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  1. Utopian Curse Overview The Utopian Curse island is a holidaymakers paradise. Warm, tropical weather. Lush vegetation. Miles of perfectly smooth sand beaches and water so clear that you can see for metres. However, it is not called Utopian Curse for no reason. Anyone who arrives on this island almost never leaves. They are forced to live out the rest of their lives on the island. And despite its peaceful seeming nature, the island is filled with danger that make it hard to survive. It isn't a large island, but it certainly isn't small. It takes about six hours to run from the South to the North, providing that the ground was flat and there were no obstacles in the way. With the same conditions, it takes approximately eight hours to run from the west side of the island to the east side. That said, with obstacles all there, it takes several days to traverse the island. The forested areas are very thick, and it take hours to hack through even the smallest part of it. The Mountains are steep and dangerous to climb. Most people who attempt to climb them are often met with strange accidents that prevent them from reaching the peaks. The wildlife is also very strange, and dangerous. Huge, plant eating beasts roam the grasslands, attacking anything who attempted to hunt them. And to hunt these huge, strange beasts are even bigger predators who would look at a human as if they were a piece of snack. Without a means to defend yourself, the best choice is to just run. Despite the strangeness of the island, it may fool someone into believing that they were stranded somewhere on Earth. Lining the perfect, sandy beaches are miles of coconut trees. And that isn't the only similarity. Many survivors usually claim to find something, no matter how small, that they recognise from where they had come from. Not only is the island ecology strange and alien, but there is something about the island itself. As stated before, it is almost impossible to leave. If a character has a means to either fly or get into space, they would encounter fierce storms if they climbed too high or flew too far. The storms would come from nowhere, and are usually not visible to the island itself. The fierce winds would drive them back towards the island. The same thing happens when someone attempts to swim or sail off of the island. As soon as they get a certain distance, they usually experience strong storms that drive them back, or break up the boat and perhaps even drown the passengers if they are unlucky, though they usually find themselves back at the island. If people attempt to fly or sail away from the island in an attempt to find land, there is a small chance that they wouldn't encounter any storms. Instead, what they find is even more bizarre. The other side of the island. So if a person flew or sailed South from the island, they would end up on the North side. There is no obvious explanation as to why this happens. The world simply couldn't be that small, but there is no way to find out. It also seems that, far from shore, there lurks a huge and dangerous creature that attacks any ship or boat that attempts to leave the island. There are also some signs of an ancient civilisation, including some temple ruins that appear to have been already raided. They hold nothing of interest, but it appears that some ancient race was once on the island. Did they die out, or find a way off? On the South East of the island stands an old, crumbling lighthouse that is hard to get to without flying or sailing. Again, it is not obvious why the lighthouse is there, or who had built it. Perhaps it was one of the other survivors? There may be others out there, on the island. But do you dare seek them out? They could be as dangerous as the local wildlife. They might be as likely to attempt to kill you on sight as they are to try to be your friend. You won't know unless you try. Relevant roleplay links: Main roleplay thread Character ID OOC Utopian Curse Maps This is a map of the island that is featured within this Roleplay. It is made in a similar style to the Craethiel Kingdom map. It is likely that most characters will not immediately know their way around the island, and unless they come across another character that has explored the island, they will need to explore it before they would have a map of the island. It is currently only in black and white because it is still somewhat in the process of being made, because it is still very open for additions such as character camps. Legend - Mountains - Hills - Grassland - Rivers - Lakes (sometimes without the wave) - Water - Forest/Woodland - Tropical Foliage like palm trees. - Sea Monster - Place of Interest/Importance (See below for more information on the places of interest) There will be some locations within Utopian Curse that will not be mentioned in this extra information; that is because they are placed within their own extra information so that they can be linked back to this one, as it would be far too much information to contain to this single extra information. Despite being in their own extra information, they are linked to Utopian Curse but may have their own limits in place. As the extra information must be approved before it is added to this list, the limits must be observed to be able to roleplay in Utopian Curse, without exception. List of related extra information: Native Species Guide EPSIFleet Outpost 333 ~ Last Hope on Xak’tor (Is in need of updating)
  2. Non-Playable Characters This thread has several purposes. The first of which, is to inform you of how Andromeda One deals with NPCs, and even Featured NPCs. While NPCs are often random figures such as a woman at a reception desk of some restaurant or shop on the station, a Featured NPC is an individual that is owned by a Roleplayer but isn't a fully formed character. This individual serves the purpose of driving a roleplay forward and for helping in the development of our characters, thus they are roleplayed only in specific circumstances. These featured NPCs, depending on how the owner wishes for it to be, can either be generally roleplayed by all players or restricted to the owner. The first place that NPCs can be found are Lore threads, such as the Andromeda Station one which has images of the Station Commander, Alexander Churchill, and the Chief of Security, Christopher Barnes. These are featured NPCs of the roleplay and are restricted to being controlled by the Game Master; Me. But these are figures that can be referenced by other characters, as well as spoken about. If you wish for a character to interact with them, please contact me and I will talk to you about it. Another place to find featured NPCs would also be Locations, where these NPCs would be tied to the location, such as CEOs, or even the Bar Owner for a bar, or simple clerks in a shop. Featured NPCs can also be tied to a character within their ID. However this thread is for NPCs that don't fall into any of these categories. At the moment, it's the only solution to keep them in one place since I currently cannot create a single album which allows everyone to post pictures in it. So post the images in the Extra Information Images, and post them up in this thread along with this simple template: Name: Date of Birth: Age: Species: Height: Weight: Nationality: Occupation: Information: Of course, you are free to add or change any of the fields if they are more suitable to your NPC. Double posting is allowed within this thread, as with all Extra Information threads.
