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Feb 20, 2017 4:18 PM
#1
Monster Girl Survival Game: Introduction, Rules, & Lore Welcome to the MSG & MFF! If you have never heard of it before, you just want get pointers which stories to read, and/or you want to start a story of your own then this is where you begin. This post contains an index to help you navigate through all the information that is available in this thread. INDEX General Introduction MSG Lore
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mugen91Sep 9, 2023 5:03 PM
Reply Disabled for Non-Club Members
Jul 4, 2017 5:22 PM
#2
What is a monster girl? New to monster girls? No worries! We welcome all monster girl fans, new or old. Put simply, a monster girl (AKA a mamono) is an animal, mythical creature, or even an item given the form of a beautiful woman. These women, collectively known as monster girls, look mostly human but retain traits, physical or otherwise, from their non-monster girl counterparts. They are magical, they are powerful, they can live for hundreds of years, and they want YOU. To get a better idea, take a look at this: The Monster Girl Encyclopedia. What is the MSG? The Monster Girl Survival Game, or MSG for short, is a collection of stories about surviving in a shared world full of monster girls. Its setting is pre-established and the writers have to adhere to a bunch of rules to ensure a minimal degree of consistency and to prevent the writers from accidentally screwing each other over. However, the shared world allows you to build forth on work by others; nor do you have to come up with a setting of your own; and most importantly it allows you to do a COOP with an other writer where you can write parts your story together, add cameos of other writers, and/or make references to other stories. Your characters can meet another writer's characters, and it allows you to roleplay parts of your story together with other writers. The shared setting takes place in Arcadia, a large island full of monster girls where humans from earth are transported with no supplies, no way home, and no calling for help. How would you survive on Arcadia? Will you integrate into this world, or will you try to find a way back home? The choice is yours! The point of the MSG is to survive and have a good time! For those who are interested in reading MSG stories, check out the Story Gallery where you will find an overview of all the stories we have in our club. For the readers and writers who are interested in the lore and rules of the MSG, keep reading, for this thread contains all the information you need to know to start writing your own MSG story. What is the MFF? Monster Girl Free Form stories, or MFF for short, are created entirely by the writer. The setting is yours to create, but it allows you to do pretty much whatever you want. It only follows two most reasonable rules:
What about Monster Girl Short Stories? Short Stories are stories that are began and concluded in only a few posts and are uploaded as a whole. They are perfect if you are looking for a quick monster girl story to read or write. Short stories can be part of the MSG as long as they adhere to the MSG rules and lore, or they can take place in their own setting (MFF Short Stories). A short story could be an excellent way to provide background information for something or someone from your main story. For those who are interested in reading short stories: the general short story thread can be found HERE. The short stories that take place in the MSG setting have their own thread and can be found HERE. How do I join? "Well this is pretty friggin awesome! How do I join?" you might think. I'm glad you asked, and boy have I got the perfect post for you: Joining the MSG & MFF step-by-step Guide! |
MetallumOperaturOct 25, 2018 1:46 PM
Jul 4, 2017 5:23 PM
#3
MetallumOperaturOct 25, 2018 6:04 PM
Jul 4, 2017 5:24 PM
#4
Note: If you decide you want to join the MSG then it is strongly advised to read this thread first, as it contains a lot of necessary background information and it will familiarize you with the rules that you are expected to follow. We know that having to follow rules isn't always fun, but they are necessary to warrant some degree of consistency and to keep the MSG a welcoming place for all writers! Step #1 So you've decided you want to write a MSG or a MFF story and now you're asking yourself, "how the heck do I start a story and become famous and awesome like everyone else?" The first thing you need to do is choose your main companion(s). For the MSG you can have in total up to two main companions. You can pick your companions from the Monster Girl Encyclopedia. Also decide if one of them is a futa. Please note that for various reasons some monster girls are either banned or restricted for use as a companion in the MSG. For the MFF there are no restrictions on the number of companions nor their species. You can even design your own monster girls! Step #2 Now that you've picked your companions, you will need to write the first chapter of your story. For a MSG story there are two requirements for the first chapter: 1. It needs to explain how you arrived on Arcadia, or on/in the waters and islands around it. 2. It needs to be at least 800 words long. The only requirement for a MFF story is: 1. Chapter #1 needs to be at least 800 words long. Step #3 MFF stories can skip this step. Now that you have your companions and your awesome first chapter, send everything to emeraldtryst or dcw2021 in a PM. The PM needs to include the following: 1. The first chapter of your story. 2. The name, race and gender (futa or not) of your first companion. 3. If you want a specific picture representation for your companions in the story gallery, you need to include links to pictures resembling your companions. Otherwise the standard encyclopedia images will be used. 4. Your starting position on the world map Step #4 MFF stories can skip this step. Wait. The officer in charge of story approvals will look at your chapter and companion information. He will assess your grammar and will reply to your PM telling you if there are things you need to fix, change or if your story has been approved. Should you for whatever reason no be able to get into contact with either emeraldtryst or dcw2021, then send a PM to one of the other staff members. Step #5 So you made it. Your story has been approved and you almost peed yourself from excitement. You are now free to start your story. Make a thread with the proper story label: [MSG] / [MFF] and your story name. Post your first chapter and watch the comments flow like cash from a slot machine with a jackpot. The general recommendation is to not make your too short or too long (around 800-2000 words is excellent) and to post a new chapter regularly. If you can't contain your excitement or write chapters like a machine, writing longer chapters and posting more frequently is of course okay. Remember to be a part of the community and have a good time writing! |
MetallumOperaturAug 22, 2018 1:34 PM
Jul 4, 2017 5:25 PM
#5
Game Masters MetallumOperatur tygertyger mugen91 Lord Officers Amarante -- currently unassigned Charisse/Ahmose -- Currently unassigned Kioko -- Maku_The_Blue Kaori -- mugen91 Michiko -- tygertyger Elizabeth -- MetallumOperatur Honorary Mentions Blaszak - Creator of the MSG Subenu - Former Head GM Rabbiac - Auxiliary Head GM emeraldtryst - Former Head GM dcw2021 - Former GM |
mugen91Jan 20, 11:38 AM
Jul 4, 2017 5:26 PM
#6
The MFF has only two rules:
Here are the three key goals:
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MetallumOperaturMar 21, 2018 4:07 PM
Jul 4, 2017 5:42 PM
#7
The Map The current known world in the MSG setting comprises a small continental plate that hosts an archipelago. The central and biggest island is called Arcadia, while the whole archipelago together with its surrounding seas is called Atalantheis. Here is the most recent version of the map we use for Atalantheis and also a map with the different domains in Atalantheis: Arcadia's and Atalantheis' Seizes Though they were a bit shy, we managed to obtain all Arcadia's and Atalantheis' seizes, and are willing to disclose them to you ;-) The total land surface area of Arcadia and the other islands combined is 4.25 million square kilometres (1.65 million mi2). This makes Arcadia a tad bit larger than half the area of the contiguous United States. Whether you call that a super island or a mini continent we'll leave up to you. Michiko’s aquatic domain spans the continental shelf around the island (light blue) and the coastal waters (blue) which has an area of around 4.75 million km2 (1.83 million mi2). So Michiko’s domain is bigger than all the the other domains combined. The open ocean beyond the continental shelf is uninhabited, unclaimed, and mostly terra (or should I say aqua) incognita. The seizes of Arcadia and Atalantheis were chosen such that every pixel on the map corresponds to exactly 1 square kilometer (~2.5 km2 = 1 mi2). This allows for easy calculation of distances between two points on the map. Some examples: the distance between Haijokagawa in Kioko to Faldarfar in Elizabeth East coast is around 2270 km (1410 mi), and the distance between Bestallion and Alnor is 1065 km (660 mi). To help visualize how big Arcadia really is, here is the same map with Texas, Germany, and South Korea laid over it to scale: Landscapes and Climates in Arcadia Arcadia sees a great variety in landscapes and climatological conditions. With wet temperate climate in Kioko, a dry rain-shadow desert climate in Ahmose, a mediterranean climate in Amarante, a plains/steppe climate in Kaori, and temperate+boreal forests in Elisabeth. As a rule of thumb the dominant wind direction comes from the South West, and hence the Western half of Arcadia is a few degrees warmer than the same latitudes in Arcadia's Eastern half. To get an idea as to what kind of landscape you can roughly expect in the area you are interested in, please refer to this landscape & terrain map: |
mugen91Jan 20, 9:41 AM
Jul 4, 2017 5:42 PM
#8
===================================== MSG Lore: Monster Girls, Companions, & Demographics ===================================== Back to top Monster Girls & Companions You are not alone on the island, it is populated with monsters and humans. Most 'NPC' monsters will try to 'coerce' a sexual encounter with a man, and sometimes women, given the opportunity. But even if they are civil, humans and monsters alike will ultimately have their own goals, whether those are met with you or through you. It is a dangerous world so you are allowed companions to assist you on your journey. 'Companions' have a special relationship with you, this does not have to be sexual but it often involves them looking out for your well being for one reason or another. You can be friendly with NPCs but ultimately your companions are special. For the species of monster girls that can be found in the MSG we mainly use the Monster Girl Encyclopedia. If the Monster Girl Encyclopedia is expanded with a new monster girl, then that monster girl is automatically added to the MSG and can be used as both a NPC or as a companion. Remember that the Fallen Maidens are not used in the MSG. As with humans, monster girls all have individual personalities, so keep in mind that those MGE entries should only be used as rough guidelines. Anything in those entries that refers to elements that are not part of the MSG (e.g. the Demon Lord) should be ignored. There are a few species that are restricted or outright banned from the MSG for various reasons. Those species are listed below. If a newly released monster girl is restricted or banned from use, then that monster girl will be added to this list. Furthermore we allow various Honorary Monster Girls to be used as NPCs or companions. These HMGs are monster girl profiles that were made in the various Honorary Monster Girl Competitions we held here in the club. All HMGs that are allowed to be used in the MSG as well as their profiles can be found in this thread. Restricted & Banned Monster Girls
Demographics We know that Demographics is not the sexiest of topics. Yet a basic understanding of it will help a lot with accurately describing the MSG world in your story. General population numbers and population densities The population living on land is around 21 million. This corresponds to a population density of around 5 people per square km, or 13 people per square mile. This is low, very low! South Dakota levels of low. So there will be plenty of areas where there is barely a living soul to be found. The population living in Michiko's aquatic domain is around 9.5 million. This corresponds to a population density of around 2 people per square km, or 5 people per square mile. Keep in mind that this population is also spread over an additional dimension: depth. So vast swaths of sea pretty much only house nomadic groups of aquatic monster girls that travel long distances. As a rule of thumb: the further away you are from land the more the balance shifts from settlers to nomads. Human Population Around 0.5% of the terrestrial population is human. Most humans live among the monster girls either as husbands/wives or as "slaves" bred to be sold as husbands to desperate monster girls with some money to spent. Due to their rarity and high demand, humans are highly valued and usually treated accordingly. In some domains slavery is forbidden and humans enjoy a little bit more freedom. There are a few human villages left hidden in the nooks and crannies of the island. In most cases these villages enjoy the protection of a powerful monster girl or group of monster girls that chase off any would be husband seekers. In Michiko's domain humans are even rarer and make up fewer than 0.25% of the population. On average males make up around 70% of the human population. This difference is mostly due to accidental, and in some cases intentional, monsterization of human females. This is also the reason why on average human females are much younger than the men, for they are often monsterized before they grow old. Monster Girl Population There are over two hundred (and counting) species of Monster Girls living in Atalantheis. Naturally some species are more numerous than others. The tables below give a rough indication on how common or uncommon a certain species is for Arcadia and Michiko's aquatic domain respectively. Keep in mind that the distribution of the monster girl species over Arcadia is often highly influenced by domain, climate, and terrain. For example: though the Anubis is fairly common in Ahmose's domain, they are rare in the other domains. The table does not tell where a species is concentrated. The lore posts about the different lords and their domains can give a further indication of which species are typically found in that domain. Species Rarity Arcadia & Islands Here all currently known monster girl species are listed by their rarity. Keep in mind that due to the large variety in monster girl species, being a very common species still means they make up only a little over 1% of the total population. Also keep in mind that these are the numbers for Arcadia and the islands, so many aquatic species will be much more common in Michiko's domain than they are "on land". Aquatic species living "on land" are usually living in the rivers, lakes, and wetlands there or are living in coastal population centres. NB: Don't let a species' rarity deter you from using one in your story, just keep their rarity in mind while writing them in! Special: Humans: 0.5% or around 105,000 individuals Very Common: >1% or >210,000 individuals Amazoness Arachne Beelzebub Centaur Devil Bug Dryad Dwarf Elf Fairy Giant Ant Giant Slug Goblin Greenworm/Papillon Grizzly Harpy Holstaur Honey bee Hornet Imp Kakuen Kobold Lamia Large Mouse Lizardman Minotaur Mothman Mummy Orc Ratatoskr Red Oni Skeleton Slime Succubus Troll Vamp Mosquito Werebat Werecat Wererabbit Weresheep Werewolf Zombie Common: 0.5%-1% or 105,000 - 210,000 individuals Akaname Alp Alraune Anubis Black Harpy Cockatrice Dark Elf Gyoubu Danuki Houri Inari Kamaitachi Kejourou Khepri Kunoichi Mantis March Hare Matango Mucus Toad Owl Mage Pixie Ren Xiongmao Salamander Satyros Sphinx Tentacle White Horn Youko Uncommon: 0.2% - 0.5% or 42,000 - 105,000 individuals Apsara Blue Oni Bogey Crow Tengu Cupid Cyclops Dark Mage Dark Priest Familiar Ghost Ghoul Girtablilu Griffon Gremlin Hinezumi Jinko Jorou-Gumo Jubjub Kappa Kesaran Pasaran Kikimora Krampus Lesser Succubus Mandragora Mimic Myconid Nekomata Ocelomeh Ogre Pyrow Raiju Red Slime Sahuagin Selkie Siren Unicorn Yeti Yuki-Onna Rare: 0.1% - 0.2% or 21,000 - 42,000 individuals Ant Arachne Banshee Barometz Bicorn Bogie Bunyip Cait Sith Cancer Cheshire Cat Cu Sith Dorome Dullahan Flow Kelp Gandharva Gargoyle Glacies Gnome Golem Hakutaku Hellhound High Orc Hobgoblin Humpty Egg Ignis Jinn of the Jar Kitsune-bi Kitsune-tsuki Leanan Sidhe Medusa Mermaid Merrow Nightmare Ochimusha Oomukade Redcap Scylla Sea Bishop Shirohebi Soldier Beetle Sylph Trumpart Umi Osho Unagi Joro Undine Ushi-Oni Valkyrie Wendigo Witch Very Rare: 0.01% - 0.1% or 2100 - 21,000 individuals Atlach-Nacha Basilisk Bubble Slime Charybdis Cherub Chochin-Obake Creeping Coin Dark Slime Dark Valkyrie Doppelganger Dormouse Genie Ittan-momen Jiangshi Karakasa-Obake Lava Golem Mad Hatter Mindflayer Nureonago Roper Thunderbird Titania Tsurara-Onna Tritonia Vampire Will-o-the-Wisp Wonderworm Wyvern Exceptionally Rare: 0.00025% - 0.01% or 50 - 2100 individuals Angel Arch Imp Baphomet Chimaera Dark Angel Dhampir Demon Devil Dragon Echidna Gazer Ice Queen Kraken Lich Living Armor Manticore Mershark Nereid Night Gaunt Nurarihyon Parasite Slime / Slime Carrier Phantom Phoenix Ryu Sandworm Sea Slime Sun Bride Wight Wurm Extinct or Nigh Extinct: < 0.00025% or < 50 individuals Alice Apophis Automaton Cursed Sword Dragon Zombie Jabberwock Liliraune Living Doll Otohime Pharaoh Queen Slime Seraph Shoggoth Species Rarity Michiko's Domain Michiko's Domain includes a host of small islands and islets (to small to be depicted on the map) as well as some beaches, also there is magic readily available to make terrestrial species more adapt to a life underwater, so Michiko's domain is host to a minority of terrestrial species. This table only lists the species for whom it makes sense that they feasibly can be found living in the water or on the small island and islets "naturally". A prime example of non-aquatic species that still meet that definition are Harpy species (the Siren in particular) that live and nest on the coast/islands/islets but primarily forage on sea. All the unlisted species together make up around 5% of Michiko's citizens. For these "unlisted" citizens a writer might want to think about a plausible explanation as to why they live in Michiko's domain. Some examples could be: they are the x-th wife of a man whose first wife is one of the aquatic species; they are part of a tiny fishing community on one of the islands that belong to Michiko; they are refugees from one of the civil wars raging on the mainland; etc. NB: Don't let a species' rarity deter you from using one in your story, just keep their rarity in mind while writing them in! Special: Unlisted Species: ~5% or ~475,000 individuals Humans: less than 0,25% or fewer than 34,000 individuals Very Common: >3% or >285,000 individuals Cancer Charibdis Flow Kelp Mermaid Merrow Mucus Toad Sahuagin Scylla Sea Slime Selkie Siren Slime Tritonia Umi Osho Unagi Joro Common: 1%-3% or 95,000 - 285,000 individuals Harpy Kappa Mershark Nereid Red Slime Sea Bishop Shirohebi Succubus Tentacle Undine Werebat Uncommon: 0.2% - 1% or 18,000 - 75,000 individuals Apsara Beelzebub Ghost Jinn of the Jar Jubjub Mimic Roper Skeleton Vamp Mosquito Zombie Rare: 0.02% - 0.2% or 1800 - 18,000 individuals Alp Black Harpy Bubble Slime Bunyip Creeping Coin Crow Tengu Doppelganger Dorome Humpty Egg Karakasa-Obake Kraken Lamia Nureonago Parasite Slime / Slime Carrier Very Rare: 0.001% - 0.02% or 95 - 1800 individuals Dark Slime Gargoyle Glacies Golem Ittan-momen Lesser Succubus Living Armor Otohime Will-o-the-Wisp Exceptionally Rare: 0.0002% - 0.001% or 18 - 95 individuals Griffon Mindflayer Phantom Queen Slime Ryu Shoggoth Extinct or Nigh Extinct: <18 individuals Cursed Blade Ice Queen Living Doll |
MetallumOperaturMay 25, 2023 4:17 PM
