to hybridism (note: hybridism is rare and highly stigmatized across most tribes).
Religion: Their god is a mysterious deity known as Helia. As well as having a nymph form (both male and female), it is said to take many skyborne forms, from a white dove to a great dragon.
I will also note, some tribes' systems are more fleshed-out than others. If you feel the need to tweak things or fill in blanks anywhere, by all means, please do! I do not expect anyone to be 100% faithful to existing TFR lore—I don't even expect any of you to memorize this information, it's purely for reference.
Ashen Sylphs:

Traits: Ashens, like other sylphs, are mortals. Common traits for them are golden skin tones, long pointed ears, and warm shades of hair and eye color.
Territory: The Ashen Sylphs live in a unique spot in the Northern Territories, where the desert, the coast, and a large stone plane meet. The territory is called Moerutsuki. It’s very rocky, and weather is usually cold and dry. The architecture, names, and general culture are inspired by old Japanese villages. Fire is likewise an integral part of the village aesthetics, and is a common element in festivals and decorations.
Leadership: Ashens are led by a King and Queen, with a number of Lords and Ladies who act as a council.
Magic: As mortals, Ashens are not magical. They are forced to rely on crystals and other sources of natural magic, and they tend to stick to enchantments rather than direct spells (e.g, enchanting a sword to be forever sharp, rather than casting fireballs) because these get more bang for buck. Between the strenuous supplies and skill involved, enchanted items are often reserved for the elite.
Religion: Ashens aren’t required to be very religious since they’re mortals, and they're typically not. However, they are largely spiritual, with respect for the spirit realms and their own extensive legends and mythologies.
Ritin:

Traits: Ritin are a one-off tribe, and nobody really knows how to classify them (even though they're magic-less with average lifespans). Traits for Ritin include eye colors reminiscent of different birds, a ring of feathers around the neck and ankles, and long tail feathers (colors are usually in hues of brown or gray, but there are rarities like black, cardinal-red, or jay-blue). Males commonly have a crest of feathers on the forehead. And of course, Ritin have an extra joint on their wrists that—along with large primary feathers—turn their arms into wings.
Territory: Ritin live atop a mountain with a small city, both of which are called Vädha. The area isn’t particularly cold or hot, but wind is strong and frequent. The city is spread across the split peaks of the mountain summit, and it’s very rustic. Buildings have carved wood architecture, and there are many wooden bridges, walkways, and landing platforms all around. The culture is humble, though wary of outsiders.
Leadership: The Ritin are led by a Chieftain, Taakär. His wife is the shaman, and he has a couple of heirs. Though they are the sole leaders, they behave gracious, knowing they could be ousted by the will of their goddess.
Magic: Ritin have no magic, only their natural gift; their wings, and the incredible mobility they bring. Their lightweight anatomy makes them a bit fragile, but it also makes them even more swift and agile fliers.
Religion: Their god is Shittorah, a glorious winged man. The Ritin are devout and praise him often, as well as the open skies themselves. Common symbols/omens for Shittorah are golden feathers and crimson cranes.
Leo Ghouls:

Traits: At their core, ghouls look like humans, with long lifespans up to 180-250. Common traits for Leo Ghouls include feline eyes, whiskers, ears, claws, and tails. Sometimes these traits resemble wild cats, but traits reminiscent of the domestic species are the most common nowadays.
Territory: Leo territory, called Síloch (pronounced shee-lukh), is located within a vast evergreen woodland, and the architecture and art are inspired by old Celtic nations (particularly Irish). Themes of nature are prominent in the art and architecture. The culture is rather lively. Wary of outsiders, skeptical of change, but none too hostile. They are one of the only tribes to have been allied with the Zyreans (although said allyship was mostly in the past), so sentiments toward demons are less hostile than in other regions.
Leadership: Ghouls are led predominately by their High Cléirech/High Cleric, with a chosen Rotháite/leader to handle the bulk of common matters. A few base-level Cléirechs and Aires act as local leaders and a medium between civilians and high leadership.
Magic: Ghouls bear some magic capability, but it is not strong. It's a gray power that can be used to activate common sources of magic, and some Leos can channel it to shapeshift into cats. They also have a unique physical trait—as long they maintain their diet of raw (animal) flesh, their bodies will have fast healing/regeneration.
Religion: Their goddess is Niamhan (nee-mahn). She is said to take on many forms, but in art and iconography, she is mostly represented by a white lion wearing an emerald circlet. Most ghouls love their goddess and are devout to her.
Anima Demons:

Traits: Common traits for Animas include lighter or darker spots across their skin. They likewise have eyes with slitted pupils (any color), sharp teeth, retractable claws, a long tail with a patch of fur at the end, feet shaped like talons, and animalian ears with patches of fur at their tips. It's also worth noting that demonic anatomy is different internally, with extra bones and lacking most mortal organs (this means eating and drinking is only for enjoyment or practical reasons, and their primary weak spot is the spine).
Territory: Anima Demons are nature-lovers with a deep respect for beasts, with several sanctuaries protecting rare species. Their territory, Fortuna Donum, lies in a dense patch of woodland, connecting to a humble lake and a portion of stone plain. The architecture features the dramatic Gothic styles associated with demonic tribes, but with rustic elements too—wood, stacked stone, ivy, etcetera. The culture is more upbeat and open-minded than most, but they are still highly aware of outsiders. There is an unspoken demonic "pact" that keeps sentiments from turning too hostile toward Zyreans, but sentiments toward Aubades are bitter and aggressive.
Leadership: Their leader is Master Kiraga. There is a spirit-walker (shaman) that enforces divine law, and the master's chosen beta acts as heir and third-in-command. A few lords, dukes, etcetera are elected by demons to help vote on things.
Magic: Animas are the only demonic tribe that don't use black magic. Rather, their magic deals solely in shapeshifting. Animas are able to shift into their spirit animal by nature, then any animal they have managed to form a bond with.
Religion: Animas are largely religious, and it's far from uncommon for citizens to pay homage to their god. The Anima god is only known as the Radiant Beast, a large wolf with pale gold fur, spiraling golden horns, and three tails.
Frost Elves:

Traits: Frost Elves are an ancient race, with extensive lifespans up to 700-750. Common traits include very fair/cool skin tones with frost-like texturing along the arms and legs, pointed ears, and a limitless array of hair and eye colors—the latter typically being a very vibrant hue.
Territory: Frost Elves inhabit a small kingdom called Chonoît, and primarily covers a mountain known as Crête Givrée or "Frosted Ridge". Architecture and art is inspired by classical France, but with a whimsy and natural twist, like delicate leaves of frost along railings, or teardrop-shaped crystals embedded in frames. The culture is introverted, prizes art and order, and is very nervous/critical with outsiders.
Leadership: Frost Elves are led by their king, Ghylmere, with his queen and few adult children. Among the line of command are also the Marquises and the Comtes—those who work for the king and run things in specific factions of the territory.
Magic: Elves are known for being some of the best white mages, and have their own dedicated branch on the white magic tree. And of course, such magic is rarely used offensively, except perhaps in the presence of dark spirits and other evil entites. It has properties including curing, healing, warding, sealing, etcetera.
Religion: Elves are devout to their goddess, La Dame Édelie—depicted as a beautiful woman with flowing locks and winter robes, and a crown of snowdrops. She is symbolized by the tribe's sacred crystal snowdrops, and it's common to pray to her, even giving a quiet thanks after using magic.
Storm Gargoyles:

Traits: Gargoyles are have a lifespan between 180-220 (sadly, most die early). Common traits for Storm Gargoyles include great height (6’0 to 9’0), and large dragon-like wings fused to their backs. They have scaly, monochromatic skin ranging from dust-gray to charcoal hues. They have thick curved claws and talons, long tails, enlarged canines, flattened serpent-like noses, and eyes with horizontal-set pupils like a goat (colors come in the standard range, plus silver, amber, or yellow).
Territory: Their territory is limited to a village built along a tall mountain, Kgavuhn-Sal. It seems like there is a constant storm here, due to the presence of a storm-eye, a concentration of raw magic that attracts clouds and electricity. The village itself is poor and run-down, save for the intricately-designed stone manor carved out of the peak. The culture is fearful of outsiders, which can often manifest as aggression.
Leadership: Storm Gargoyles are led by a Chieftain, Xetokh in this case, who is the sole leader. Outside of Xetokh's small network of designated nobles, there is no challenge to his authority, and he is unafraid to abuse it.
Magic: Storm Gargoyles are not magical. Their strength is in physical capability. They have near-immunuty to electricity and stormy conditions, with decent resilience for fire and heat. Their large size/build makes them much stronger than average, and though that weight does hinder flying capability, they are great gliders. The hooks on their wings can also help with climbing, even wet or rocky surfaces.
Religion: Through a combination of respect and fear, Storm Gargoyles love their god, Averah Xenah, who is depicted as a very powerful quad-winged gargoyle that wields lightning. Sadly, free worship was something Xetokh's predecessors took from the town early on, and Averah is more of an underground, forgotten icon now.
Sky Nymphs:

Traits: Sky Nymphs have a roughly 400-500 year lifespan. Common traits include blue-tinted skin, any hue eyes with star-shaped pupils, fluffy hair textures, feathery wing-shaped ears, and long strings (like catfish whiskers) from the wrists and ankles resembling clouds.
Territory: It’s called Xasteriá, and can be found across a couple of tall isles just off the north coast. Art and architecture are inspired by Greek styles, with more whimsical detailing, and themes of spirals and/or birds. Technology is still in its early civilization phase, but magic has allowed for some shortcuts here and there, and they are especially interested in finding methods to glide/fly. The culture is peaceful, introverted, and observant of nature.
Leadership: Nymphs are led by a small council of roughly five, from the tribe’s Noble families. They are fair enough. The tribe's main issue is Sybilian control; between its proximity with Sybilius, it’s not uncommon for its leadership to influence tribe matters. This is a controversial issue among any tribe close to Sybilius; some welcome the help of the prosperous kingdom, whereas others shun its meddling.
Magic: Nymphs are black mages, deriving power from the elemental branch. The predominant elements are wind, electricity, or water, but there are rumors of other elements appearing due to hybridism (note: hybridism is rare and highly stigmatized across most tribes).
Religion: Their god is a mysterious deity known as Helia. As well as having a nymph form (both male and female), it is said to take many skyborne forms, from a white dove to a great dragon.

Spoiler
A note for character creation: there will be a LOT of writing from individual characters' perspectives in this RP! Thus, if you would like to make a second character to accompany your main on their quest, to generate more dialogue and maybe help progress an arc, I am cool with that! You don't have to worry about doing separate intro posts or anything, but you will have to account for two characters during fights, interactions, etc. If you think you can handle that, go for it!
- Code: Select all
[b]Name:[/b]
[b]Gender:[/b]
[b]Age[/b]:
[b]Race:[/b]
[b]Skills and Affinities[/b]: (be sure to include their magic capability, if applicable!)
[b]Weapons and/or Equipment:[/b] [i](you can add to this later if you want as well!)[/i]
[b]Appearance:[/b]
[b]Personality:[/b]
[b]Backstory:[/b]
[b]Other:[/b]
[i]Do you understand that "The Forsaken Race" is a pre-existing universe, and that Raven promises to not use any of your characters/creations in future TFR projects unless given clear and explicit permission?:[/i]