  3. Jennaea’s Bar and Restaurants Company Jennaea’s Company falls within the station’s tax laws. So much so that the company gives over voluntary taxes and thus it is important to the economy of the station as a whole. These funds are often directed by the station to aid facilities such as the sick bay, especially for the purchase of medicine and care for those living Down Below. The company serves both the economically dependant (Poor) and the economically independent sections of the station, delivering safe to consume food and drink regardless of price tag. Three main components make up this company: The Wet Holes (Bar and Restaurant, located in down below’s market district) Jen’s Pleasure Bar (Bar and Holosuites, located on the main floor of the central column’s main district) The Stuffed Holes (Restaurant, located on the upper floor of the central coloum’s main district) Station staff have access to free water or orange juice from this bar. They also enjoy the following discounts as a ‘Thank you for your service’ from the company: All drinks (Inc. Synthoholic) - 20% Off Meals - 25% Off Sweets (Desserts, Confectionary, Chocolates) - 10% Off There is a common misconception with this company: Whilst it can indeed provide a wide range of food and drink, they cannot do absolutely everything - certainly a problem with alien dishes, if they’ve never had access to those aliens food and drink before. But if that person has a sample, or can provide the exact specifications of the food in question, it may be possible that it’s servable. That said they still don’t have a menu, as with all earth dishes they can serve it. Since the starting of the company the station staff have become aware of a few differences that has allowed her to keep her costs low, and not sacrifice on quality, hygiene or principles. Whilst it’s not something that they would openly admit to everyone: Jennaea’s Bar and Restaurants Company uses EPSI Federation sourced power sources and technology such as holosuites and energy-to-matter/matter-to-energy replicators/recyclers, but in the upper sections they bring in non-replicated food and drink as well. But because the technology isn’t compatible with the station’s power reactor (And even if it was, it’d sap all energy out of the station, because it doesn’t produce enough for the technology). The power-source is a non-reaction based dimensional crystal from the Eldyrannth state in the EPSI Federation, that can be recharged by the Eldyrannth for a fee. The company is an EPSI Federation Culture ran company; therefore the names of the components are designed to be sexually suggestive, and the company believes very deeply in the right to free speech and opinions but above all else after that they believe in being unwaveringly honest, and Jen’starr the manager believes in being blunt and to the point. This is emphasized by the sign in the restaurant that reads “All meat served by this establishment is suitable for vegetarians and vegan pussy’s.” If asked if their meat is Halal for example, their usual response is “Our meat was never alive to begin with.” Which is the truth. The bars serve both Alcohol and Synthohol (Or Synthehol); which is a chemical variant of alcohol that appears to have the same taste and smell as "real" alcohol to most individuals, but none of the deleterious effects associated with alcohol for most humanoids, such as debilitating intoxication, addiction, and alcohol poisoning. Most humanoids have an enzyme which breaks down the alcohol-like compounds in synthohol. The intoxicating effects of Synthohol can be easily dismissed. So it acts just the same as alcohol, makes you feel that you can be a lover, or wise, or all the things that alcohol does, but it's only temporary. With a force of will, you can shove it aside and you're as sober as you ever were. Brief History: The company started as a front in down below for Jen’starr to make new contacts in the underworld, and to sell weapons and such to less than shady characters as well as to be a bounty contactor connected to several bounty stations across the EPSI Federation, EPSI Pirates and Andromeda. Although no one had really heard of her, other than those that were poor, or specifically looking for her. Back then her bar was called The Moist Snatch, and she operated there for years without having any real problems. Many criminals in down below tried to take over her establishment, and almost all of them have ended up either dead, or disappeared. Every time she’s been forced to kill someone in her bar - in front of witnesses - she’s had to inform the station’s chief security officer of their death and why, as well as showing them covert recordings made from a yet unknown positioned camera, to prove that the deaths were justified as self-defence. A year prior to the current year she had a complaint put in about the name of her bar to station management stating that the name of her bar was ‘horrifically offensive’, ‘misogynistically sexist’ and ‘primitively minded’ to which her unofficial response when the station commander told her of this was “Tell them to get fucking stuffed.” She remained stubborn and stern on her stance and refused to change the name. Despite the mounting protests from a vocal minority who were using bullying to the station commander to force him to try and force her to rename the bar. They were even pulling in people directly from Earth just to protest the bar, both off and on the establishment. Eventually causing Jen’starr to force a ‘If you’re not here on business, you’re not welcome here.’ Policy, and told Christopher to “Remove them, or I will remove them myself. And you know what that means.” Station security were able to remove them, however they protested outside and prevented people from going in - and if anyone tried, they’d be bullied. This all came to ahead one day when Kal’loure Mako’demeri, a frequent bar patreon ordered them that if they didn’t get out of the way, he will start shooting at them, after they had blocked access for him, and even had a group of them just walking into him saying “We’re just walking. You’re in our personal space” Which had the effect of pushing him away from the door. He told them if they didn’t cease this, he’d shoot all of them. … That is exactly what happened. Using an EPSI Federation Phaser, set on stun, Kal’loure phased them all and simply walked over them to get into the bar. In the Police report he respected their right to protest as it is their free speech and opinion, but what he didn’t respect was to prevent access to the establishment, and to physically stop those from getting inside - as this was battery. This brought the ringleader and Jen’starr to the table with the commander being the moderator in the discussions to find a peaceful resolution to this. But Jen’starr refused, and told her “I will not be censored. You claim to fight for women’s rights, and yet you trample all over mine. Of course we all know that it’s because I don’t have the right opinion, so therefore I’m not a woman, I’m a gender traitor. I will not change the name of my bar. If you don’t like it, go fuck off and make one called the Flacid Cock or something. Or more accurately with you bitches: The Frigid Cunt.” With the talks ending in obvious failure, Alexander tried to talk to them separately, rather than put them in the same room as each other whilst at the same time establishing some new rules for station protests of a business. Such as you weren’t allowed to block and assault people from entering, of course that didn’t stop these ‘women’s rights fighters’ from simply trying to just pay people to not enter and make up slanderous lies about the owner. But by this point, even though the real problem was isolated to down below it was quickly disrupting station operations with frequent protests in highly public areas. The protesters were bringing more and more people onto the station to protest and it got to the point where enough was enough. Alexander spoke to Axel to try and understand why she couldn’t even compromise on this issue - not that he wanted her to, as he believed that Jen’starr had done nothing wrong. And Axel told him; “Because in the EPSI Federation we did this once. Capitulated to the demands of the vocal minority funded by a Corporate Entity. This eventually lead to more and more capitulation, until the point that this vocal minority now wielded the power that even the majority didn’t have. This brought in Keza Corp’s dystopia and all hell followed right along that Corporatocracy. No Epsian worth their soul, today will capitulate to the demands of unreasonable identitarian ideologues. She’s quite right to refuse and stand her ground; more power to her.” Axel then added, “I had no idea that this was the focus point of the disruptions around the station as of late… If you’ll excuse me, I am going to show my support for her.” With that Axel left, and went to Jen’starrs bar to spend his money there. Eventually Alexander returned to Jen’starr and told her that she will capitulate and change the name just like the protestors suggested. She immediately opened her mouth to fire something now doubt - very spicy - back at him but he said “Ah-ah! Let me finish. All they requested was that you changed the name. I suggest to you; that they should be careful for they wish for.” Jen’starr shut her mouth and then smiled. It was a smile that revealed her brain was ticking away on some good ideas, and it was very chilling, “The Submissive Bitch, it is then.” Jen’starr replied. “Perhaps a little… Too on the nose there.” Alexander said, before telling her that it’s about subtlety, suggestivism, that it should be witty and clever so that things could be turned back on them if they kicked up a fuss about it. Jen’starr really liked this idea, and said that she was going to close the bar down and renovate it at the end of the year anyway, but instead she chose to start on it now and expand it. She purchased three other locations above the bar in down below so that she would effectively have one company and she was going to split it up, make food available to people on the top. She went back to EPSI Federation space to hire the workmen and technology. The bar was then closed down for six months whilst the whole thing was being done up, this was enough time for the protestors to think that they had won, and left the station allowing the station to get back to normal operation. When it opened again they called the bar in down below “The Wet Hole”, which whilst sexually suggestive, could actually have a lot of meanings, to the bounty hunters - the wet bullet hole wound, to the sexually inclined - A cunt that was just as divine, to normal punters - The mouth of which you wet with drinks. The bar above it was to be the social centre of the station; and was simply called “Jen’s Pleasure Bar”, which had the nickname “Jen’s”, “The Pleasure Bar” and so on. This would be on the main section of the station, right in the path of new people embarking on the station, and on the path of disembarkation in the centre of the marketplace. This also was good for people who turned up waiting for their friends to have a place to drink. She got the idea of this from Deep Space Nine’s: Quarks. There would also be a suite of twelve holosuites there, allowing people to run sexual, hiking, swimming, fantasy, games, sports programs and many more. It could also be used for training new staff by the station’s officers. Upstairs to that, which was publically accessible either in the bar itself or from outside on the upper collum, was the restaurant, “The Stuffed Holes” which again could have multiple meanings depending on personal inclination. On opening day she dropped all prices for one day only, allowing everyone to get a good bargain and to celebrate the opening of the new company. She also implemented a new discount scheme to all station members of staff - including those who weren’t in command staff, such as maintenance workers, dock staff, waste management and so on. These discounts were equal across the board, and it didn’t matter if you were a manual labourer or the station commander - they all have the same discount - which is permanent.