Jul 4, 2017 5:44 PM
#9
In this post you will find an alphabetical overview of all honorary monster girl profiles from the various honorary monster girl competitions that are allowed to be used in the MSG as either NPCs or as companions. NB: This list is a work in progress and is updated whenever someone introduces a honorary monster girl to the HMG. If you want to introduce one or more yourself, contact Metallumoperatur or tygertyger to ask whether that one can be allowed into the HMG! AISFURRU by VenomWolf Family: Werewolf Type: Spirit Habitat: frozen tundras, mountains, and alpine woods Disposition: curious, aggressive, opportunistic Diet: wild animals, wild plants https://cdn.discordapp.com/attachments/494642390187900928/713241479962689586/Tumblr_ojjyxkaTA71sl8albo1_1280.png (Individual pictured is about average coloration with slightly darker than average skin tone) An aisfurru is the lupine equivalent of a kitsune, a scavenger spirit that takes the form of a wolf. She is not prideful, but rather she tends to think in terms of survival and usually is not afraid to play dirty to get her hands on something that catches her eye. Aisfurru are a rare species of werewolf, adapted to the snowy tundras and forests of the north. They typically have fur colors ranging from white to blue and skin colors ranging from bone white to a healthy tan, sometimes with a bit of blue mixed in. They always appear as if in the midst of winter, with frosty breath, even in a desert's heat. They keep to themselves and scavenge what they can find out in the wilds of the north, using what they can and keeping most of what they find no use for anyways. They can develop hoards much like those of gryphons or dragons and will defend them ferociously. Aisfurru are particularly strong even among werewolves. They have claws that can easily rend flesh and shatter bone. They are excellent hunters with olfactory senses much stronger than the average human's, so much so that they can tell people apart by smell alone. The same goes for their hearing; they are able to hear prey scurrying in treetops or under the snow. Their padded feet allow them to move silently, and their powerful legs allow them to pounce on unsuspecting prey at a moments notice. They can survive temperatures of 50 below zero with ease, 100 below with heavy clothing, and their bodies are quite warm to the touch. Unfortunately this makes them susceptible to the heat, with heatstroke being a common occurrence to those in the warmer parts of the world. They are particularly weak against fire-based attacks and most will refrain from fighting an enemy that clearly uses them. While they are strong fighters aisfurru's true ability comes from their spirit attributes; an aisfurru excels in ice and snow magic. Their control with it is so great that they can make intricate items from ice. The more demonic energy they put into it the stronger and more heat resistant the ice is. While making very strong ice is doable it takes up a good portion of their energy -- ice that melts at 32 degrees F is normal while ice that melts at 50 degrees F is much harder to make and leaves the aisfurru in a lustful, needy state afterwards. When an aisfurru is angered ice will grow up her arms from her paws looking like a fresh sheen of frost as it spreads and she gets angrier. They can also assume their monster form at the cost of high demonic energy use, becoming massive wolves with fur that appears to almost be made out of ice. In reality, this lupine form has an outer layer made from ice and can be chipped away with no harm to the mamono herself. When the aisfurru finally comes out of that form she will be hungry for spirit energy. As fierce predators through and through aisfurru are comparable to hellhounds in the way they look for their mates. Once they catch sight, smell, or sound of a man, they go into a huntress state of mind, stalking, capturing, and "devouring" their prey. Once satisfied they typically move on if the man is not to their liking; despite being both mamono and scavengers aisfurru are surprisingly picky when it comes to their taste in men. If the man is to the aisfurrus liking she will become surprisingly docile and look to him with warmth, but even when she becomes warmer to a man she will still have the same wildness about her that puts her on the same level as hellhounds. Once an aisfurru has secured a male she treats him as her "best find” and will shower him in gifts that she finds in her escapades scavenging; he is treated lovingly and carefully so as not to harm him. The aisfurru continues to "devour" her prized possession every night, so much so that she may forget about scavenging all together and only focus on her mate. Name that mamono: Aue Aue is a white-blue skinned aisfurru with snow white fur and a playful disposition. She stands at 5'8" with a fit but slim build and has a DD cup bust. Her tail is always wagging, and she always has a smile on her face as if she's happy to just be around people. Unlike most of her race she has poor control over ice, but instead has an aptitude for water magic; Aue can control the melting of ice and snow surrounding her with ease. This unfortunately earns her scorn from the rest of the aisfurru in her village, so she now lives on the outskirts of town in a log cabin, hunting and selling the skins to make a living. BLUE FOX by Tygertyger Family: Fox Type: Beastman Habitat: Forests, tundra, or cities Disposition: Calm, practical, disciplined Diet: Carnivorous; spirit energy http://ekladata.com/E-iGjY7fTDg2p_HrcVRBleS_vfw/bloom.png At first glance a blue fox looks like an ordinary youko or inari with blue or gray eyes and hair/fur in some shade of blue, but she is actually a different but related species. The first blue foxes resulted from a marriage between a futanari youko and a yuki onna, but all of them since then have been born to blue fox mothers. Blue foxes have the typical abilities of fox-type beastmen -- agile minds and bodies, superhuman senses of smell and hearing, and exceptional speed. Where they differ is in their magical abilities. Blue foxes radiate magical energy just like youko and inari do, but they have much better control of it. They never spontaneously release spells (though they can fake doing so), nor do they accidentally spawn kitsune-bi spirits. Blue foxes have an instinctive ability to cast ice-related spells. They are comfortable even in arctic extremes of cold, and they are resistant to cold-based magic. In keeping with their icy habitat and talent for cryomancy most blue foxes have cool demeanors. This makes it difficult for them to find friends, let alone mates, but the fox's chilly exterior hides a burning desire for love and companionship. Someone who shows a blue fox sincere affection and unconditional acceptance will melt her heart. Once she falls in love a blue fox won't show many outward signs of affection, but she will accept such gestures from her mate and will often display a Mona Lisa smile when regarding the one she loves. Blue foxes also love slow, quiet lovemaking and aren't shy about initiating sex. Nor are they picky about the sex of their partners; true to their origin, blue foxes find women every bit as enticing as they find men. CHERUB by Tygertyger Angel Family Angel Type Habitat: Heaven, human settlements, ancient ruins Disposition: Protective, warlike, dedicated Diet: Sunlight, men’s spirit energy https://imgbin.com/png/AA2U5S0M/anime-angel-drawing-png A cherub appears as a humanoid woman with feathery wings. All cherubim are of above-average height and have athletic builds. They are guardian angels sent by powerful divine entities to protect locations, objects, or persons that are critical to their patron spirits’ plans. As agents of divine protection and mercy cherubim never strike the first blow in combat… but they don’t consider it striking the first blow to jump into a fight to protect someone else. Guardian angels don’t shy away from battle, but neither do they take pleasure in it for its own sake. They do what they must to protect their charges, no more and no less. A cherub has a number of abilities that make her a guardian of extreme potency. The first are her exceptional strength, speed, and toughness. Next are her keen senses; a cherub’s sight is as sharp as an eagle’s, and her hearing is as acute as a bat’s. Cherubim can also fly thanks to their fully functional wings. Their most powerful ability as guards is minds that remain constantly alert. A cherub is equally immune to boredom, daydreaming, and the need for sleep (including sleep spells). Lastly, a cherub always knows the condition of her charge and the approximate distance and direction to it. Cherubim don’t eat normal food because they believe that “things of the earth” will corrupt them. They subsist entirely on sunlight, and their bodies are suffused with it. A cherub who is in battle or in the grip of strong emotion will emit an aura of holy golden light that weakens the physical and magical powers of demons and undead. A cherub can also manifest a sword made of divine fire at will. This weapon is dangerous to any being – it can even damage incorporeal targets like ghosts – but it is particularly effective against demons. The flaming sword has no effect on beings who are not evil or at least hostile to the cherub or her charge. Cherubim never rape human men, and they usually don’t exhibit monstrous desires at all. However, a cherub who is set to guard a human will often fall in love with her charge. A cherub whose former charge has been destroyed may, upon meeting a human who is in need of protection, assign herself as his guardian. In such cases the angel can experience the full range of emotions of a devoted wife in addition to a monster’s lust. The traces of his spirit energy in her system will allow her to unerringly track him anywhere, and a devout man will gain some ability to sense her location and condition as well. They will both know the exact moment when their lovemaking conceives a child. A cherub will remain faithful to her husband until his death. At that time, if he is virtuous, she will conduct his soul to Heaven where they will continue in wedded bliss and near-constant lovemaking for eternity. DIRE WEREWOLF by VenomWolf Family: Beastman Type: Wolf Habitat: mountains and alpine woods Disposition: Stoic, aggressive, lustful Diet: Meat, spirit energy https://twitter.com/airisubaka/status/992271741253705728 The dire werewolves are a subspecies of werewolf. They exhibit the same traits as werewolves -- the furred arms, the paws, and the claws. What sets them apart from their werewolf counterparts is their size; a dire werewolf is on average 7’ (213 cm) tall. They live in smaller but more tightly-knit packs which consist of only four to six individuals. Nevertheless they are imposing and cunning apex predators that roam the alpine forests constantly on the hunt to provide them with the large amounts of food they need to stay alive. Dire werewolves have a large gait and are quick sprinters to help them chase down prey. They have well-toned muscles that are ideal for labor and fighting. They're faster, stronger, and have sharper senses than a human by a large margin. Furthermore they have large lethal fangs and a vicious bite that can snap a bone in two. Like werewolves they have seemingly inexhaustible stamina as well. Essentially everything about them is bigger -- their bodies, their strength, their stamina, their breasts, and their lust. A dire werewolf will never back down, even when she is in the wrong. This is no fault of the girls, however, for it is merely a side effect of their reluctance to let prey go. When a dire werewolf bites something she will not let go unless ordered to by her alpha, and this bleeds into her mental state of stubbornness. For a pack to function everyone needs to be loyal to the alpha. The process of selecting the alpha is a violent one, but once one has emerged victorious the others will defer to her without further question. A well led pack can take down prey that are much larger and stronger than they are. Dire werewolves typically live in cold harsh environments, and therefore cannot afford to be picky eaters. In fact dire werewolf packs are known to hunt for elk girls, white horns, selkies, and any other mamono that lives within their vast territories. They don't kill them though, but rather use their powerful bite to inject their saliva into their victims. This causes the mamono to lactate. The saliva's effect is so potent that it will divert most of their victim's energy towards milk production, leaving them unable to resist. The dire werewolves will then, over the course of several days, milk their victims dry before finally letting them go mostly unharmed. If a pack has a male they generally let him bed the prey between milking sessions as a somewhat twisted thank you for their contribution to the pack's survival. If a human female were to be bitten by a dire werewolf it would speed up the monsterization process significantly. Dire wolves don't know the meaning of holding back; they go full force all the time. This goes for mating as well. Rare is the dire werewolf who has enough presence of mind to be gentle with a fragile human. Instead she expends demonic energy during mating to protect her mate from the damage of her force. The more a man would be injured the more energy is used, and therefore the less desirable a man is to her. Dire werewolves value both strength and cunning in their men. Should a pack come across a man he will be challenged by the alpha to determine his value to the pack. His strength is determined by the amount of demonic energy needed to protect him during sex, and his cunning is assessed by whether or not he manages to beat the alpha in the contest. Since it is unrealistic for even the strongest men to defeat a dire werewolf in a stand-up fight the man is typically allowed to use trickery or set conditions such that the contest is stacked heavily against the alpha. A man will typically be considered fit to keep by the pack even if he fails to best the alpha; in that case he will become the “omega” of the pack. He will be ordered around by the rest of the girls while they begin training him up to a somewhat competent level. They feed him well and have him join them in hunts to build up his strength, and of course they train up his stamina every night. At any time the man can challenge the alpha again for a rematch. Once he manages to beat the pack alpha the rest of the dire werewolves will become submissive and loyal as he takes the new spot of alpha while the prior alpha retains her role as his right hand. Most dire wolves have odd soft spots as if to balance out their hardness -- for example an inclination towards cute things, or maybe a special spot on their bodies that makes them calm and gentle --whatever the case this seems to be a common factor among all of them, likely their bodies adapting to the new mamono forms. These soft spots provide weaknesses for a man to exploit in his attempt to claim his spot as the alpha. A man that has become a pack's alpha will find the girls start to snuggle up to him each night, much like a normal werewolf, pushing him to eat stimulants and aphrodisiacs to boost his libido while they take turns to satisfy him or be satisfied by him. It's not uncommon to see one of these strong-willed women begging, but in such a scenario it becomes normal as the loyal werewolf part of them takes over, wanting to please her alpha. Her tail will wag for him and him alone. ICY TEMPTRESS by Ocu Family: Succubus Type: Elemental Habitat: Forest, towns, or cold regions. Disposition: Gentle, persuasive, Diet: Omnivore; spirit energy Having no physical monstrous traits other than blue-tinted skin and hair at first sight, the Icy Temptresses possess a thin sheet of ice to cover their erogenous parts, which only sends painful signals when touched. However they can, with a simple saliva transfer, link themselves to someone, slowing down that person’s movements and thoughts, igniting their desires, and sharing all their pleasure with the Icy Temptress. The pleasure they receive through the one(s) linked can completely replace any need for nutrition if frequent enough. Most will thus prioritize finding women (of any species) to be able to feel pleasure and will most likely aim to find them a man afterwards. They can use their stored energy to make ice grow from their bodies in the shape they desire. This requires a lot of concentration, and the amount of energy used depends on the amount of ice created and how long it is intended to last. Addendum: Due to the brevity of the original entry the following clarification is provided for the base capabilities of the icy temptress. An icy temptress feels pain from contact with the aura of another living being (including another icy temptress). An undead or construct counts as a living being for this purpose. The ice covering her "naughty bits" blocks this effect. With a kiss an icy temptress can link her life force with another being in order to be able to come into contact with them without pain -- the longer and more passionate the kiss the longer this protection lasts, and marriage makes it permanent. When linked with another person the icy temptress's body temperature warms a few degrees and the other party's temperature cools by the same amount. All icy temptresses are immune to naturally-occurring extremes of cold and resistant to cryomancy spells. They can generate ice sheaths on their bodies at will, and with practice can expand this to functional armor. When linked with another person an icy temptress can use magically generated ice to stimulate her partner. Icy temptresses have a natural talent for cryomancy, though few bother to train those skills. SERAPH by MetallumOperatur Angel Family Angel Type Habitat: Varies Personality: Devoted, lustful Diet: Spirit Energy http://i.imgur.com/c9adUmb.jpg Seraphim are angels who have reached apotheosis. This means they have reached a state of lesser divinity. Any angelic species can reach apotheosis, but how remains unclear. Even the seraphim themselves can’t answer that question, as every one of them has followed a different path. There is no known systematic approach. Upon reaching apotheosis an angel will undergo a series of physical and mental changes. The changes are large enough to be easily noticeable, but not large enough that one would not be able to recognize the former angel. The changes happen rapidly over the course of mere weeks and only when they have fully manifested themselves will the angel be referred to as a seraph. Because any angel species can turn into a seraph, the seraphim are the most diverse species of angels both in appearance as in personality, even though they are by far the fewest in numbers. Their most striking physical change is the growing of two additional sets of angelic wings. Besides that having six wings is a dead giveaway that the angel has changed into a seraph they also symbolize that a seraph wields the might of three regular angels. This is why the seraphim are counted among the highest-ranking and most powerful beings in existence barring the divines themselves. Seraphim are technically not monster girls as they do not possess demonic energy, nor can they become corrupted by demonic energy like the other angelic species can. Any form of demonic energy will simply slide off of them as if they were made of quicksilver. This is also the reason why there are no dark seraphim. Unlike when they were still regular angels, seraphim don't serve one particular deity anymore. Their positions have become akin to what we would call “freelancers;” deities might occasionally request their aid with a certain cause, but the seraphim will decide for themselves whether or not they want to champion that cause. Upon achieving apotheosis a seraph will start to reevaluate her beliefs and values as they are no longer bound to uphold the teachings of one particular deity. Usually this results in them adopting a new set of beliefs that are much more tolerant towards both monster girls and intimacy. They no longer regard monster girls as abominations that need to be exterminated, but rather as living beings that have as much right to live as any other. As for intimacy they will cease seeing it as