  4. The Stuffed Holes Restaurant The Stuffed Holes, sometimes known as the “Stuff Yourself Silly, Restaurant” is a restaurant owned by the Jennaea’s Bar and Restaurants Company. It is located above the Jen’s Pleasure Bar and is available to access at all hours, every day via the upper commercial rings or the stairs in the bar. It can accommodate upto 2,000 people maximum, and is usually busy around peak hours (Meal times). There are two empty and unused rooms in the restaurant at the moment that are unused - but probably will be used later. The food here almost assuredly replicated by the use of Matter-to-Energy and Energy-to-Matter converters, or Replicators for short. A technology inspired by Star Trek that the EPSI Federation has actually made a thing. As a result; as per her notices on the menus; “All meat served in this establishment is suitable for Vegetarian and Vegan pussies.” Whilst their food is more expensive than the Wet Holes (In down below) this is a safer area to eat, and the food is still far cheaper than real grown/cultivated food - and often safer too, and yet tastes, smells and feels the same as the real thing; and is as neutrictional, and filling. As food is replicated, it’s typically served within minutes of ordering, sometimes seconds - depending on how busy the restaurant is. But customers are not left waiting for more than ten minutes for their meal to arrive. If there is any left over food, the food can be put back into a replicator and recycled back into energy. The holographic band that play here, usually play classical music, and because it’s using EPSI Federation Holographic technology; it’s not really distinguishable from the real thing. This is of course; a real band could be playing there, depending on how good they are. This, like Jen’s Pleasure Bar is a legitimate business, and as such there are no shady or illegal deals going on between Jen’starr and the customers here. (Mockup - Layout) The restaurant is just as expansive as the bar below, and there are subtle air conditioners to keep it at a constant temperature as having lots of people in the room often raises the temperature and make it hot, and stuffy. The is a massive open doorless entrance way in which anyone on the station looking at buying can take a seat at any of the tables* and look through the menus. * It should be noted that a single person can’t take up a table designed for six or more, unless there’s no room, even then single people might be asked to sit with other people if larger tables are needed for groups - obviously if you're not already eating. Also the six tables with 14 seats around them are reservation/large groups only. The menu’s are more of an interactive piece, of datapads locked to the table where you can either buy what you want to eat from the menu there and then, or call for a waiter. It also shows every single pattern on a replicator, and will accept ‘Diet Cards’ issued by your Doctor to give you the best possible meal for your dietary requirements. Costs are clearly printed on the menus. Like with the windows down stairs in the Pleasure Bar, the windows up here look out into space, but have a holomesh on them so that they can actually be changed to anything, if Jen’starr so wants to. There are lots of smaller tables around them, as it’s usually considered a romantic spot for couples (or more) to sit and eat next to the windows. Although window seats have a 10% additional charge, unless the restaurant is full, which is handled through automation. Manager: Jen’starr Epsi’rikixi Parent Company: Jennaea’s Bar and Restaurants Company Location: Commerce District - Right outside embarkation/disembarkation and station’s customs, Upper Floor, Andromeda One Space Station Services: Food and Drink, Take-away Capacity: 1,000 - 2,000 People Opening Times: Always For more information about holographic technology, replicated technology and the power source, please read the Company Topic.
  5. Jen’s Pleasure Bar Bar and Holosuites Also known as Jen’s, The Pleasure Bar, the Epsian Bar and so on. It is located in main commercial district and fully visible from the embarkation/disembarkation area around the main column. It is a low-risk, low-danger bar that is covered as part of Station Security patrol routes. I falls under the legality of the station, and therefore there isn’t as much illegality being conducted here as there would be in The Wet Holes, below this bar. This is more than just a bar though, it is a certified pleasure centre of the station; and as such there are twelve large holosuites that can be rented out on an hourly basis. It also contains a private bar for Ambassadors, although some have expressed concerns that the room could be bugged there has been no evidence of this, and Jen’starr has flat out denied it because it would be illegal, and she made a promise to Alexander that this bar would be legit and above board. The holosuites in the ambassidreal room are smaller, but they’re designed for less people (Small groups) and can be hired out for cheaper by ambassadors. (Mockup - Layout) The bar is an important social hub of the station. It is frequented by station staff who come here to socialise and have a good time with friends. It is one of the highlighted facilities in the tourist brochure with a high recommendation from even the Station Captain, Alexander. At the furthest reaches of the room there are large windows looking out into space, although they have holographic overlays inserted into the glass; meaning that Jen’starr can in fact change them to whatever she wants - if she wants to make it look like that Earth is right outside; she can and have it simulate daylight as if the sunlight itself was tempered by special glass to prevent it from burning everyone’s eyes out. From the moment one walks into the room through the open doorless space there is a hexagonal water fountain that quietly spits water up into the air seamlessly (Laminar Flow) and each stream of water changes colour through every colour on the spectrum. It is a very, very large room and has a capacity for two thousand people - maximum. There is a stairwell in the upper corner that takes you up to the Stuffed Holes restaurant, and in front of that is a classical band that play bar music (Holographic). The bar itself is massive; and behind the counter, on the shelves with the drinks, there is a wall waterfall that flows ice cold water through the semi-hydrophobic bottles that keeps the drinks at a very cool temperature. This bar is never empty and is open all the time, with staff that work in shifts around the clock, and as such it’s been a source of jobs on the station which helps keep people out of Down Below. Manager: Jen’starr Epsi’rikixi Parent Company: Jennaea’s Bar and Restaurants Company Location: Commerce District - Right outside embarkation/disembarkation and station’s customs, Main Floor, Andromeda One Space Station Services: Drink and Holoservices Capacity: 1,000 - 2,000 People Opening Times: Always For more information about holographic technology, replicated technology and the power source, please read the Company Topic.
  6. The Wet Holes Bar and Restaurant The Wet Holes is a bar and restaurant located in down below, it is apart of the Jennaea’s Bar and Restaurants Company owned by Jen’starr Epsi’rikixi, but this specific establishment runs and operates in ‘Down Below’. The problem with Down Below is that there is a lot of crime, and a lot of people in down below don’t have very much money - if any at all. As such The Wet Holes often takes the law in it’s own hands whilst operating and take a balance between Universal Rights Absolutism, Station Laws and Policies, and the Unwritten Rules of Down Below. Whilst on average food and drink is indeed cheaper in this bar and restaurant than the company’s other two establishments, it’s considered to be far more dangerous and filled with unsavoury characters. In the keeping of tradition; there is a lot more to this bar that meets the eye. The dangerousness of it and it’s location is a good place to keep prying eyes away from some of the more illegal and illicit services that are conducted here. As such the Bar and Restaurant main profit margin is covered by these services, the clandestine portion of it is but a cover for it’s real purpose. Caution should be advised here. Jen’starr Epsi’rikixi keeps weapons around her at all times, and she has been very well known to use them in the bar with deadly and accurate proficiency. Manager: Jen’starr Epsi’rikixi Parent Company: Jennaea’s Bar and Restaurants Company Location: Down below, Andromeda One Space Station Services: Food, Take-Away, Drink, Micro-Casino, Gambling, Bounty Hunters Guild, Illegal/Illicit Services Capacity: 100 - 200 people Opening times: Always Appearance (Mockup - Layout) The Wet Hole Bar is a medium sized establishment. It follows the general appearance of Down Below, with a lot of metal bulkheads and it being rather dim in terms of lighting. The bar is long, with the counter being about stomach high on an average sized human male. Behind the bar are rows of what appears to be glass shelving, backed with RGB light panels that can be programmed to display whatever image Jen’starr desires. The shelves are stacked with various cups and glasses, as well as a wide range of bottles of alcohol that she serves to customers from a wide range of cultures such as from the Earth Alliance, EPSI Federation and any aliens on the station. There is a door behind the bar, which allows the bar staff to head into the back room. To the left of the bar, after it curved into the wall, are two doors that lead to toilets. One door leads into the female toilets, while the other leads into the male toilets. Tucked up against the bar are sturdy, but comfortable bar stools. They are sturdy enough to handle even a Grand Zeta. The main floor of the bar is populated with tables and chairs, allowing patrons of the bar to sit down and enjoy their drinks. Around the edge of the room, though, there are small alcoves with tables hidden within the dimness which allow patrons to have a measure of privacy from the rest of the room. The Micro-Casino is tucked away in one corner of the room, this has a few slot machines with stools in front of them, and a roulette table. Some of the tables in this corner are specially designed card tables that deal with large groups of people playing such as Poker and Blackjack. Prostitutes do operate in the area, however it is unclear if there is a deal going on with Jen’starr to allow them to pick up clients in the bar or not. Services Drinks The Wet Holes hosts a number of services, on the front and as far as most people are aware, it is a bar where people can have a drink and a restaurant. This bar serves both Alcohol and Synthohol (Of which you can see more information of in the Jennaea’s Bar and Restaurants Company topic) drinks, as well as soft drinks and water. Food and Takeaway The food aspect is one hundred percent replicated, keeping costs at extremely affordable rates; even the poor can eat a five star meal with lobsters or several ounce steak for less than a credit. Orders can be made for take-away as well, which gives jobs to people in down below as delivery agents (Clean Criminal Record, Required), and they can do all kinds of food that would be available at the restaurants and food vendors on the station. She also has her infamous: All meat and dairy products sold on these premises are suitable for vegetarians and vegan pussy’s, sign. Gambling Of course with food and drink usually being sold so close to the cost price of the energy cost in replication; Jen’starr usually has a lot more other business on the side. As such there is usually a gambling master (Bookie) in her bar, who works for her via the EPSI Pirates; although he is a Tau’ri (Human) who is well known for his neutrality. As such he will take bets for anything presented to him. Micro-Casino There is also a micro-casino in this bar, where people can play certain games although to keep it legal under the station’s laws - she has not rigged any of the systems. She has made it clear to her staff that she will not cheat the poor. As such there is a few card games tables, roulette style games and slot machines, but there’s only a small number of them. Simply because there is a demand, but no supply - if there was a supply and no demand for her machines, she’d get rid of them and make way for more card games tables of which there seems to be quite a bit of demand for. Bounty Hunters Guild Jen’starr is a certified guild mistress for the bounty hunters on Andromeda One and she takes this job very seriously. Whilst 99% of the contracts undertaken through here are indeed bounty contracts, there are, on rare occasions one or two “Securities Contracts” in where a bounty hunter will be asked to provide protection to someone or escort a transport ship, or to retrieve something that is stolen. She doesn't like falsely advertised contracts and will protect those that take up contracts from mis-sold contracting. She takes bounty contracts from the following sources: Independent She will take contracts from those who are trusted or meet her criteria. EPSI Federation - An Epsus Galaxy Super Power She will happily take Federal