something dirty or distasteful, but rather start seeing it as a natural next step between individuals that deeply feel for each other. In the first few months or even a year after her apotheosis a seraph will be entirely preoccupied with getting accustomed to all the changes. As time progresses a longing for intimate companionship will slowly start to grow inside her. As the urge slowly but surely keeps growing stronger, she will gradually spend more and more time among humans looking for a partner. It has been hypothesized that this longing is a primal instinct that is present in every angel but is suppressed by their connection to a deity – the connection that seraphim no longer have. But no matter how strong the longing becomes a seraph will never force herself on someone. Her views on intimacy might have shifted away from abstinence, but only intimacy in the context of mutual love is sacred; everything else they still consider to be heresy. A seraph would rather die lonely than violate the sanctity that is mutual love. If a seraph does find mutual love she will measure up to any monster girl when it comes to satisfying her partner’s, as well as her own, desires and needs. Seraphs are as fertile as human women, but their pregnancies last thrice as long. Though seraphim are a distinct and separate species of angel their children will never be born as seraphim. Their children can be of any angelic species, though the chance of the child being the mother’s original species is significantly higher than that of being some other type of angel. SHINAN by MetallumOperatur Family: Angel Type: Majin Habitat: Wherever humans live Disposition: Passionate, impulsive, (slightly) masochistic Diet: Omnivorous; spirit energy https://i.imgur.com/41oqhdK.gif The shinanim, also known as fire angels or flaming angels, are hot-headed members of the angel family that are indistinguishable from humans most of the time, but when pushed to the brink they can transform into their angelic forms, searing their wounds shut and wielding holy fire with frightening proficiency. Where a dhampir is regarded as the closest to a half-human, half-mamono a shinan is the closest to a half-human, half-angel. In fact they are so closely related to human women that they give birth to human offspring rather than angels. This means they can deliver sons, too. Their daughters, however, are all born with latent angelic powers that will awaken and transform them into shinanim roughly halfway through a normal human’s lifespan. There are some exceptions who awaken much earlier when a shinan woman finds herself in mortal danger. Shinanim are on average half a head taller than the average human woman and have fit athletic bodies (they are especially renowned for their firm thighs). Their skin colour can be any hue a human’s skin can have, but their hair is always a shade of red, be it ginger, proper red-head, or auburn. Furthermore their eyes are always light-coloured ranging between blue, hazel, grey, green, and amber. In their angelic forms their eyes begin to glow bright, and large burning wings erupt from their shoulder blades. A shinan can’t freely access her angelic form; only when she is pushed to the brink will it manifest itself. This brink is not strictly defined and can be nearly anything that pushes a shinan to her limit. This includes her being pushed to a climax by a sex partner, though oddly enough she can’t trigger it herself through masturbation. Furthermore, when others are in danger the angelic form is much quicker to manifest itself than when the danger is exclusive to the shinan herself. While in her angelic form a shinan is able to fly, enjoys greatly boosted physical prowess, and cast holy fire magic that can both sear wounds shut and incinerate foes. Since all the spirit energy they have built up while in their human form is suddenly released, they temporarily surpass all the mid- and low-tier angel species like the valkyrie and the sun bride and become on par with full-blooded angels. Among their angelic sisters the shinanim are known as hot-headed, impulsive thrill seekers who keep getting themselves into trouble. They have a love for sports and competition. Shinanim are quite the adrenalin junkies and often partake in dangerous activities like mountaineering, martial arts, or deep diving. Perhaps it is the safety net of their angelic forms that motivates them to keep trying to push the boundaries. It is not uncommon for a shinan to keep pressing on for some new record even though she has already substantially injured herself while doing so. Furthermore, they are obsessively fascinated with fire and flames, which ironically means that it is not uncommon for a shinan to accidentally burn herself. Thankfully they can take a hit and are not prone to drama over a broken nail or a mere flesh wound. Hot-headed as they might be, shinanim are also quick to laugh or to cry. They are fiercely loyal to their angelic sisters and to anyone who they count among their friends. They genuinely care about the well-being of others, and they do not shy away from risking their own lives to save a stranger. They would literally and figuratively walk through fire for another. Shinanim can’t easily change their nature. Hence, they look for partners who like to live dangerously too. They value loyalty and honesty. This does not mean that they are unwilling to share, but it does mean that they expect their partners to be open about it when he or she lays with another. They also value a partner who stands up for him- or herself and who is not afraid to quarrel from time to time. A shinan likes her nookie primal, aggressive, and violent. Biting, spanking, scratching, and choking are all elements of a good lovemaking session with a shinan. Even here they tend to push the boundaries as they are guaranteed to briefly enter their angelic forms on climax and thereby heal any overzealous accidents. They do realize that before such rough sex can be had a strong bond of mutual trust is needed between them and their partner(s). Therefore, the sex tends to get rougher the more trust there is between the shinan and her partner(s). SUN BRIDE by emeraldtryst Family: Angel Type: Angel Habitat: Anywhere Diet: Omnivorous https://danbooru.donmai.us/posts/3172663 Sun brides are similar to angels – humanoid with large feathery wings. While their hair color can range from bright orange to dark purple they typically have dark skin as befits a companion of the Sun. Their eyes are normally golden with paler irises. It is said that in ages long past sun brides were originally born from the hopes and dreams of great warriors. On the eve of a great battle, many would partake of as much drink and debauchery as possible to escape from the very real fear that they might not live to see another sunrise. The fear they felt and the courage for which they prayed gave birth to the first sun brides. While sun brides now reproduce just like other mamono their original natures are unchanged. The first sun brides were completely and utterly fearless; they could not feel or truly understand the concept of fear. While many have become warriors themselves they aren’t particularly drawn to warfare any more so than the average human. In ages past, however, they could extend the effect to those around them and so they have been pursued since antiquity to grant armies unwavering courage. The influence of demonic energy has changed this somewhat as their aura of courage now also has the odd side effect of behaving like alcohol and greatly lowering inhibitions. Just as a drunk will be far more honest the aura also prevents anyone affected by it from lying or even skirting the truth. A sun bride's aura is always in effect upon her, but she can learn to suppress the effect in those around her as long as she remains calm and sober. As one might imagine, the mere presence of a sun bride in a marketplace or other public area could make things very uncomfortable for a lot of people. This has led many sun brides to live in isolation... not always by their own choice. Because of her inescapable honesty a sun bride will almost always be very direct and upfront about her feelings. While most other mamono would definitely not be considered shy when pursuing a mate, a sun bride will only be deterred by a persons honest dislike of her when confronted. If even the smallest grain of attraction exists for sun bride, her experience with the absolute truth can turn that grain into outright consent. WAREK by Tygertyger Beastman Family Leopard Type Habitat: Rain forest, grasslands Disposition: Fierce, territorial, lustful Diet: Carnivorous, spirit energy http://kiken-girl.deviantart.com/art/Sexy-leopard-girl-55009654 The warek is a species of werecat with the traits of a leopard. While not as strong as the tigerlike jinko or the leonine sphinx the warek surpasses both in sheer meanness. Add to this her magical might and an encounter with a warek is a frightening experience indeed. Warek have the typical abilities of the werecat family – superhuman strength, extraordinary agility, enhanced senses of hearing and smell, and supernatural speed. They can see in near-total darkness and are excellent climbers, and their claws and fangs make them deadly in close combat. Warek dislike being immersed in water in spite of being strong swimmers. They are also, with one important exception, incapable of tolerating any food but meat. The most powerful ability that warek possess is their aptitude for curse magic, which they call juju. The most powerful and skilled warek can cast curses as spells that can be used in combat, but most can only perform rituals or enchant objects. They can impart magical effects into areas to serve as wards or create fetishes that serve as “curse grenades” that go off when touched or thrown – skilled practitioners can make fetishes that react only to specific targets. Most warek can also make amulets that protect against magic. It takes an hour or more to enchant even the simplest and least powerful fetish, and the greatest can require days of constant work. The weakest rituals take at least fifteen minutes to perform, and great works can require a team of warek working in shifts for up to a week. Most fetishes are one-shot items, but more powerful ones can be reused after some time spent recharging. Most warek are vicious and territorial. They rarely suffer other mamono in their chosen territories – especially other werecat types – except when they need help for a big ritual. For this reason warek often live in territories that border the homesteads of other warek. Aside from this they only tolerate neighbors who are either innocuous enough to avoid notice or strong enough that they can’t be easily ejected. They take this same approach to sharing men; they simply don’t, unless the other party either is too powerful to chase off or clearly accepts the warek as the dominant female. A warek is a fiercely passionate lover, and her arcane knowledge includes a number of erotic curses. Foreplay often includes rituals for enhancing a man’s sexual stamina and/or for penis enlargement. These werecats insist on being on top figuratively if not literally. Sex with a warek happens when, where, and how she wants it, and a man who resists invites a beating followed by a thorough rape. Warek don’t have husbands so much as they have sex slaves. “Curse cats” don’t really love their men. They are more concerned with establishing who’s in charge, but they allow themselves to become fond of men who accept their lot with good grace. A warek will shower her man with gifts, however, even if he isn’t compliant. Another mamono who tries to steal the warek’s lover will find that those gifts – typically hand-made jewelry and elaborately decorated clothing – are fetishes that contain curses aimed at homewreckers. Warek protect what’s theirs with fanatical devotion. Stealing anything from them is unsafe for all but the strongest warriors and most powerful sorcerers, and stealing a warek’s man is recommended only for those who are tired of life. Warek love the taste of semen (and the spirit energy that comes with it), and they often need large amounts of spirit energy to work their magic. After a long session of devouring her man’s shaft a warek will become intoxicated and will behave in a loving and affectionate manner. This personality shift will probably confuse the man at first, but most captives to warek learn that they can make their own lives easier by giving a curse cat what she craves. A subtle man might even find that, despite his outwardly subordinate position, he secretly runs the household. Such a man is a true husband to a warek. She will never acknowledge him as an equal, but if he bows before her when her ego demands it he will find that he can always get her to kneel before him. |
tygertygerFeb 2, 2022 7:09 PM
Jul 4, 2017 5:46 PM
#10
Reserved for more HMG profiles |
MetallumOperaturFeb 20, 2020 5:13 PM
Jul 4, 2017 5:46 PM
#11
============================== MSG Lore: Technology, Commerce, & Religion ============================== Back to top Weapons Medieval or older weapons such as swords, bows, and spears. Enchanted weapons exist but are rare and not all will work for humans. Black powder has been invented but is only used for fireworks. Technology MSG technology is split into three types: 1. Mechanical technology such as mills, clocks, generators, cranes and crossbows. These are powered by rudimentary means such as levers, water, and springs. 2. Electrical technology such as light bulbs, potato batteries, generators and cooking appliances. These can be powered by generators or monster girls (eg. thunderbird). 3. Magitech and Steampunk, such as advanced prostheses and magically powered mechanics. This technology does not fall strictly under the medieval fantasy setting. Because of this it is only allowed with GM approval to ensure it fits in the world. Technology which is not contemporary to a medieval fantasy setting can only be used with GM approval. Technology Limitations 1. Technology can not be used to create weapons or transportation. 2. Only minor (definition) items are allowed. 3. Technological items are extremely limited in availability and can not be mass produced. 4. MG NPCs can not create items that do not belong to the three technology types. An off-island human can only create items with GM approval. If you do not know if your technology is allowed, ask a GM MSGC: Knowledge of modern tech can be used for personal gains only with GM approval. Reasonable explanations are required for any such approval Currency The island currency are Gold coins. The gold is mined and distributed by the dwarves of the central mountain and is the standard currency for all major cities. Trade and bartering may be more prominent in the country. What items may I obtain? General goods can be obtained any way you want. Powerful weapons or enchanted items of any kind must be approved by an officer. If the MGE says MGs can do something with or to items they can do it. Enchantments There are few enchanters on the island and they usually don't set up shops. Any enchantments which give significant advantages to their user need to be approved by an officer. Enchantments can either be passive or active. Passive enchantments draw from the demonic energy present in the air and their power greatly depends on their location on the island. Active enchantments draw their power from their user and as such their effectiveness depends on the user. Humans are able to use items with passive enchantments but not those with active enchantments. Religion There are no organised religions like we know them. Many of the island's inhabitants have no grasp of the concept at all. Others have views similar to animism, where the thing they "believe in" exists everywhere. One of the more common forms of devotion is to an ideal or something similar. A succubus might be part of a cult devoted to hedonism for example, while and angel or valkyrie might be dedicated to purity and righteousness. |
MetallumOperaturFeb 20, 2020 4:41 PM
Jul 4, 2017 5:47 PM
#12
Demonic Energy Detailed explanation "Demonic Energy" is the omnipresent energy, which makes some of the girls able to use "magic". Some girls able to use magic also have a bit of this energy in their body, allowing them to cast "weak" magic without using much the surrounding demonic energy. Therefore we refer to magic as the focused/gathered/molded form of demonic energy, used by a girl for her magic. Some girls just have "passive" magic which will get stronger if she's in such a high energy area (e.g. Weresheep's sleep magic) Demonic energy was first introduced by early humans, because of its unknown origin and not explainable source. It was labeled as "demonic energy" and thus as the name inclines: They thought it was bad. Later it was found out, that some Monstergirls seem to interact with this energy and could use it for creating unexplainable Magic. As it got known better, Demonic Energy wasn't that bad anymore, but the name "demonic energy" still remained. The land itself emanates this energy, generally on a very low scale. but there are lots of places with different "strength's" (or densities) of Energy. Girls being able to "gather" (or "manipulate/focus/mold" this energy) will be able to make use of it and get their "magic" getting stronger. Places where those girls used their magic will be places who will then emit stronger demonic energy which leads to the surrounding environment having less energy. Where these places are is unknown, but they are there. And the "energy" is also moving as the monstergirls "mold" the energy to use magic in different places. If a concentration of energy is too much, the girl will not be able to focus and control it. The normal energy is something everyone can feel, IF they focus hard on it, otherwise they wouldn't really notice it. But the higher the energy concentration gets, the more aroused humans and monstergirls will be. Demonic Energy Summary - Demonic Energy constantly emanates from the land. - The emanating energy is weak, except in places where the energy is naturally stronger. - Those places are usually just some squaremetres big (e.g. varying from 2m² up to maybe ~100m²) - Demonic Energy has an aphrodisiac effect and will make those in contact with it aroused. The stronger the demonic energy "output" is, the more aroused you become. - If a Monster girl or human is not used to above-average or high densitiy demonic energy areas, then both of them are affected equally regarding the aphrodisiac effect. - There might be a slightly translucent, shimmering, purple mist (lets call it Horny dust!) in areas with strong demonic energy concentrations. - This mist ("Horny dust") can only be collected by witches, and needs to be bound to a liquid. After imbuing the dust, they can give (trade/sell) it away. This "Horny Brew" doesn't really last that long since the energy slowly dissipates. - Imbuing for example honey or nectar with demonic energy makes its arousing effect significantly stronger. - Sniffing the dust raw has nasty effects, because it will literally melt your brain. In addition, (travelling through this mist "just" causes your penis (if you have one) to explode!!!, because of the aphrodisiac effect). |
MetallumOperaturFeb 20, 2020 4:40 PM
Jul 4, 2017 5:51 PM
#13
Monster transformation: As you get used to life on the island you will come to accept the monsters around you. You will have your friends, your companions, and possibly even a family. But you will eventually realize that you are not the same person you were when you arrived. But it is not just your experiences that have changed you. Demonic energy has slowly been seeping into you since you arrived. Eating away at your reservations and your morals. Increasing you desire and sexual stamina. As if adapting to the desires of your likely partners; you can feel the increased desire to be with them, to please them, to display your skill, and to sate your own increasingly insatiable needs. You realize that you are becoming more like a monster. If you accept this change in yourself you will eventually transform into a monster. How do I become a monster? There are a couple different processes and it may vary depending on if you are male or female but the basic process is being infused with demonic energy.
What happens if I am infused with a lot of demonic energy all at once? Being covered in the blood of a powerful monster, visiting certain places, or even certain substances can quickly infuse a person with a large amount of demonic energy. This can cause the transformation into a monster to be almost immediate. By default women become lesser succubi or succubi and men become incubi but if the cause is a specific monster then women become the same type of monster. However, this method is very dangerous. Survival is not guaranteed and the intense increase in sexual desire can destroy the mind, turning them into nothing but sex crazed beasts. At the very least, the person will never be the same again. What happens if I am purposefully turned into a monster? Some monsters have the ability to turn women into monsters and others can consciously affect the incubization process for men. For women this can be done on instinct, to make a servant, to have a new comrade, or simply upon request. For men this is done to make a more fitting partner or to increase sexual stamina. This is not as extreme as infusing a whole lot of demonic energy at once but if done against their will it will still have an effect on the mind, making them physically and mentally the monster they become. What happens when I slowly turn into a monster? Whenever one has sex with a monster they are infused with a portion of their demonic energy. If done often enough the person can change into a monster. Women will become the same species as their partner. Men will become an incubus but can take on physical traits, such as tails and ears, of their regular partners. This process is affected by the person’s will. If they wish to become a monster the process will be quicker. If they refuse to become one they can halt the process. The process happens in three basic stages: 1. The person becomes overall more attractive. Lose weight, better skin, more attractive body, as well as more lust and sexual stamina. 2. The person gains an unconscious charm spell, compelling even the most reserved to show interest. 3. The person fully becomes a monster. This will happen basically overnight once they reach a certain threshold, but there may be some early signs that it will happen. What happens when a woman becomes a monster? The woman becomes a monster completely. If she was impregnated by a futa, there is a chance she will turn into a monster. If she was impregnated by an incubus, she will give birth to a human child before becoming a monster. She will have all the strengths and weaknesses of the species she becomes. Many monsters of the same species may consider her a lower class member until she can prove herself. She will have increased sexual desire. She will no longer be able to produce spirit energy. She will be able to use magic. What happens when a man becomes a monster? The man becomes an incubus. He will share some aspects of his partners but will generally be like a male succubus. He will be able to use magic. A man can also turn into an Alp and fully become a monster. What is an incubus? An incubus is considered a male monster but is technically still human. They are created when a human male is infused with demonic energy. They can use demonic energy. They have the long lifespan of a monster. They are a spirit energy factory. They have incredible sexual desire and stamina. All monsters are naturally drawn to them. Some monsters will only see Incubi as men worthy to be their husbands. What is an Alp? An Alp is a monster that is created when an Incubus becomes female. This happens when the incubus desires to become female, rather consciously or subconsciously. If an Incubus uses too much demonic energy, the desire to replenish it can result in him becoming an Alp. They cannot produce spirit energy. What happens when an incubus becomes an Alp? They lose the ability to produce spirit energy. They lose all male specific physical traits. They will immediately gain female genitals. They are mentally unchanged but inevitably will grow to desire spiritual energy. If they are overcome by their desire for spiritual energy they will become the ideal woman envisioned by their former male selves and become just as sexually driven as a succubus. Can a former human become a futanari? Durring the transformation process it is possible for a female, woman or alp, to become a futanari. They can perform all the functions of a male and a female but cannot produce spirit energy. N.B.: Please discuss any monster transformation with a club officer[/s] |
MetallumOperaturFeb 20, 2020 4:35 PM
Jul 4, 2017 5:52 PM
#14
MetallumOperaturFeb 20, 2020 4:34 PM
Jul 4, 2017 5:57 PM
#15
Reserved |
MetallumOperaturFeb 20, 2020 4:33 PM
Jul 4, 2017 5:58 PM
#16
MetallumOperaturFeb 20, 2020 4:33 PM
Jul 4, 2017 6:09 PM
#17
MetallumOperaturFeb 20, 2020 4:33 PM
Jul 4, 2017 6:09 PM
#18
The Wise Lord rules a realm that mostly lies beneath the waves. That fact tells one everything that one needs to know about Michiko, both the realm and the Lord; however calm things appear on the surface, there is always a lot going underneath. Lord Description Michiko is a Sea Bishop with black hair and iridescent blue-green scales. She is large for her race, but not freakishly so, with light brown skin and a palpable aura of dignity. The Wise Lord’s face and form are appealing in their own right, but her beauty mainly lies in her dignity and elegance. Her eye color changes according to her mood – deep blue when she is calm, bright green when she is happy, violet when she is feeling amorous, or gray when she is angry. These color shifts are often the only indication of her feelings; the Wise Lord rarely displays strong emotion. She has been heard to raise her voice only a few times during the last several centuries, and those who know her are convinced that those incidents were merely acting. All of the Lords are fabulously wealthy, but Michiko differs from the others in how she displays her wealth; she uses it to showcase the bounty of her realm. She wears conservative clothing made from fine “sea silk” (fibers from specially grown kelp) and jewelry made from coral, pearls, and nacre (mother-of-pearl). Her current consort -- who always appears with her at court -- and her nobles wear similar finery. Michiko’s royal scepter is carved from a single narwhal tusk. When acting as hostess Michiko sets a sumptuous table… if one likes sushi and sashimi. The Wise Lord is quiet and unassuming, given to long silences and extended periods of solitude when her duties permit. She is also a master planner who prefers giving a well-timed nudge to shoving. “Work smarter, not harder,” is her motto. Michiko’s laws are designed not to exert control but to guide society along lines that are productive and efficient. She’s not all work and no play, however. Michiko understands the role of fun and relaxation in maintaining morale -- including her own. She makes a point of spending some “quality time” with her consort every day. Michiko is unfailingly polite to everyone, deserving or not, even while she belittles those who earn her contempt. She eschews sarcastic barbs and vulgar jibes in favor of veiled insults. Michiko only has one consort at a time out of respect for her subjects, who must often share a man if they can find one at all. She remains faithful to that man until his death and won’t choose another until after a suitable period of mourning. Magical talent is common to all of the Lords, but there is reason to believe that Michiko is even more powerful than she seems. She is known to be a grandmaster of hydromancy and healing magic and a master of glamour. Michiko has displayed advanced ability to control the animals and plants of the sea, but the full extent of this power has never been demonstrated to anyone who is still available for comment. Realm Description Michiko’s realm is the sea. In theory this means most of the world. In practice it means the entire continental shelf around the world’s only known continent Arcadia. The only terrain type is water, but that can vary from seas as smooth as glass to waves of terrifying height. The oceans are vast enough that there is always a storm raging somewhere, and it is always sunny somewhere. The trick is to follow the pleasant weather and avoid the worst storms. The most frequent hazards on the ocean surface are storms. Thunderstorms and windstorms can drive monstrous waves. Waterspouts are even more dangerous. A major seismic disturbance has a chance of creating a tsunami, but such occurrences are rare. Solitons -- rogue waves that appear out of nowhere on calm seas -- can be deadly to surface ships. Hazards under the waves are usually dangerous life forms. The world boasts several species of shark, some of which are large and powerful enough to be dangerous to mamono. There are also dolphins, including the largest member of that family, the orca. These creatures appear cute to human sensibilities, but their strength and natural weaponry make them formidable predators. Dolphins on the mamono world seem to have heightened ability to use their echolocation as a sonic weapon, and they often use it in combat against monsters (many of whom regard dolphins as food). Monster Earth has dozens of species of jellyfish including some of the deadlier varieties from Earth; the sea wasp and the Portuguese man-o-war are both more common in Michiko than they are in Earth’s oceans. The Humboldt squid, one of the largest and most aggressive cephalopods, is a frequent pest of undersea farms. Large animals aren’t the only threats; the island also suffers periodic red tides. The most constant hazard of the sea is its pervasive chill. The water in most places is cold, and the temperature can even drop below freezing at great depths. Water expands when it freezes, but the immense pressure of the deeps prevents ice from forming. Add to this water’s superior heat conductivity relative to air and it’s easy to see why keeping warm underwater is difficult. Seagoing mamono are adapted to the cold, but even they are in danger if they dive too deep. There are few permanent settlements in the ocean. Most of the Wise Lord’s subjects are nomads who live by following the schools of fish on which they feed. The permanent settlements that do exist tend to be large -- as in, actual cities rather than towns or villages. Such settlements grow up around large agricultural concerns. Michiko has instituted free public education for city dwellers, so settled mamono tend to be well schooled and quite civilized. The prevailing culture in Michiko is similar to that of the Polynesian peoples of Earth. Sea folk tend to be gregarious and to express their emotions openly, but the environment in which they live demands toughness. Michikona will laugh, rage or cry at the drop of a hat, but they are stoic in the face of pain or fear. Even a child will sit still and not cry out while being stitched up for a barracuda bite, but that same child will sob inconsolably over a lost toy. Michikona are brave about the important stuff, but about everything else they emote freely. They are also respectful of elders and people of high station. The closest thing to human religion in Michiko (other than the religions practiced by humans) is a kind of animism. Many mamono believe that the sea itself is a vast, capricious spirit of immeasurable power. They further believe that this spirit must be placated lest it do harm. Michikona who hold to this belief wear talismans representing whichever aspect of the Sea Mother they identify with. Storm, Wave and Sand are the most common, but some follow marine animal or plant totems and those who dwell in the deeper reaches may follow totems like Dark (which represents depth and cold) and Black Smoker. Such totemic practices often shape the practice of magic. Michiko’s realm is the largest in the world, and it is also rich in resources. This combination of plentiful food and vast living space means that there is very little fighting within the realm. Most conflicts are feuds involving families or groups of friends. The larger incidents are usually part of vendettas between trader clans. The end result is that undersea mamono generally aren’t suspicious of each other. Most believe that they are safe within a city, and they’re right… most of the time. The sight of an unclaimed human male will spark a “feeding frenzy” of such violence that injuries are virtually certain and fatalities are not unheard of. Even the presence of a claimed male can incite violence if his consort seems weak or inattentive. Nomadic sea dwellers have little use for any economy beyond barter, but things are not so simple among the settled folk. The underwater cities use a monetary system similar to the one that the land dwellers use, except using pearls (which are naturally water resistant) rather than metal coins that corrode in salt water. Fisheries and crustacean ranches are Michiko’s major industries, with kelp farms a close third. For luxury goods, as well as food, there are beds of oysters (for pearls, for both jewelry and coinage) and clams (for nacre). Many a coastal town has its beaches sheltered by the work of coral sculptors. Michikona trade for goods that can’t be produced underwater, which often means anything that requires the use of fire. Ceramics, corrosion-resistant metals, and bone are all useful materials in the sea. Cooked food is a rare delicacy. Sea dwellers also trade in humans, but at great risk; the Wise Lord has outlawed slavery. The harsh penalties for this crime guarantee that even low-quality slaves can command high prices. Michiko’s Castle The Sunken City is built on top of a seamount with Michiko’s residence at the center. The Wise Lord resides in a resplendent castle that is made of still-living coral. The building is easily large enough to house over a thousand people -- even if those people are the larger varieties of mamono -- but there are rarely that many present. The palace consists of a seven-sided wall surrounding a ring of six towers around a larger central tower. Each tower is fully self-sufficient with its own kitchen, storerooms, garrison, guest rooms, and servants’ quarters. The central tower also contains several ballrooms, guest quarters suitable for visitors of high station, and Michiko’s throne room. The Leviathan Throne itself is carved from the bones of a great whale, but Michiko only sits in it during affairs of state. Nearly a third of the population of the Sunken City is in the direct or indirect employ of Lord Michiko. Those who do not serve in the palace guard or household staff may be farmers who supply the palace with food or artisans who supply the palace with goods. The members of the palace guard tend toward the more powerful and dangerous marine mamono. Many of the finsoldiers are cancers (due to their natural armor) or nereids (because of their speed and agility) while undines, scyllas, and krakens provide sorcerous support. Each wall has three charybdises stationed along its length at regular intervals. The household staff are mostly mermaids, merrows, and sea slimes, but Michiko also employs a large number of ghosts as covert scouts. The sea never gives up her dead; she puts them to work. Michiko’s Servants Michiko has many direct servitors, but there are three in particular who handle the matters most important to her. Ula: The sahuagin Ula holds the title of the Liminal; she is in charge of the coastal waters and acts as the liaison between Michiko’s realm and the realms on land. Ula is a warrior by nature (indeed, she has the finest military mind in the sea), but she understands the importance of diplomacy. She also appreciates the value of battlefield sorcery even though she is no sorcerer herself. The forces under Ula’s direct command consist entirely of mamono who can operate in water or on land with no loss of efficiency. Nerina: The Pelagic -- the noble in charge of the open waters -- is a Nereid named Nerina. Her sphere of influence extends from the surface down to a depth of 300 Michiko-sized body lengths. Nerina is a brilliant administrator who is rightly renowned for her skill at negotiation. There are no official military forces under Nerina’s command, but she has arranged for a number of citizen militias that she can mobilize at a moment’s notice. Nerina’s actual “soldiers” are the army of traders and shopkeepers in Michiko’s realm. Commerce is her battlefield, and there are few who can meet her there as equals. Capillaria: Capilliaria the kraken is the Abyssal. As the noble who holds sway over the depths from the bottom of Nerina’s territory down to the sea floor she is Michiko’s spymaster and leading sorcerer. She is also an important figure in the spiritual lives of Michikona; Capillaria is a known proponent of animism (as opposed to Lord worship) and the High Priestess of the Church of the Sea Mother. She is rumored to be conducting an ongoing vendetta against the death-worshipping Cult of the Black Smoker. Public Relations Michikona are often outspoken in their appreciation for their Lord. A combination of fair laws, little taxation, a low crime rate and minimal government interference in citizens’ lives keeps Michiko in the good graces of her people. Of all the Lords only Amarante enjoys an equally good reputation. Depending on when one tries to do it, getting an audience with Michiko is either impossible or ridiculously easy. She holds regular festivals throughout the year during which couples (or groups!) can petition her for her blessing. Michiko’s festivals occur on the first night of the Full Moon of every third month, and each is named after a different virtue; they are the Festivals of Love (Spring), Courage (Summer), Fidelity (Autumn), and Truth (Winter). Outside of festival times she only sees people on official business or if they bring news that bears on the well-being of the realm. Michiko’s policy of governing is, “The government that governs best governs least.” She doesn’t take this to mean that government officials shouldn’t interfere in the lives of the governed. Rather she sees it as an obligation of the governed to conduct themselves in such a way that little interference is called for. To that end she has instituted the best public education system in any of the realms. She also actively encourages public service (usually via the military or civil service), citizen militias, and entrepreneurship. In Michiko’s opinion a responsible, well-educated, prosperous people doesn’t need a lot of governing. Michiko also makes deliberate use of her people’s love for her as a means of maintaining control; people who have it good don’t want to revolt. The Wise Lord recognizes that rampant poverty, abuses of the populace by the police and military, and a lack of accountability among government officials all contribute to unrest. Therefore she ensures that there is plenty of economic opportunity for those who are willing to work for it and sees to it that officials who abuse their power are publicly punished. This is not to say that Michiko is loved to the exclusion of being feared; the punishments for corrupt officials make that impossible. The Wise Lord’s subjects love her because they know how fearsome she chooses not to be. Relations with other realms Amarante: The Calm Lord is Michiko’s staunchest ally, and vice versa. Their similar leadership styles guarantee that they have much in common politically. Most trade goods from the sea come ashore in Amarante, and it is Amarantine artisans who produce most of the surface-made goods in Michiko’s realm. There is also more cultural exchange between Michiko and Amarante than between any two other realms. Charisse/Ahmose: In terms of environment the desert is the diametric opposite of the sea, and this difference informed Michiko’s dealings with the Lazy Lord. Being wise, Michiko never believed that anyone could truly be as self-indulgently incompetent as Charisse appeared to be. On the other hand, Charisse knew that Michiko was keeping secrets beneath the waves. This dance of mutual mistrust kept Charisse and Michiko circling each other like sharks (or scorpions) about to strike, and therefore kept their realms in a constant state of wariness regarding each other. Michiko and Ahmose are still taking each other’s measure after Charisse’s departure. The state of détente still persists, but the Wise Lord treads carefully lest she alienate a potential ally. The Innocent Lord, for her part, sees the vast resources of the sea as a golden opportunity for trade. Small-scale operations regarding the desalinization and purification of seawater show promise; if these methods can be scaled up the resulting industry will send water flowing to the desert and gold flowing to the sea. Both Lords would like to see that happen, but first they must learn to trust each other. Elizabeth: Elizabeth is still new to lordship and is therefore an unknown quantity to the other Lords. Michiko voted in favor of elevating