Arrest Warrants (F.A.Ws) as usually those kinds of contracts are strictly ‘No Kill’ as the EPSI Federation doesn’t go about the business of issuing state sanctioned murder. EPSIPirates - Her Pirate Clan (Omega Runes) Unlike the EPSI Federation an EPSIPirate Contract might be a kill contract, it could be a no-kill contact or an either/or thing. The Madrelari Empire - A species in the Epsus Galaxy In complete opposite to the EPSI Federation: These are almost always kill contacts. Although on some rare occasions there will be one or two that are wanted alive. Andromeda One Station Police - Local Law Enforcement Like the EPSI Federation there are very, very few contracts that are kill. Most of them are no-kill contracts, and in that most of them are capture and detain/capture and bring to Station security. Earth Alliance - Milkyway Galaxy/Andromeda Galaxy Whether a contract is a kill or a no-kill contract will depend entirely on the planet of origin. Corporate Contracts This is a mixture of various corporations across three different galaxies. What the contract will demand will depend entirely on the corporation themselves. This is by no means a definitive list; but it gives you some idea of what she deals with. Illegal and Illicit Services It should come as no surprise that perhaps 100% of the stations Epsian narcotics such as Epsian-Cannabis, cLSD, Sparkpowder and Jet/Slo-mo comes through The Wet Hole. Although on rare occasions, another drug that appears from the Epsus Galaxy (Specifically: Xantal’lar, is where it started), called Daedra Dust is seen on the station - although it is extremely rare, and does not come through The Wet Hole; as Jen’starr does not deal in this narcotic - she does however deal in Daedra Dust Mk II. Epsian-Cannabis Cannabis is, has and probably always will be legal in the EPSI Federation. But it is also incredibly strong and can be used in either traditional methods such as dried and smoked, or cooked with oils in order to be processed and consumed. Or it can be vaporized in specially designed ultra-sonic Cannavape pens. It is usually stronger than Human variants and is not recommended in large amounts for Human consumption. Crystalised Lysergicia Acid Diethylamide (cLSD) cLSD is a tasteless and odourless psychotropic Crystalline Powder, similar to LSD that can be mixed into food, drink and even the air. It is derived from the psychotropic component of an Epsian Fruit known as Zeta Fruit (Discovered on the Cursed Utopian Island) which has been extracted and purified into a crystalised sheet before being crushed and grinded into a fine powder. Despite its name and what its similar to, it isn’t actually Lysergic Acid Diethylamide although the effects are extremely similar, and it is just as non-addictive as LSD. It’s effects on other species is generally positive too and it’s toxicity is so low that most would need to consume around 1 tonne of cLSD in just 15 minutes before a lethal response is triggered, which is obviously impossible. Although in its dried powdered form, it is flammable. It was discovered after several months of laboratory work after Kaylarvara brought it back from her first visit to Utopian Curse. Azafenide Pitoxetine Acycrudin (Jet/Slo-mo) Azafenide Pitoxetine Acycrudin, (Commonly Known As: Jet or SloMo) is made up of two drugs combined with a micro vaporiser, Azafenide which is currently used in the drug called Focusizine and Pitoxetine Acycrudin which is commonly used in the drug Temporaperceptizol. The drug appears to be a psychedelic that slows the users perception of time to 1% of its normal speed, in its purest form. It also makes the user see colours more vividly, and appears to have a euphoric effect. In earlier models of the inhaler, a Jet/Slo-Mo inhaler results in the mouth of the user suffering from freezer burn. It also (as a by-product) prolongs any feelings of pleasure or pain that the user feels at the time of taking it. Azafenide Pitoxetine Acycrudin was developed by Arcadian Soldiers, in 3451 during the EPSI Federation's years. It was developed as a way of increasing a soldier's performance and survivability rating against the Sarzi, but it was never endorsed or condoned for use by the Grand Council of Arcadia, or its State Marshall's. Once it was found out that this epidemic was happening; the drug was immediately illegalised in the Military and soldiers caught taking it were court martialed, and often dishonourably discharged for taking Narcotics whilst enlisted. The drug is extremely addictive; and this was one of the major setbacks that the Military had during this time period. Soldiers that were dishonourably discharged are rumoured to be the reason why it "Breached the Arcadian Barrier" and seeped into the General Public, as they were looking for ways of making money now that they were discharged from the Military and this was an easy, and legal way of doing so. It was marketed on the street as: "like seeing God through the cracks of creation". The creators of the drug claim that it is designed to find moments of beauty and tranquillity in the horrific events of the dystopian time period. Triamnazol Oloparin Diascopolamine (Daedra Dust) Triamnazol Oloparin Diascopolamine, (Commonly Known As: Daedra Dust) is one of the most illegal narcotics in the EPSI Federation due to its effects, and its use. In small doses the drug is fairly psychotropic, especially when combined with other substances. It severely impairs the ability to accurately determine reality for up to twelve hours. After twelve hours, you become non-responsive "Burnt out", and become 'Zombie like', unable to process your surroundings and in most cases suffers suffer from psychotropic effects. After eighteen hours, the user/victim usually falls unconscious (to sleep). When/if the user/victim wakes up, in 99.99% of all cases, they don't remember three hours before the hit, so usually they cannot give a description of the attacker, and maybe hazy as to where they were. Evidence shows up in urine/stool samples for up to three days after the administration of the narcotic, and upto twelve days in blood samples. It is described in following