Elizabeth to Lord status because the two of them agree on issues like protecting their people and governing from a distance. The differences in their methods insure that their dealings are tinged with caution, but Michiko believes that Elizabeth’s harsher approach to crime and punishment works for a nation that borders Kaori. The Wise Lord also hopes to gain a trading partner on the northern coast. Kaori: Michiko and Kaori have a cordial relationship, but one would have to be blind to miss the strain. The simple fact is that they don’t like each other. Michiko regards Kaori as a bloodthirsty barbarian but sees her as a necessary evil -- someone has to guard the Demon Gate. Kaori is torn between her instincts and her madness (which tell her that anyone so quiet and humble must be weak) and her tactical knowledge (which tells her that anyone who commands such resources is a real threat). The Wise Lord and the Savage Lord have tacitly agreed to leave each other alone, and their subjects mostly do the same… except where the slave trade is concerned. When Michikona buy slaves they usually buy them from Kaorians. Kaori’s disappearance upset the balance of power in the region. Michiko suggested to the other remaining Lords that they choose a replacement rather than waiting for the most vicious and bloodthirsty warlord to take the position by force, but hers was the lone voice advocating such action. Since the ascension of the Unexpected Lord relations between the sea and the steppes have cooled even further -- Nergal does not appreciate Michiko's advocacy of the other Lords' interference in Kaorian affairs. For her part Michiko sees Nergal as an improvement over the Savage Lord, but she is reserving judgment until she sees how the newly-minted Lord of Kaori intends to handle the slave trade. Kioko: Michiko didn’t trust Charisse and didn’t like Kaori, but she simply doesn’t understand Kioko. The Wise Lord is a rational being who doesn’t let emotions dictate her actions. The Fickle Lord is a creature of passion and caprice who has been known to kill over a trivial insult or grant a noble title in exchange for a sweet roll. Michiko pretends to ignore Kioko’s antics and hopes that no one notices how annoyed she is. Judging by the way that the zaniness intensifies when Michiko is around, it’s a good bet that Kioko notices. Michikona and Kiokojin aren’t so standoffish with each other. There is much local trade and social interaction between realms that occurs on Kioko’s beaches, and a great many men who live in Kioko have wives who come from Michiko. Teremir: Because Teremir is a land-locked nation one would think that the Teremiri and Michikona have little to do with one another… and one would be wrong. Teremir’s alchemists and enchanters employ a wide variety of exotic ingredients, and some of those ingredients can only be obtained from the sea. On the other hand the mountain realm is the only source of metal alloys and pseudo-metallic materials that can resist the corrosive effects of seawater. The Council Elders and the Wise Lord aren’t friends precisely, but they do regard each other as important trading partners. The fact that neither realm poses a direct military threat to the other contributes to the lack of hostility between them. Rumors The size and bounty of Michiko’s realm allow for a larger population than the island can support. Most land dwellers never think about how many mamono live beneath the waves, and even Michikona don’t really know how many of them there are. They just know that their cities are crowded. Scholars believe that the population of Michiko is a full order of magnitude greater than the island population. Scholars of magic believe that Michiko’s public education system includes instruction in magic for youngsters who show sufficient talent. The Wise Lord offers a stipend to sorceresses who enter public service and “land” grants to those who serve for at least a century. |
tygertygerJan 17, 9:02 PM
Jul 4, 2017 6:10 PM
#19
Reserved |
mugen91Sep 9, 2023 5:01 PM
Jul 4, 2017 6:11 PM
#20
============== Lord(s) description ============== Akuma (The great Lord) Akuma was a malef with silver hair, iridescent, purple scales and tanned skin. She was large for a Malef, but quite diminutive when measured against her draconic cousins of other species. Born in the distant mist of unrecorded history, little is known of Akuma’s life prior to her ascension as Lord, other than that she hailed from a powerful and influential clan whose name has been scoured from the history books. In the modern day, the great Lord holds a near mythological status, but not in a good way. Her name is generally reviled as the one holding the principal blame for the outbreak of the War of the Ancients and the continent’s decline that has continued for more than ten thousand years since that war ended. Akuma ascended to Lordhood in the year 1762 of the first age by slaying the original Lord Kaori. Her actions were not motivated by greed or lust for power, but an earnest desire to preserve the shrinking human population of the continent. In her eyes the Lords of the day were doing a poor job maintaining the balance between the species, which was their primary responsibility then. As the first new Lord since unremembered antiquity, Akuma took a very active role in the governance and policy of her realm. She was known to judge her subjects fairly, though her punishments for severe failure were widely feared. In the millennia that followed her ascension to Lordhood Akuma turned Kaori from a disunited realm being exploited for its resources into the pre-eminent military power of the continent. Her often harsh policies for the preservation of the humans under her rule earned her both the support and ire of many. She enjoyed a very good reputation among Arcadia’s angelic and human population, but the much more difficult access to prospective husbands resulted in the dissatisfaction of many mamono. Akuma’s ascension to power had far-reaching consequences for the continent. The consolidation of most of Kaori’s minor and major tribes and kingdoms under her power resulted in most of the other Lords either beginning to exercise more control over their domains or being themselves replaced or outright ousted by others. While this renewed interest in the affairs of the world might’ve been a positive thing to Akuma initially, she soon found herself disappointed that these new and old Lords, in her eyes, still failed to live up to their true task. Whether it was this disappointment or a slow fall to madness is unknown. But in an unprecedented move and what historians would one day call the triggering event for the War of the Ancients, Akuma slew Lord Andrayune, the Lord of modern day Elizabeth, to become the Lord of that domain as well. The great Lord is said to have been a cunning leader and politician, able to inspire loyalty as much as she was able to inspire fear. Her magical talents, at the time, were unsurpassed and no one quite knew how many among the many schools of magic she had mastered. Akuma was known to only ever keep a single incubized consort. Though whether or not this consort was the same for the almost twenty-one thousand years her reign lasted is unknown, as she was known to jealously guard her consort from interaction with anyone but herself. Kaori (The savage Lord) (originally named Kishar) Lord Kaori was an exceptionally large and especially fearsome Ushi-oni renowned for her inhumane brutality and cruelty. Unlike other Lords who are often gifted with both tremendous power and exceptional beauty Kaori wasn't an especially appealing sight, and what little charm she had been given as an exotic mamono was sacrificed in favour of either power or the ability to inspire terror in all around her. The entirety of the human parts of her body were covered in power channelling tattoos and self-inflicted scars, making her almost repulsive to behold, and her spider parts were covered in thick fur that wasn't much better. However, it worked. Most people who encountered her described her as the personification of their worst terror and nightmares. Before becoming the Lord of her own domain, Kaori fought in the war of the ancients as one of Charisse’s favoured generals and even then she was known for her savagery in battle. She was not a tool that was chosen when finesse was required. Rather, Kaori was the battering ram used to shatter all resistance before her with merciless force. After the end of the war Kaori, who was known as Kishar then, was one of two candidates to become the new Lord of Kaori. The other candidate was one of Akuma’s greatest surviving generals, the dark elf Börte. While there are no historical records to confirm this, those in Kaori old enough to care about such ancient history still believe that the other Lords put the savage Lord into her position to ensure the land from which the great Lord hailed would forever be torn apart by the decrees of its bloodthirsty new Lord. As a combat fanatic the first and perhaps most important rule that came into effect after Kaori took Lordship was that “Might makes right.” Under Kaori’s rule much if not most of the work that Akuma put into merging the disparate groups of the realm was undone. Instead, much of the realm fractured into separate groups each vying for power and influence over others through force. This was very much intended. Kaori firmly believed that only adversity breeds powerful individuals and that, in a world dominated by the powerful, only such worthy individuals would rise to power. So fanatical was Kaori about martial prowess and physical combat, that she had an open policy that any worthy challenger may duel her for the title of Lord. Over the course of ten thousand years many have taken her up on the offer, but none lived to tell the tale. While individual challengers for her power were always appreciated, Kaori reacted with utmost hostility to any attempts for cities or regions to undermine her rule and would respond with brutal and savage force to any such attempts. Like all the Lords, Kaori possessed magical talents, but due to her preference for physical combat, she was rarely seen exercising them. She saw the value of magic to Kaori’s war machine and hence supported the development of combat mages, but personally felt nothing but disdain for such individuals. Kaori’s ultimate fate is unknown. Sometime in the 6222nd year of the modern age, the savage Lord disappeared without a trace, leaving a realm in disarray and teetering on the edge of civil war. Nergal (The unexpected Lord) Nergal is a dark valkyrie of pure silver hair and sea-green eyes. She is of average stature for her race with purple skin tanned from long years spent under the southern Kaorian sun. She exudes an aura of calm competence and, in spite of a number of deep scars, affects a dignified and elegant demeanour. Nergal, formerly the marshal of Kaori’s second legion, rose to Lordship somewhat unexpectedly in the 6231st year of the modern age. Nine years had passed since Kaori’s disappearance and with every day a great civil war threatened to overshadow even the horrors just recently experienced by the denizens of Ahmose. Generals of Kaori’s legions, various powerful warlords and even particularly ambitious slaver groups looked covetously to the empty throne in Zarom. Contrary to the values espoused by the missing Kaori and the expectations of an entire continent, Nergal spilled very little blood during her ascension to the throne, Instead she applied a great deal of backdoor diplomacy, threats, blackmail, promises and outright lies to slowly build a critical mass of support among Kaori’s major powers. There are troubling rumours that she also enjoys the backing of Brynnhilde, the leader of the winged legion. Shortly after the ascension, Tauthe, the marshal of Kaori’s first legion, challenged her to single combat for the position of Lord. Nergal did not use any of her new Lordly powers as she met the challenger in a purely physical duel… a duel that only she ultimately walked away from. The unexpected Lord is a quiet presence, taken to listening to her subordinates argue, only to make her decision when everyone whose opinions she cares to hear has made their point. Once she has made a decision, though, her subordinates should consider twice before arguing with her. Nergal’s relationship with her former Lord’s policy of “Might makes right” is somewhat complicated. As a veteran of many border skirmishes against Amarantian and Michikoan troops, she has an appreciation for subordinates who have been tempered by hardship. However, she also sees that it has bled the realm dry of many hands that could have been put to better use. She takes the biggest issue with the many disparate groups vying for power and influence in her new realm and has quietly begun to put policies in place to curtail the power of various generals, warlords and slaver groups, but she recognizes that making quick and drastic changes would risk her realm plunging into the civil war she barely managed to avert and thus any changes will likely be slow to manifest. While it would be customary for Nergal, as the new Lord, to take the name Kaori, a tradition that has been maintained by all her predecessors with the exception of Akuma, she has yet to do so. Whether that is because she believes that the previous Kaori will one day return or she is waiting to solidify her grasp on power first is as yet unknown. ============== Realm Description ============== Nergal’s realm lies in the south-east of the continent and ranges from hilly, forested and mountainous areas in the north-west to south-west as well as seemingly endless steppes covering most of her realm. Though conditions are not as extreme as the Ahmosian desert and the temperatures are temperate through most of the realm, Kaori’s great plains are a hazard to the unprepared traveller. There is little shelter to be found and yet less resources to be acquired for the hungry and thirsty uninitiated traveller. Kaori’s numerous nomadic tribes have, through long experience, learned to survive the harsh steppes, but most of them are loath to share their secrets with strangers. Most of Kaori’s settlements are found along the long coastlines, larger rivers flowing through the steppes or in the more hospitable north-western to south-western hilly and forested regions. The largest settlements of the realm are Karum Kanes, located in the temperate coastal region in the north-east; Tamirtu lying in a river valley in the steppes but within a day’s march from Kaori’s greatest forest and the capital, Zarom, lying in another river valley near the north-western coast line. Approximately 70% of the Kaorian populace lives some manner of nomadic lifestyle. Some of these groups roam across the entirety of the realm, while others claim smaller territories that they will often defend against unwanted interlopers. That is not to say that all of the nomadic tribes of Kaori are unwelcoming or even threatening to outsiders, but the uninformed traveller may do well to keep their guard up when they do not know who they are dealing with. The realm of Kaori and its inhabitants suffer from a particularly poor reputation across the rest of the continent, and in large part that reputation is well-earned. The Lord Kaori’s policy of “might makes right” has resulted in numerous groups vying for power and made them willing to employ violence and cruelty to achieve their goals. Large stretches of Kaori's most fertile lands are controlled by a smattering of various warlords, while the mineral rich north-western and western mountain reaches are dominated by various slaver groups who drive their unfortunate victims hard to unearth the treasures lying deep in the earth. Many an unwary traveller has found their end or a worse fate at the hands of warlords, slavers, unwelcoming nomads or an overzealous military, and as such the realm’s reputation is not entirely unearned. Nonetheless, the reputation of the average Kaorian as a bloodthirsty savage is certainly an overstated one. ============== Places of note ============== Zarom Zarom, located in a river valley near the northwestern coastline, likely deserves its reputation as the most unwelcoming among all the continent’s capital cities. Any woman among its 140.000 inhabitants traversing the city would do well to be armed and watch her back, and men are heavily encouraged to not roam the city's streets on their own. Dominating the cityscape is the Lord’s palace. It stands as an enormous ziggurat at the center of the city and presents a dark and unwelcoming sight. The castle doubles as a fortress with massive walls of solid masonry reinforced with powerful magic to withstand even heavy siege with minimal damage. The walls surrounding the castle have been built to withstand even a charging wurm in her ancient form all while ingeniously placed towers and embrasures on the outer walls allow defenders to rain fire on besieging forces with almost zero blind spots, including those who could possibly fly over the walls and land on the terraces of the central ziggurat. Much of the city’s income relies on its heavy industries as most of its population works in processing the resources dug up in the mineral rich mountains to be traded with the other domains. Though education is not what Arcadia’s denizens typically associate with Kaori, the university of Zarom generally has a solid reputation. Its primary purpose was always to serve as the military academy of Kaori and in that purpose it has achieved a reputation as the best academy of its kind on the continent. It counts numerous well known military leaders among its graduates, and even those officers in the service of other lords who received permission to attend have come to appreciate the quality of its education. Magical and scientific research play a smaller role in Zarom’s university, but it has nonetheless produced some well known and respected scholars. Sadom and Gomarra You will never find a more wretched hive of scum and villainy. Sadom and Gomarra are twin cities of about 14.000 inhabitants each, located on two sides of a wide chasm in the mountain range separating Kaori and Elizabeth. They are noteworthy primarily as they are a collective project of multiple of Kaori’s largest slaver groups. When raiders enter Elizabeth on the hunt for plunder and slaves, more often than not these raiders likely came from Sadom or Gomarra. The cities have variously been described as a blight upon the continent, a festering wound or an insult upon the honour of any living mamono. Rather than be insulted by such words, the slavers running the cities seem to revel in their reputation. Murder and every kind of violence imaginable run rampant at all times. Though the city is run as a collaborative effort between multiple slaver groups, these groups are in a never ending conflict for power and influence over one another and only ever present a united front when it comes to defending their turf against outsiders. Though the cities are not vast in size or population they are heavily defended and located in difficult-to-assail positions deep in the mountains. Neither their defensive capabilities nor their ability to gather information are to be underestimated. This was made clear in a particularly bloody incident where the battle plans of multiple hafna of Sanguineae to assault the cities in support of a planned slave revolt were uncovered before the fact. As a result of the bloody battle that ensued, rather than free the slaves and burn that blight upon the land, most sanguineae were slain and the survivors taken prisoner. Meanwhile, the slavers of Sadom and Gomarra suffered only few losses owing to their preparedness. Recountings of the battle were written down by the slavers and sent to Asgard as a taunt to the remaining Sanguineae, inviting them to try again. First legion fortress Between the mountains separating Kaori and Elizabeth and the sea, a narrow stretch of traversable land is guarded by the fortress housing Kaori’s first legion. The fortress and surrounding town houses approximately 29.000 Kaorians, of which 17.000 are formally part of the first legion. While this number includes many auxiliary personnel, there has never been space for anyone in the savage lord’s legions who could not swing a sword. Owing largely to heavy activity of slavers in the north-west of Kaori, the first legion is well accustomed to making battle with particularly unhinged groups of slavers or enraged Elizabethians who carelessly cross the border into Kaori to avenge themselves upon the slavers. The border between Elizabeth and Kaori is likely the most volatile on the continent and though large scale warfare hasn’t taken place in a long time, reconnaissance and counter reconnaissance are a daily occurrence with frequently bloody results. Skirmishes too are not rare, though both the leadership of the first legion as well as Elizabethian border troops are careful not to escalate tensions beyond what their lords would deem acceptable. Until recently, the first legion was led by marshal Tauthe, a towering ogre and veteran of many battles. After she was slain in one on one combat by Nergal, her former second in command, Tianat has taken command of the legion and pledged her fealty to the new Lord. While Tianat consolidates her power, the situation in the border region teeters precariously on the edge with officers of the legion taking freedoms and slavers testing the limits of this new marshal. Second legion citadel The citadel of the second legion is located in the deep south of Kaori. It guards the wide valley that leads into a narrow stretch of Amarantian territory between the southern mountain chain and the ocean and, most importantly, the mysterious “Demonic Gate”. Located far from any of Kaori’s major settlements, the second legion citadel finds itself in a strange situation. During peacetime, it depends either on the Amarantian city of Magna Ubera or passing nomadic tribes for supplies as the arable land is only suitable to partially keep the citadel supplied. This might be cause for concern, but it is widely believed that even were a war to break out between Kaori and Amarante, the wide valley would likely serve only as a secondary priority for amarantian incursion. The wide steppes any invading army would have to cross before reaching the more valuable and more densely inhabited heartlands of Kaori would present an obstacle just as effective as the mountains that separate most o Kaori from Amarante. This leads many to assume the primary purpose of the second legion citadel’s location is to guard the “Demonic Gate”. However, since no one is quite sure what the “Demonic Gate” really is, it is an answer that cannot be conclusively answered. About 19.000 Kaorians call the citadel their home, of whom about 12.000 are formally part of the legion. Until recently, the second legion was led by Nergal, who is now known as the unexpected Lord. In her absence, her former second in command, the living scabbard Anunit, has taken charge of the legion. As the smallest of Kaori’s three great legions, it was quite unexpected that Nergal of all of Kaori’s marshals and generals managed to rise to the position of Lord. Third legion fortress The third legion fortress guards the wide valley separating the Kaorian and Amarantian heartlands and the fortress and surrounding city house around 27.000 Kaorians, of whom about 20.000 serve as part of the legion. Amarante is by far the richest and most populous realm on the continent and accordingly, the largest of the three great legions is tasked with guarding this most obvious route of incursion in the event that a war were ever to break out. In spite of this, the border between Kaori and Amarante is far less volatile than the one between Kaori and Elizabeth, owing mostly to the fact that slaver activity is lesser in this region. Instead trade between Kaori and Amarante flourishes, in addition to lucrative smuggling business taking place along the border. Many speculated that if one of Kaori’s marshals or generals were to take up the position as new Lord, Damkina, the third legion's marshal would be the most likely candidate. All the bigger was the surprise when the powerful oni did little else than to hinder (and in some cases, murder) candidates she did not approve of. There are rumours that her current position is simply so lucrative that she has no desire to set foot into the serpent’s den that is Zarom. The Demonic Gate The so-called “Demonic Gate” is something of an enigma not only to the realm of Kaori, but to the continent as a whole. Rather than a particular structure, a large stretch of land in Kaori’s far-eastern coast is what people usually mean when they refer to the “Demonic Gate”. The region is a great salt waste and utterly hostile to life. Rumour has it that the placement of the second legion citadel was chosen in large part to have a sizable force close to the “Demonic Gate”. The Savage Lord was obsessed with guarding this gate, but no one has ever been able to discern her reasons. Across the millenia, many expeditions have been launched to more closely investigate what secrets the region holds, but as far as the public is aware none of these have ever been met with success. Most travellers who dare enter the salt wastes soon turn back under the torment of the harsh environment. They are the lucky ones. Among those who persist and penetrate deeper, a few have returned after falling prey to madness, but most never return at all. ============== Relations with other realms ============== Amarante The relationship between the realms of Kaori and Amarante has always been strained; the ways of life of their respective people are simply too different for tension not to arise. And while outright, large-scale warfare has not occurred in millenia, neither side has ever seen fit to demilitarise their border. Amarantians tend to take looking down at Kaorians as bloodthirsty savages to a whole new level when compared to the other domains and similarly, Kaorians tend to view Amarantians as soft cowards who’d rather let their coins speak than honest force of arms. In spite of these less than complimentary views held by the people, there exists heavy trade and decent enough diplomatic relationships between the two realms, including a flourishing smuggling trade. For though they are not as keen to admit it, the average Kaorian is scarcely less fond of gold than the average Amarantian. While she looks down on average Amarantians as soft cowards, Nergal holds respect for the calm Lord herself. This is based primarily in Amarante’s humility, as she chooses not to live a life of lavish luxury, despite ruling the most prosperous of all the realms. Amarante herself looks at Nergal with careful optimism. As Nergal has spent many years close to the Amarantian town of Magna Ubera, the Calm Lord has ample reports on the former marshal of the second legion which paint her as a harsh, but ultimately reasonable individual. In any case, Amarante views her to likely be an improvement compared to the savage Lord or the civil war that might soon have erupted in the absence of a new Lord. Ahmose Nergal’s opinion of the innocent Lord is of yet unformed. The childlike pharaoh does not represent Nergal’s typical view of a powerful ruler, but the fact that the diminutive pharaoh emerged as the new Lord of the desert realm following the disastrous civil war certainly demands careful consideration. And while formal relations are yet to properly be established between the two newest Lords of the continent, Nergal is certainly watching with great interest as the innocent Lord navigates the pitfalls of rebuilding and uniting her war-torn realm. Other than some nominal trade there is little interaction between the Ahmosian and Kaorian people. Many Kaorians view those Ahmosians dwelling in the great settlements as no less soft than the average Amarantian, but respect the hardy nomads that live in the harsh desert. Elizabeth Elizabeth’s realm has historically been the one most at odds with Kaori, and that trend continues to this day. In the days of the previous Lords generous amounts of blood were regularly shed across the border, and accordingly the views held by the respective populaces of the realms are hostile to say the least. Animosities are fanned particularly by regular raids into Elizabethian territory by slavers on the hunt for plunder and slaves. The savage Lord's unwillingness to act against the slavers was always one of the driving forces behind the animosity between these two peoples. In spite of the generally poor opinion these peoples hold of one another the average Elizabethian probably is held in higher esteem than the average denizen of any other realm in the mind of the average Kaorian. They are generally viewed as hardy people that will not flinch from a fight and are more likely to draw steel than their purse strings. Whether the emergence of two new Lords just a few decades apart will have a long term impact on these poor relationships remains to be seen. Neither Elizabeth nor Nergal have as of yet formed a conclusive opinion of the other, and they remain wary of their respective counterparts. Any hope for significantly improved relations certainly hinges on the slaver question and what policies the Unexpected Lord ultimately chooses to enact. Michiko In the days of the savage Lord Michiko and Kaori enjoyed what could best be described as a cordial relationship, if a strained one. Kaori held an almost schizophrenic view of Michiko as she simultaneously regarded her quiet humbleness as weakness, but also viewed someone who has reigned the greatest of all the realms for longer than any other Lord as a grave threat. Though ultimately unspoken, a tacit agreement existed between the two Lords to stay out of each other’s affairs and most of their subjects adhered to that guideline As a new Lord, Nergal has yet to formalize her relationship with Michiko, but to describe her opinion of the Wise Lord as negative would be apt. Michiko’s suggestion to the other Lords that they should be the one to crown the new Lord of Kaori has earned her more than a little animosity and is likely to strain relations for decades or centuries to come. Nergal does not have the highest opinions of Michikoans in general. As a young officer, stationed with the first legion she was confronted with the duplicity of Michikoans buying slaves from Kaorian slavers only to turn around and denigrate her people for being savages. While her opinion of both the Lord and the people is bad, Nergal is not eager for conflict either. She recognizes that Michiko is likely among the most powerful, if not the single most powerful, among the Lords and at the same time there is little to be gained for the Kaorian people by conquering the land beneath the waves. She is content to maintain trade relations for the time being. Kioko If she had to name a single one among the other Lords of the continent she does not respect at all, Nergal would choose the Fickle Lord. Kaori was a brutal savage, but there was method to her madness. Michiko’s meddling in Kaorian affairs raised her heckles, but her base of power demands Nergal’s wariness. Amarante’s renunciation of a life of luxury in favour of serving her people commands her respect. Elizabeth and Ahmose have simply not ruled for long enough to make conclusive judgements about them, but Kioko’s fickleness fills Nergal with disgust. To her thinking a leader who lets her actions be dictated by her passions and caprice is not worthy of being called such. Kioko’s thoughts on the unexpected Lord are as yet unknown. Perhaps she has not yet even felt like paying any heed to the new Lord of Kaori. There is not much to be said about the relationship between Kaorians and Kiokans. The two realms are far apart, so the average person will not have much contact with the other group unless they are willing to travel far. However, stereotypes about the Kaorian savage are widely shared among Kiokoans. Teremir As the most significant provider of ores, processed metals and other treasures of the earth, Kaori is Teremir’s most important trading partner. For that reason alone, among all the other powers on the continent, there are none with whom Kaori and her successor Nergal enjoy a better relationship than Teremir. The dwarven councils of the deep halls are known for their fierce independence, straightforwardness and profit oriented thinking. Teremir is unlikely to ever give Nergal a hard time, so long as the flow of goods to the mountain halls keeps flowing. However, this support also presents a double-edged sword to Nergal. Her ascension to Lordhood was received positively in Teremir because she is seen as a stabilising force. However, should she implement policies that are too radical and destabilise her realm, that support might erode. And while Teremir does not wield the same power as the continent’s other, proper realms, it would be foolish to underestimate the influence the dwarven councils wield. ============== Important Figures / Factions ============== Tianat Until recently, Tianat was the second in command of the first legion, under the command of Tauthe, who was slain in single combat by Nergal. Though Nergal considered long and hard to also part the dark elf’s head from her shoulders, she eventually determined to keep the ambitious woman as the new marshal of the first legion, at least for the time being. That is, after thoroughly ensuring that Tianat had no immediate plans to follow in her predecessor's footsteps and challenge Nergal’s throne. Unlike the third legion, Nergal has placed a number of officers with the first legion to warn her of any potentially treasonous movement. Something which has made Tianat’s job of fully establishing her authority noticeably more difficult. But Tianat is a patient woman. And Tianat is an ambitious woman. She lays claim to be a direct descendant of Börte, the legendary general from the war of the ancients. It is unclear whether there is merit to her claim and investigating it is a potentially perilous undertaking. One historian who made the attempt found herself unexpectedly locked deep in the cells of the first legion fortress, being convinced by Tianat of the veracity of her claims. Nowadays, that historian rarely leaves her mistress’ side and is eager to discuss the myriad evidence that points to the veracity of Tianat’s noble heritage. Tianat’s appearance and bearing certainly lend themselves to her claims of such lofty heritage. The dark elf is known to carry herself with an air of elegance and knows to play with her beauty as much as with her weapons. Anunit The unexpected Lord’s former second in command and new marshal of the second legion, the Living Scabbard Anunit is known as a capable commander and skilled fighter with both magic and blade, something that makes her a bit of a rarity in the high command positions of Kaori’s military. Anunit always has a habit of always wearing her full uniform and gloves and covers her face with one of many different masks. In spite of the often merciless sun, few of the rank and file troops have ever seen her without these articles. The reason is simple. As a young officer, Anunit served in the Smert campaign and suffered extensive burns across most of her body due to the merciless dragon’s fire that the town’s defenders deployed. She can barely bear to look at herself and does not wish others to behold her ruined form either. Her experiences in Smert have made Anunit quite lose her appetite for the business of war. Another thing that makes her an unusual choice for a Kaorian marshal. In spite of this, when she was assigned to the second legion, Nergal saw something in the young officer and took her under her harsh wings. Damkina Damkina is a red oni of substantial size and renown. For a Kaorian marshal (or military woman in general) her skin is surprisingly unblemished by scars, though anyone thinking that may be due to cowardice in battle would be sadly mistaken. As a young woman, Damkina hungered for battle and her talent at it saw her swiftly rise through the ranks of Kaori’s legions. She is an older woman now and where she once brashly sought battle as a means to settle any argument, she has grown more shrewd over the many years she has served at the border to Amarante. Her position has allowed her to form many useful and lucrative connections across the border. Leading the largest of the three first legions, Damkina was viewed by many as one of the most likely candidates to become the new Lord after Kaori. However, she never had any intention to claim that throne for herself. That is not to say that she stayed as a bystander in the years between Kaori’s disappearance and the ascension of Nergal as the new Lord. Once it was clear she would not claim the throne of Zarom herself, Warlords and Generals serving beneath her, as well as Generals of smaller legions petitioned for her support. None of them received it and more than one of them departed the third legion fortress without their heads. Damkina has not made any moves against Nergal, but whether this means that she approves of the former second legion marshal or simply views her as an acceptable interim solution is not clear to anyone but herself. Mulugunna The angel Mulugunna is a native of Kaori, though she actually spent most of her early life on Asgard as a part of the winged legion. Though she eventually returned to Kaori and joined the legions, she has always been regarded with watchful eyes. After all, Brynnhilde is not generally known to prematurely release capable warriors from her service, especially not if they have not birthed a suitable number of children to bolster the ranks of the winged legion. And yet, as far as most people are aware, Mulugunna does not have any daughters. As a consequence, Mulugunna never rose beyond the rank of a junior officer. Instead, she served first as a sort of mentor to a young dark valkyrie named Nergal and later, when she was far eclipsed in rank, she became her adjutant. Mulugunna is known as much for her sharp tongue as for her sharp blade. As a cunning and opportunistic schemer it is rumoured that she has played no small part in the ascension of the Unexpected Lord, and her clear connection to Brynnhilde leaves some people wondering how much of an influence the ancient Seraph will wield in Zarom through the angel. Kaida The savage Lord’s former right hand and leader of a fanatical Kaorian loyalist faction is a Salamander known only as Kaida. Unlike Kaori, Kaida is a voluptuous redhead with exotic looks, but to judge that book by its cover would be very ill-advised. Kaida is a powerful and supremely skilled fighter who personally fought in hundreds or even thousands of battles and survived many assassination attempts. While she isn’t known to be a particularly good strategist, her low cunning is almost legendary. That low cunning helped her stay in the savage Lord’s good graces for far longer than most others, especially among those dwelling in Zarom. Her dedication to Kaori was so great that she spent much of her life in the Savage Lord’s shadow, simply carrying out her orders and acting in her name... something that made her a wildcard following Kaori’s disappearance. Kaida likely had the best chances of ascending to the throne and yet for years all she did was keep the throne of Zarom free of any would-be Lord while leading her loyalist faction. As a matter of fact, Kaida only ever desired to serve her Lord and had no desire whatsoever to become Lord herself. A few months before Nergal’s ascension, Kaida seemed to have lost interest in her role of leading the loyalist faction. In her absence the loyalist faction was too disunited from infighting to offer any resistance to the Unexpected Lord. Initial rumour had it that a skilled (or more likely, crafty) man somehow managed to best her in an acceptable contest. That rumour was confirmed when Nergal rewarded Kaida for her loyal service to Kaori with a great blessing. Since then, they have eloped to work on putting that blessing to good use. The Legions The legions comprise Kaori’s official military and together they represent one of the most frightful military forces on the continent. As the name implies, Kaori’s military is divided into multiple different legions, serving a variety of purposes. Foremost among them are the three “great legions”. They inhabit great fortresses and are the first line of defence against potential incursions from the territories of the other Lords. Each of these are led by one of Kaori’s three marshals, who are now Tianar, Anunit and Damkina. Aside from the Lord herself, these three marshals likely hold the greatest amount of individual power among the major players in Kaori. Aside from these great legions, there are a number of lesser legions each led by one of Kaori’s generals. The fourth, fifth and sixth legions are each loosely associated with one of the three great legions and traditionally serve as a proving ground for new recruits. They are most commonly deployed to quell uprisings and malcontent. All too often, new recruits in those legions were treated as cannon fodder, as exemplified by the bloody Smert campaign, in which the 4th legion suffered tremendous losses to quell an uprising. As someone who has gone through that process, Nergal seeks to reform this system. In her view, Kaori simply does not have enough able bodies to callously burn through recruits without at least giving them some training first. The 7th, 8th and 9th legions are much smaller than the others and are rarely deployed. They do not have a fixed purpose, but are headquartered throughout north-eastern and eastern Kaori where most of the time they serve as guarantees against potential hostilities coming from the nomadic tribes or incursions from the sea. The Blood Brides The Blood Brides, though technically