stages: Stage 1:- Ultra submissive, docile state, pliable and able to take orders from anyone who issues them. Complete loss of free will. (0 - 12 hours after the hit) Stage 2:- Zombie like on the outside, unresponsive and non-compliant but still docile, and passive. Psychedelic induced hallucinations, internally. (12 - 18 hours after the hit) Stage 3:- Unconsciousness. (18 - Undetermined/Highly Variable) Stage 4:- Complete memory loss in almost all cases from around three hours before the hit. May feel groggy, run down and lathargy, confusion and general "Coming Down" symptoms. (After waking up) In large doses it causes, usually the victim in a crime, to be completely robbed of their free will and to be ultra compliant. It reduces them to a zombie-like state, in where they will comply with all orders given to them, even to the point of self-termination (Suicide); hence the level of illegality. In higher doses; it can cause respiratory failure and even cardiac arrest which almost certainly results in immediate death, especially if there is no tolerance to the amounts the person is subjected to. It has zero effect on Xeno'vitiri and Xenovityr'ra physiologies, nor anyone who is part Xeno specifically those with bioluminescence from their Xeno hybridisation, as the hormone neutralises the chemical. If they aren't glowing at the time of having it used on them, it may affect them but it can be countered if they start glowing, for example sexual arousal activated glowing. Daedra Dust has none to extremely specific and rare medical uses, and it's primarily only used to subvert people's Universal Rights to Life which is usually criminal. There are a number of ways in which the drug can be administered; it can be ground to fine red and black dust which is both odorless and tasteless to even a Zeta, which means it's next to impossible to detect. From this power it can be either blown into someone's face, mixed into their food or drink, or used to spike other drugs with. It can only be detected by a molecular scanner. Smoking or vaporising the compound destroys it, due to the very high temperatures. Criminality goes hand in hand with this narcotic, it is it's primary use such as: 'Stop and Blow' Attacks - Where someone approaches the victim and blows the dust in their face, rendering control of their free will over to the blower. This affects the person immediately. 'Spike' Attacks - Where the suspect spikes food, drink and/or other narcotics. When digested it can take upto forty minutes to have effect but sometimes it can be as quick as ten minutes depending on various factors. It is extremely uncommon to be mixed with other narcotics that is taken via Nasal inhalation, due to economic factors and it's obvious when the drugs in question have been mixed. Triamnazol Oloparin Diascopolamine comes from three plants, one of which is native only to Xantal’lar, Epsus Prime, Epsus Galaxy. Jen’starr has never and will never deal, trade or supply this narcotic. Even to her: This is a no-go, she will not tolerate its use in her bar either. Oxanophen Alduramine (Daedra Dust Mk II) Oxanophen Alduramine also known as Daedra Dust (Mark II). It is a synthetic compound that was made to replace Daedra Dust, it is cheaper, safer and more legal and was made specifically for those who use Triamnazol Oloparin Diascopolamine recreationally. It isn't completely legal, but it is less illegal than the Original Daedra Dust. It was developed by Temaelrin Eldyrannth and Hanshaerin Eldyrannth, and patented under the ExoSinian Eldyr Corporation and can only be manufactured by corporate licenced pharmaceutical companies, with exception to EPSIMedical who are allowed to manufacture it, but don't generally outside of research purposes. Weapons and Technology Trading Jen’starr will sell weapons through this station, and will even allow for demonstrations of the weapons in a holosuite in her private room, so that buyers can test their weapons out before buying them. There are actual station laws that dictate what she can and can’t do, however. So for personal weapons for “Self Defence” if they want to acquire the weapon legally, they will have a serial numbered weapon that has been manufactured to specifications. That person must also pass a criminal background check otherwise she can’t sell them the weapon in question. If they want to go down the illegal route, she will put them in touch with an EPSIPirate Private Firearms Trader - Off the Station, who will give her a cut of the money - this protects her legally. If it ever came back to her, she would truthfully say that she did not sell them the weapon. For weapons being sold in bulk (Usually to militaries, mercenary groups) well, that depends on the group. If station command needed them for whatever reason, she will come up with them to specification. If it is an outside force (Most likely) she will do the deal and trade off-station in accordance to station law. She makes it abundantly clear that she doesn’t want to know about the details of why they need the weapons, and won’t ask questions; but that would also apply to the enemy that they’re fighting, if they came to her asking to buy and their credits were good, then she’ll sell - she doesn’t give a fuck and doesn’t want your life story, she’ll also say, “What you do with the weapons after you buy them is your business, so don’t make it mine.” Starship Weapons and Planetary Defence Weapons are sold through her by a contact in the EPSIPirates, or any of her arms manufacturing contracts, again she doesn’t want to hear why, if she wants to know anything she’ll ask. All deals will be concluded off-station. If two people want to use the sanctuary of her bar to trade weapons they have to adhere to three rules: Jen’starr gets 6% of the profit, and she will alert you if Law Enforcement comes through the door. The actual changing hands of the weapon is done off-station. No weapons deals involving genocide or biological warfare. What she doesn’t sell is biogenic weapons, bioweapons and anything used in biological warfare, nor does she sell to known genocidalists, or enemies of the EPSI Federation/EPSI Pirates.