the tenth legion, are very different from all other elements of Kaori’s military. The Blood Brides recruit exclusively from Zarom’s orphan population and are tiny when compared to even the smallest of the legions. The number of fully initiated members consists of exactly 111 members, though they control a varying number of indoctrinated agents and soldiers waiting to fill a vacancy. Every member of the Blood Brides, whether fully initiated or aspiring, must display absolute loyalty to the Lord of Kaori, and a lack of dedication will be punished most severely. Rumours about their gruesome initiation rituals have reached far beyond Zarom and even Kaori itself. The Blood Brides are structured with one overall commander who is in regular contact with the Lord, ten group leaders, and 100 regular members. The Blood Brides serve the direct will of the Lord and fulfil any role from overt or secret policing to espionage and assassination. When the Lord of Kaori wished a mouth shut and for whatever reason could not do so overtly, a Blood Bride would be sent to do the job. During Kaori’s absence the Blood Brides have remained largely inactive, but have begun moving once more following the ascension of Nergal. By all appearances they have taken no offence at having a new master. This is perhaps best explained by the fact that, while they are fanatically loyal, they swear their loyalty to the rightful Lord of Kaori, not to whomever sits atop the throne of Zarom at the time of their initiation. The Bladetail Legion The bladetail legion is something of a curiosity within Kaori. Founded by a lizardman and still composed mostly of these reptilian women, the Bladetail Legion does not exist to further their own interests, to amass power or wealth, nor even for the satisfaction of their bloodlust. The legion was formed to stand against the vile slaver groups that infest much of northern Kaori. In the time of the Savage Lord, the Bladetails often found themselves in a difficult situation. Under the maxim of “might makes right,” Kaori certainly had no intention of interfering with them attempting to establish a base of power within her realm, at least so long as they paid tribute to the Savage Lord herself. Kaori did not even mind too much if they destroyed a slaver band here or there, but the slavers were explicitly approved of by the Savage Lord. If the Bladetails had been too successful they might well have risked incurring Kaori’s ire. After all, hated as the slavers are, they run much of the operations that extract Kaori’s many natural treasures and thus serve not only Kaori’s economy but that of the whole continent. In the years since Kaori’s disappearance the Bladetails have stepped up their operations against the slavers, though they also had to contend with different warlords and military women trying to grab power where they could. With Nergal’s ascension hopes are high within the legion that the new Lord will support their crusade against the slavers, but as yet Nergal has not taken a clear position on the issue. Though they operate where they see the need within northern Kaori, the Bladetail Legion’s main base of operations is their camp in the foothills of the mountains of Teremir in the north-west of Kaori. The Nomadic tribes A great deal of Kaori’s landmass is made up of sparsely populated plains, travelled by many disconnected tribes of nomadic mamono. While it is difficult to say something general about the numerous tribes that make up Kaori’s nomads, there are some factors that they share between one another. The first and most important factor is that almost all the tribes are very independent. While the Lord holds sway over them, getting the nomads as a whole in line would be a monumental task and likely wouldn’t be achievable unless the realm as a whole was in great peril. The tribes maintain intricate and often delicate relationships among each other that vary from friendly to wary or even hostile. Fights for territory and resources are not uncommon, but the means through which these fights take place vary wildly depending on the territories and tribes involved. There are two great gathering of the tribes of the vast plains that take place in somewhat regular intervals. One is the “raid” on Magna Ubera, a long held tradition that takes place once every second or third year. It was started during a time when the Amarantian city of Magna Ubera was frequently the target of assaults by the great tribes. Not keen on fighting the fierce tribes, Magna Ubera was more likely to offer tribute to the tribes than steel and over the centuries, the raid on Magna Ubera has evolved into a great festival where tens of thousands of tribeswoman gather and are welcomed in Magna Ubera with a great feast for all the senses. The shrewd business women running the city had long ago realised that eating the losses of such a festival was much preferable to the losses incurred from serious assaults of the women of the plains. The second regular gathering is the gathering of the Khangana. Every ten years, the leaders of the mightiest nomadic tribes gather together to discuss current affairs, settle scores and allow for the renewal of ties between the tribes. While some of the great khans do not see eye to eye with their peers, it is rare for one of them to miss this occasion. For while most of the tribes are individually too weak to stand against the greater powers in Kaori, they present a fearsome force indeed when they are united. And so, though they are usually dispersed and lack unity, the great tribes are capable of presenting a surprisingly sturdy and unified front when they see their common interests under attack. |
mugen91Jan 13, 2:44 AM
Jul 4, 2017 6:11 PM
#21
Reserved |
mugen91Sep 9, 2023 5:02 PM
Jul 4, 2017 6:11 PM
#22
============== Lord(s) description ============== Kioko (The fickle Lord) Also known as “The Fickle Lord." Lord Kioko has earned the reputation of being an utterly inscrutable Kitsune-bi. Her almost childlike capricious nature and short attention span being reflected in her ethereal form, which seems to near unceasingly shift in both colour and intensity. Almost everyone who has personally interacted with her, or who has heard of those interactions from second-hand accounts, usually deduce that Lord Kioko is either quite easily distracted, or more charitably surmise that, despite her best efforts and intentions... finds it extremely difficult to remain focused on a singular topic for any extended period of time, and so most people discreetly assume her to be simple-minded and nothing more. However, unbeknownst to all but a select few on Arcadia, the ironic reason for her usually fickle and near absent-minded nature is that Lord Kioko is not merely an abnormally powerful Kitsune-bi, but is actually in fact an amalgamation of all the souls of her people, and so contains the thoughts, emotions and opinions of hundreds of thousands of minds. This intrinsic link between Lord Kioko and her people means that the current state of her people as a whole is reflected in Lord Kioko herself, if her people are doing well without any unifying concerns in their hearts or minds, then Lord Kioko herself will be doing well in turn. But will consequently seem unfocused or easily distracted to those she personally interacts with as a result, due to the conflicting thoughts, emotions and opinions of hundreds of thousands of minds all vying for her attention. For example, at any one time she may have the thoughts, emotions and opinions of two-hundred people at the forefront of her mind who all have widely differing views regarding a countless number of subjects, but who all happen to share a taste for a popular type of candy, and so may outwardly express a desire to eat such a candy to those nearby, only for those two-hundred minds to be replaced by another two-hundred minds who all happen to have a bias for another type of popular candy in the very next moment, and so may then outwardly express a disdain for the former type of candy in favour of the latter. Thus giving rise to her moniker and reputation. However, this childlike capricious nature only persists in times of peace and prosperity for her people, if the hearts and minds of her people are unified by any kind of crisis, then Lord Kioko herself will also reflect this by undergoing a dramtic change in her disposition. Her ethereal form, which usually near unceasingly shifts in both colour and intensity to denote the innumerous conflicting hearts and minds within her, will settle into a singular hue and potency to signify the unity of those hearts and minds. Her ordinarily fickle or easily distracted personality will fade, revealing in its place a dauntingly stern Kitsune-bi who is eerily focused and intent on resolving the crisis that unified the hearts and minds of her people. When in this state Lord Kioko will exhibit a level of acuity and acumen beyond that of even the most astute of Mamono on Arcadia since she has the combined knowledge, experience and intellect of every Kiokan in her domain at her disposal, while also displaying a type of ruthless efficiency in a single-minded effort to resolve the crisis. Those few on Arcadia who are aware of Lord Kioko's true nature dread the sight of her being focused and resolute instead of being fickle and random, becuase they also know that means two things; One, there's an oncoming or ongoing crisis happening somewhere in her domain that will or is affecting a significant percentage of the population. And two, being completely devoid of the moral restraints that usually temper the actions of others, if Lord Kioko is also left unattended during an oncoming or ongoing crisis, she will freely resort to any means she deems necessary to meticulously prevent or expeditiously resolve said crisis, even if those means would be universally condemned as being a greater evil than the crisis itself. However, thanks to the constant vigilance of her loyal Kannushi, the careful managment of her two Daimyos, and the tireless efforts of her Samurai, it has been so long since anyone has even heard of what Lord Kioko's darker side is capable of that almost all in the current age think of her as little more than an extremely powerful, but mostly harmless Kitsune-bi. To those who live outside of her domain, the commonly held consensus is that purposefully trying to seek an audience with Lord Kioko herself is objectively a waste of both time and effort, the task being almost universally accepted to be a fool's errand and to therefore be earnestly avoided. Not just because of how near impossible she would be to locate, given her well-known proclivity for aimlessly wondering both the length and breadth her domain, but also for the irrefutable fact that even if they somehow did manage to find her, their chances of having any kind of coherent discussion regarding the items they wanted to bring to her attention are so vanishingly small as to be almost indistinguishable from having no chance at all. So many instead highly recommend bringing any official matters or personal concerns to those who serve under her Kannushi, Daimyos or Samurai. However, to those who live inside of her domain, nomadically traversing her lands in the hopes of encountering Lord Kioko herself is a fairly common practice, because personally meeting her is unanimously taken as a stroke of extraordinarily good fortune. While having her suddenly appear in a village is viewed as an omen of a great and prosperous future to come. Despite the conversations potentially lasting anywhere between three minutes to six hours, and regardless of whether the subjects of discussion randomly switch from complex philosophy to basic small talk about delicious pastries, those who unexpectedly come across her on their travels happily indulge and accommodate her in whatever type of verbal exchange Lord Kioko seems to presently desire. And those who host her as a guest in their village ordinarily all drop whatever tasks or duties they had in order to swiftly organise a celebration to honour her appearance, preparing and offering whatever pastries, desserts or candies they can to please her. Despite her childlike capricious nature and short attention span sometimes resulting in untoward interactions or events, the villagers that host her will gladly suffer her fickle and unpredictable antics in stride because they know that Lord Kioko rarely departs from the villages she enters without bestowing multiple women with blessings of enhanced fertility. A coveted boon that others would have to go to great lengths in order to acquire from any other Lord. ============== Realm Description ============== Kioko’s domain is split into two halves, the eastern side located on the mainland, and the western side located on the large adjacent island separated from the mainland by a narrow sea strait. The eastern side of Kioko's domain on the mainland encompasses the north to northwestern corner of the continent, and shares its borders with the scorching deserts of Ahmose to the south, the vast mountain ranges of Teremir to the southeast, and the dense forests of Elizabeth to the east. This eastern half on the mainland is a landscape filled with a diverse assortment of terrains. From the sunlit beaches that stretch across much of the coastline to the north. To a mixture of temperate meadows, forests, cultivated fields, rolling hills and high reaching mountains that run through the east, centre and west. To the dry plains and semi arid deserts that occupy the south. The western side of Kioko's domain on the adjacent island to the west of the mainland encompasses all but the western most tip of the island, only sharing its boarders with the Freebooty Freestate Archipelago. Much like its counterpart on the mainland, this western half on the island is a landscape which is filled with a similarly diverse assortment of terrains. From the many sunkissed beaches around its coastline. To the blend of temperate meadows, forests, cultivated fields to be found further inland. However, one of the things that makes the island distinct from its mainland counterpart is the long stretch of perilous mountains that run through much of the centre of island as opposed to merely dotting its landscape. The other thing that makes it different is that while the mainland enjoys ideally mild weather all year round, much of the island is subject to short but intense rainy seasons. This geographical separation of Kioko's domain has caused the cultures within the eastern side on the mainland and western side on the island to diverge as time has progressed, resulting in them developing unique cultural practices, fashion aesthetics, architectural styles and local cuisines. However, the cultures within the eastern and western sides can again be split into two catagories. The 'old' Kiokan culture and the 'new' Kiokan culture. The 'old' Kiokan culture of the eastern mainland is largely indistinguishable from 'old' Kiokan culture of the western island. Both make up the majority of the population and either consist of rural villages or nomadic tribes. The Kiokans that live in rural villages commonly have calm and earnest dispositions, valuing traits such as empathy, diligence and being able to effectively synergies with a community. These small rural villages are normally built either in, or adjacent to, a forest or shrine, and with animism being the most eminent religion in Kioko, it would be highly irregular to find even a single abode within a rural village that isn't adorned by totems or pendants, since they are believed to act as conduits or temporary homes to the spirits that dwell within the forests or shrines. Most Kiokans that live in these humble rural villages usually wear plain, inexpensive garments similar to yukata, they build raised houses from wood and thatch, and sustain themselves by hunting and fishing in the forests and whatever body of water is nearby. he Kiokians that live nomadic lifestyles can differ wildly in disposition, but many tribes tend to have numerous members with bold and vibrant personalities, most of them valuing traits such as bravery, martial prowess and a willingness to try out and learn new things. These nomadic tribes travel the length and breadth of their land, sometimes crossing the narrow sea strait to visit and wander in the neighbouring side of the domain, and while Kiokans do have a standard currency which can be used to purchase goods and services, the preferred and most commonly practiced method of trade among nomadic tribes is bartering. Coin is mainly reserved for trading with those who live in either of the two main cities in Kioko's domain. Kiokans that live in these nomadic tribes can be dressed in a variety of ways, from simple loincloths, to expertly woven dresses, to full suits of armour depending on their role or position in the tribe, they build yurts as temporary shelter whenever they settle in a given location, and sustain themselves by hunting, fishing and trading with those they come across on their travels. With a large majority of the population living a nomadic lifestyle however, there will of course be a corresponding percentage of criminals who target them, the possibility of becoming a victim to banditry out on the roads is an unfortunate but very real danger that every Kiokian must contend with if they wish to travel the vast, beautiful terrain. Most nomadic tribes account for any such threats by having many strong mamono amoung them who can defend the rest of the tribe should they be attacked. But fortunately for any visiting foreigners or traveling merchants who aren't affiliated with any native nomadic tribes, who aren't familiar with the terrain, and who aren't prepared to defend themselves from the dangers of the road, the frequent acts of banditry has also led to an uprising of bodyguards and mercenaries who can offer guidance and protection, for a fair price of course. he 'new' Kiokan culture of the eastern mainland is located within Bestalion. Unofficially known as 'The Great Pudding City' courtesy of a decree from Lord Kioko herself. Bestalion is Lord Kioko’s capital and is the largest city in the her domain, only rivaled by Hajiokagawa. The Great Pudding City is the hub for nearly all manner of commerce, meaning it's not only where the majority of Kioko's imports and exports are sent from and delivered to, through both land and sea, but it's also where most merchants and travellers will aim to go when entering her domain. This has given rise to a more cosmopolitan and enterprise driven culture, with many of the long standing residents of Bestalion being wealthy business tycoons and their employees. The streets are almost always busy with people buying and selling, or recieving imports and preparing exports, while others hurry to offer their goods and services to any of the human and mamono passing through The Great Pudding City. Needless to say that within Bestalion, coin is used as a method for trade far more than bartering, though that isn't to say that no bartering occurs either. Because of the vast wealth that is accrued within The Great Pudding City, the structures found within Bestalion are not only constructed from far higher quality materials, but are also built by far more experienced architects. And though even the most modest of homes on the outskirts of the city would be thought of as luxurious by rural villagers or nomadic tribes, the wealthier districts of the city are easily distinguishable by their far larger scale and multi-story buildings. Unlike the roads and many small villages of the domain, Bestalion is protected by a standing army of highly trained mamono who are sworn to protect Lord Kioko's sunjects and enforce her laws, with patrols both on the ground and guards stationed in several surveillance towers dispersed throughout the city. The standard issue uniform for city guards is leather laced metal plates in a style very reminiscent of do-maru armor. While the standard issue weapons for city guards is a naginata for a polearm and a tachi as a sidearm. Different menpo masks are used to denote rank and position within the city guard. The highest rank being represented by an expertly carved plain obsidian mask, which is worn by Lord Kioko's undyingly loyal samurai Incorruptionem. Within Bestalion the higher class mamono are commonly found wearing vibrant garments quite similar to Kimonos. There is a large gambling community predominantly made up of traders. The very center of the city is dominated by 'The Great Pudding Keep' a five story castle surrounded by a moat and a miniature forest garden which overlooks much of the city, sitting atop of a three level fortification with thick stone walls, each level above the last. Kioko's castle is visible from almost any part of the city and strikes a solid impression, and is one of very few buildings in the city to be made of blackwood. Aside from public reception and private quarters reserved for Kioko's officials, much of the castle actually serves as a barrack for the city guard. The 'new' Kiokan culture of the western island is located within Hajiokagawa The western side of Kioko is home to a wide variety of flora and fauna. An example of this is the rare blackwood tree. Blackwood has fire-resistant properties and enhanced durability but is rarely used due to few craftsmen skilled enough to work it, as well as outrageous fees to do so. ============== Places of note ============== ============== Relations with other realms ============== ============== Important Figures / Factions ============== ============== Legal peculiarities ============== Kiokan law differs little from what could be considered a basic human framework. There is one notable example, however, which pertains to relationships. Upon finding a mate, a kiokan is required to find the nearest Shrine Priestess. The Shrine Priestess will magically brand them, an action which serves two purposes: Firstly, it proves that an individual is claimed, and who their mate is. This way, a lost or abducted individual can be reunited with their family once they are located. It also prevents the selling of kiokans as slaves in Kioko domain, since the brand can be easily identified. Secondly, it allows the distribution of any legal disciplinary action between the mates. A punishment of two weeks in jail for example, could thus be reduced to one week each. Unless requested, the punishment is assumed to be shouldered by the accused alone. The law was originally one of Kioko’s whims, but found steady support among the Kiokans and has remained in effect. ============== Commonly encountered species of mamono ============== -Aka-Oni -Ao-Oni -Apsara -Chochin-Obake -Crow Tengu -Gyoubu Danuki -High Orc -Hinezumi -Ignis -Inari -Jiangshi -Jinko -Kamaitachi -Kappa -Karakasa-Obake -Kejourou -Kitsune-bi -Kitsune-tsuki -Kunoichi -Nekomata -Nurarihyon -Nureonago -Ochimusha -Oomukade -Otohime -Raiju -Ren Xiongmao -Ryu -Salamander -Unagi Joro -Ushi-Oni -Youko |
mugen91Jan 21, 1:41 PM
Feb 20, 2020 4:16 PM
#23
History: The Frosthaven Archipel and Asgard are part of the most northern sub-archipelago of the greater Arcadia archipelago. They were settled around 20,000 years ago when a wave of angel, elemental, and snow type monster girls branched out north due to shifts in power on the mainland. The elemental and snow type girls settled in the mountains, glaciers, and tundras of Frosthaven, while the angels made the island of Asgard their home. Initially the entire archipelago was ruled by the blue dragon Frostgaze clan who had made their home on the Isle of Blue Glass. But they lost their influence in the aftermath of the war of the ancients around 10,000 years ago. That war had also sparked a large wave of refugees to come to the islands. The angel refugees mainly settled on Asgard an island exclusive to angels. The other refugees settled mainly in the pristine forested foothills and coastal regions of mid and southern Frosthaven where they established a small city called Midlemeath on the southern bank of Frosthaven's largest fjord. It is to this day the islands’ main port. With Asgard having been granted independence and the rest of Frosthaven in a power vacuum after the fall of the Frostgaze clan, It did not take long for tensions to arise between the original settlers, now known as the mountain dwellers, and the refugees who were known as the coastal people. Occasionally the tensions escalated into small scale skirmishes, but it never reached the point of a full blown war. Eventually Dorothy and Yara ended these feuds by expanding their domain and subjugating Frosthaven. Dorothy proclaimed, the queen of the mountain dwellers as the rightful queen to all of Frosthaven. Having no need for ancient feuds interfering with the stability of her domain, Dorothy forced the two groups to merge into one united group. While they detested this decree they ultimately had little say in the matter and thus the “unified” vassal queendom of Frosthaven was formed. Over time this forced cooperation has nurtured a small degree of understanding between the mountain and coastal dwellers, though distrust and prejudice are still very much present to this day. When Elizabeth took over as the Lord she extended an olive branch by appointing the current queen, Avala, as one of her generals and granting the vassal queendom a much larger degree of autonomy. Climate and Habitats: The Northern part of Frosthaven along with the mountains in central Frosthaven are cold icy or tundric environments. The average temperature here rests between 5 and -5 degrees C during the summer and can grow as cold as -30 degrees C during the winter. The southern half of Frosthaven and the island of Asgard are a taiga environment and are covered in dense pine forests. The average temperature during the summer can rise to around 15 degrees C while during the winter it can easily cool down to -20 degrees C. Islands, cities, and notable towns: Frosthaven: Frosthaven is the largest island of this archipelago with an area of around 41,000 km2. It has a population of around 60,000 people, the vast majority of whom live in the Southern half of the island. Most inhabitants live in small villages or towns. There are two main population centres: a small coastal port city named Midlemeath, and the palace of Freyshiem a large palace complex in the central mountains of Frosthaven that is home to queen Avala and serves as the capital of the queendom. The Port City of Midlemeath: Founded roughly 10000 years ago, it has a population of around 11,000, making it the smallest city in Elizabeth’s domain. Nevertheless it is still the opening icon of Frosthaven. Midlemeath thrives as both the only sizeable port as well as the only place with some significant industries on the island of Frosthaven. It is located on the southern shore of Frosthaven's largest ford. There a rocky outcropping created a well protected natural harbour. While the harbour remains ice free year round, during the winter months it is not unusual for ice bergs to be floating in the fjord which can make sailing hazardous. Hence most trade grinds to a halt during the winter. Its primary exports are ivory, pelts, whale oil, amber, charcoal, pine-tar, metals (predominantly copper and iron), honey, wax, and most importantly valuable high quality gems and crystals mined from the mountains of Frosthaven. The predominant architectural style in the city is Nordic / Viking. Midlemeath houses a small fleet consisting of mainly drakkar longships. The Palace of Freyshiem: Nested in the heart of Frosthaven’s central mountain range lies the capital of the queendom where Avala, the Ice Queen resides. Freysheim is an unusual place as it is not so much a city or a town, but rather a single palace. The palace is humongous and labyrinthine. It covers a far larger area than the city of Midlemeath even though it is home to less than half as many inhabitants. One can wander around for days inside the palace without meeting a single other soul. The palace is famed for its exquisite icy beauty with richly sculpted walls and thousands of beautifully carved ice sculptures. Being made almost entirely out of ice, the palace is the perfect place for monster girls that thrive in the cold. Some parts of the palace are kept warm to accommodate the small human population living there. Freyshiem focuses mostly on administrative activities and cryomancy research. The Isle of Blue Glass: The Isle of Blue Glass is the western-most island of the Frosthaven Archipel. It has an area of just under 8900 km2 and has a population of around 8,000 people; a significant portion of whom live in the town of Frosthold. The island is famed as the only place in Atalantheis where beautiful bright blue obsidian can be found and mined. The island derived its name from this resource. This obsidian is also the key ingredient for several blue dyes that are bing produced in Frosthold. Aside from the obsidian and the dyes being lucrative export products, it is also a source of pride and many locals dye their clothes bright blue in recognition. The Frosthold: Constructed roughly 20.000 years ago, the Frosthold is the ancestral home of the Frostgaze clan, an ancient clan of blue dragons that once reigned over the entirety of the Frosthaven Archipelago. Frosthold consists of the ancient fortress that the dragon clan called home and an accompanying town that holds more than half of the permanent population of the isle of Blue Glass. Situated near the western coast of the isle, conditions are often harsh and a large portion of the population consists of those mamono who are naturally able to cope with the cold environment. Given that agriculture is impossible to the degree necessary to sustain its population, Frosthold sustains itself through the efforts of its skilled hunters as well as through trade. Frosthold’s primary export, in all of its forms, is the blue obsidian only found on the Isle of Blue Glass. The vast, ancient fortress is built near a cliff overlooking the coast, offering a stunning view of the town and the frigid northern waters, as well as offering a stunning sight itself on account of being clad entirely in the blue obsidian the Isle is named after. Asgard: The island of Asgard, also known as the isle of angels, is the last remaining true neutral bastion in Atalantheis that owes no fealty to any of the lords nor the Teremir council. The landscape of Asgard is idyllic with craggy mountains, snowy peaks, rolling hills, boreal pine forests, meadows, crystal clear lakes, and rushing streams. The northern part of the island is more mountainous while the southern part is more hilly. The island spans an area of about 22,000 km2 and has around 32,000 inhabitants all of whom are exclusively either an angel type or human. Asgard has the highest human to mamono ratio with roughly 1% of its population being human. The triplet towns of Valhalla, Folkvangr, and Niflheim are the main population centres. Asgard was given its name by the mysterious crew of two fully manned Viking longboats that emerged from densest fog Asgard had seen in over a millennium around 2400 years ago. They were met by a cohort of mostly valkyries, cupids, and cherubim. What exactly transpired between these two groups varies greatly depending on who you ask, but the outcome of the interaction is undisputed: the angels had bet their booties and had lost resoundingly. In the following weeks every angelic cherry on the island was popped. It appears the angels enjoyed their “defeat”, so much that they remodelled their island and society to mimic Norse mythology as closely as possible to draw in more humans. The triplet towns Valhalla, Folkvangr, and Niflheim: The towns of Valhalla, Folkvangr, and Niflheim are called triplet towns because their populations are roughly equal, currently each having around 7500 inhabitants. Valhalla is the military centre of the island and houses large numbers of valkyries, cupids and to a lesser degree cherubim. The jarla of Valhalla is an ancient seraph called Brynhild. Valhalla is famed for its daily scenario battles between aspiring human warriors and angels, and for its feasts during the evenings and nights. Folkvangr is the administrative and relaxation centre of the island and houses predominantly houris. The jarla of Folkvangr is a seraph called Skadi. Folkvangr is famed for its hot spring spas and mead-breweries. Being stressed is outlawed in Folkvangr and the houris see to it with a militant zeal that all forms of stress are immediately relieved. Notable characters: Age: 5475 years MG: Ice Queen Bio: Avala has dark blue hair and piercing bright blue eyes. Her personality is, in every sense of the word, cold. She feels very few emotions except contempt and disgust for most things in this world. She is extremely ruthless and stops at absolutely nothing to achieve her goals, but what those goals entail is rarely clear. Rumours have it that sometimes someone comes along that can melt her icy heart and then her personality completely changes. Her contempt turns to respect and disgust to delight but only to those individuals. History: Almost nothing is known about her past except that she was once the daughter of an important individual. When she fully appeared on the island almost 5000 years ago, Avala quickly worked her way to the top. Her ruthlessness and intelligence were unyielding and within a few hundred years she sat as the assistant to the former queen. When the queen passed on with no heir, Avala claimed the throne as her own and executed all who did not agree with her within a single night that is known as the “Night of Red Snow”. Ever since that day Avala has ruled Froshaven unchallenged. Note: Avala has a soft spot for music, especially for a song called “Let it Go”. If she were to ever be challenged to a musical competition, she will undoubtedly sing this song. Age: ?? years MG: Seraph (transcended valkyrie) Bio: Brynhild has dark golden eyes, long straight ashen hair, and an ashen skin with golden markings. She has six wings that are constantly crackling with white lightning. Even though she is one of the oldest still living people in Atalantheis, she shows no signs of ageing. While no one knows exactly how powerful Brynhild actually is, there is no doubt that she is powerful enough to be considered a lord in her own right. Personality-wise she is a bit of an enigma, but those that know her might tell you that she is toweringly arrogant. Those few that know her well would tell you that it is not arrogance. She has a love for hnefatafl games. Rumours have it that after the thane of the Vikings, that landed on Asgard around 1100 years ago, had managed to beat her a hundred times in various hnefatafl games she took him as her husband. Presumably they have played hundreds of games before he managed to achieve that feat. History: Not much is known about Brynhild's past. She was a general in one of Akuma’s legions during the War of the Ancients. It was during this time that she transcended from being a mere valkyrie to a seraph. Despite having stayed loyal to Akuma to the bitter end, Brynhild was granted Asgard and independence by the prevailing lords. Since then she apparently hasn’t been doing much aside from forming and training the Winged Legion: an elite army of angels that even Kaori’s first legion dares not boast they can best. Why she was granted these privileges and honours remains one of the many mysteries surrounding the war of the Ancients. Another mystery is why Brynhild is allowed to wield so much authority over all angels, even those that do not live in Asgard. Age: ?? years MG: Seraph (transcended angel) Bio: Skadi has pale blue eyes, wavy shining auburn hair, fair skin, and generous curves. She has six wings with pristine white feathers. Even though she is one of the oldest still living people in Atalantheis, she shows no signs of ageing. Personality-wise she is friendly, approachable, compassionate, and highly emphatic. In line with her healer roots, Skadi is highly skilled in various forms of angelic healing and benediction magic. History: While barely a century old, Skadi was drafted into one of Akuma's legions where she served as a medic to a detachment of angels during the War of the Ancients. Though she did not serve in the same legion as Brynhild. The brutality of that war made that most of the angels she served with did not live to see the end of the war. This was deeply traumatizing to Skadi, yet strangely it was her grief that made her transcend to a seraph before most would even have considered her a fully fledged adult. That day Skadi swore an oath that she would personally bring a new life into the world for all 585 angels from her detachment that had perished. Every fallen angel will eventually have a daughter of Skadi named after her. In the last 10000 years Skadi has mothered 172 angels, which means she still has to have another 413 daughters before her oath is fulfilled. Skadi does not take husbands but instead has an open door policy where every man that comes to her willingly is welcome to share her bed with her for up to ten days. Being a seraph, Skadi rarely has to wait long before the next man shows up to try his luck. Skadi serves as the Jarla of Folkvangr, and is the second highest ranking angel in Asgard. She is also in charge of managing the human population of Asgard and helps trains new medics for the Winged Legion. Age: 913 MG: Dragon (Blue) Bio: Askavinda is, by the standards of dragons, of average stature, though of a muscular build. She has pale skin and long, cobalt blue hair, slightly darker in shade than her cobalt blue scales that mark her as a member of the Frostgaze line. On her head, she wears two pairs of horns and her eyes are of an icy grey that seems to fit her cold moniker. Askavinda carries herself with an air of proud regality and treats others, no matter whether they are above or below her, in a fair but cold manner. It would be of some surprise to most that, in private, Askavinda is quite warm hearted. She dearly loves her husband, her seven daughters and her reclaimed home and would go to almost any length to protect these things. History: As a youth, Askavinda struggled to understand. Struggled to understand why her family, great and proud, was reduced to this shadow from a more glorious past. Misfortune seemed to cling to her kin and one by one, she saw the last of those who remained fall through threats and accidents seemingly too insignificant to matter. Where the remnants of other former proud clans lived comfortably enough, hers struggled and fought for survival. Through all of this, her elder sister was the rock she could always cling to. All the more surprising was that, when her sister Adalinda disappeared without a trace, Askavinda henceforth refused to acknowledge that the elder dragon had ever existed, earning her the moniker of one with a frozen heart. It cannot, however, be denied that her fortunes have shifted following her sister’s disappearance. First, she found a husband called Skjeben and laid three eggs, then, through his help, she managed to rapidly amass a great fortune and finally was granted the right to administer Frosthold and the Isle of Blue Glass. Her ascension to this position has caused a substantial upset in the political landscape of the Frosthaven Archipelago and wider Elizabeth (Yara at the time) and even Avala herself was troubled upon reflecting exactly how that negotiation went that particular way. Those who worried what she might do next were left to ponder that question for a long time. In the centuries since, Askavinda has done little else but to amass more wealth and produce more daughters. With seven eggs laid, she has produced more daughters than any dragon in recent recorded history. Yet another mystery those watching her are left to ponder. Skjeben Frostgaze “Let’s deal.” Age: 576 Species: Human Bio: Skjeben is a man of slightly below average height, fair skin and muscular build. He keeps his long, blonde hair and beard well groomed and is known to apply dark color to the areas around his eyes. Fitting to the name of the family he has married into, he has eyes of an icy blue even more intense than the obsidian the Isle of Blue Glass is famous for. Skjeben is known to be friendly and affable, but also prone to trickery and playing pranks. As husband to Askavinda of the frozen Heart, they rule the Frosthold together and have produced seven draconic daughters. History: Skjeben is known for his propensity to play tricks and pranks, yet nothing is known of him of his life before he met and subsequently married Askavinda of the frozen Heart. Many have tried to investigate his origins, but none have succeeded. It is said that he came sailing on a ship from the east, from a land of great people that none had ever heard of, but no one has yet been able to confirm the existence of such a land. It is possible that Skjeben is an outlander, though he has never confirmed nor denied such a possibility. Even his wife Askavinda has no idea from whence he came. What is known is that Skjeben is extraordinary, particularly by human standards. It has been 576 years since he married Askavinda and yet, in spite of seemingly not being an incubus, his appearance remains that of a man in his early thirties. Through sharp intelligence, a handy business sense and a prodigious skill at negotiation, he helped Askavinda amass a vast fortune and regain control over her family’s ancestral home. Many are those who have looked to this man with avarice in their eyes, whether it be to possess him or to find out just how this man is doing what he does. And, while Askavinda and their daughters always stand ready to defend Skjeben, plenty are those who fell victim to the cunning man’s tricks. Said tricks that have been known to take a deadly turn when too many freedoms are taken. |
mugen91Jan 18, 4:42 AM
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