  7. Andromeda One Ambassadors This threat contains a list of the played ambassadors and their Attaché (Assistant), that are currently on the Andromeda One station. These are characters that are owned by other Dreamers and will contain a link to their profile. If you wish to have a character as an ambassador, fill out the short form below and submit it to me in an EcchiText. And ambassador is allowed one Attaché that will help them with their duties. If you wish for an Ambassador to be an NPC rather than a played character, then send me an EcchiText with additional fields that are highlighted below. Name: Rank: Species: Age: (Additional field not required for a played ambassador) Height: (Additional field not required for a played ambassador) Weight: (Additional field not required for a played ambassador) Faction: Information: Profile Link: (Not required for an NPC)
  8. This is a species that is within the Andromeda Galaxy, but they are purely an NPC species. No one is allowed to create an individual of this species to RP with them. The purpose of this profile is to allow characters to reference them. It is why most of the fields are deliberately left out, because this is all the intelligence that other species have managed to collect on them which, considering their secretive nature, is not much. However I did include all of the ship designs, even if the Capital and Motherships haven't yet been seen. It just gives an idea as to the extent of their ships and technology. -x-x-x-x-x-x-x-x- Race: Sobani Species Age: Unknown Average individual Age: Unknown Origin/Location: Unknown History: Pre-history: Unknown Modern history: Not much is really known about the Sobani, nor the extent of their territories. They have been impossible to map out, as the Sobani attack the moment ships come within a few Light Year radius of their territory. They often leave no survivors. But for the moment, they seem content to remain in their own territory. Culture: Unknown Communication/Language: Unknown. They often do not speak to outsiders and when they do speak, it is a language that contains a lot of hisses and snarls. Food and Drink: Unknown Sports/games and other pastimes: Unknown Hierarchy: Unknown, theorised to be heavily militaristic. What the race consider as insulting/rude/ shameful: They are disgusted by even the thought of speaking to someone not of their species. What the race consider as Respectful: Unknown. Misconceptions/Myths/legends/Old wives tales: They can seem to sense ships approaching their territory from miles away. Name Style: Unknown, often unpronounceable by most species. General Race Behaviour: Extremely aggressive and hostile. They attack anyone who comes near their territory. Love: Unknown. Religion: Unknown. Laws: Unknown. Rituals: Unknown. Genetic Diseases/ Common Ailments/ Common Mental problems: Unknown. Anatomy and Physical Appearances: General look of the race: They look almost like a combination between an octopus and a nerve cell. They have a strange glowing feature on their chests, that becomes brighter when they speak. Below is the only recorded image of a Sobani ever caught on camera which was found in a homing beacon of a ship that was destroyed by them. Hearing: Unknown Smell: Unknown Eyesight: Unknown Touch: Unknown Feeding: Unknown Organ Function: Unknown Sexual Organs: Unknown Features: They are Aquatic. Mating: Unknown Offspring: Unknown. Abilities/ Powers and weaknesses: Unknown. RP Interaction: Basic Interaction: They are extremely aggressive and hostile. They make no effort to form diplomatic relationships with anyone. They shoot with no warning, and take no prisoners. Fighting: They are relentless and ruthless. They kill without mercy and do not give people the chance to escape. Technology: For the most part, unknown. They are extremely advanced, but it is unclear just how advanced they are. Due to the fact that they an aquatic species, their ships are filled with water. Some have noted from records found from destroyed ships that the Sobani utilise organic technology. While most outside species have only really seen Cruisers and Capital ships, these are the kinds of ships that one would expect when encountering the Sobani: Kamikaze ships: These are automated drones built by the Sobani and stored on most of their larger ships. The larger the ship, the more drones they can store. These drones will swarm enemies and slam into them, causing significant damage especially if a ship has no shields. Cruiser: These are the smallest ships other than the Kamikaze drones. They are quick and are able to easily out-maneuver most ships of a similar, or larger, size. They roughly store about one hundred drones at a time, and often move around in packs. Capital Ship: One of these ships is often accompanied by at least a hundred Cruisers. They are larger, and much slower. What they lack in speed, they make up in power, employing powerful disrupting beam weapons that eat through shields and disintegrate hull plating. They often have a few thousand Kamikaze drones on board. Mothership: The rarest of the ships that the Sobani have, and the number of them that are in service unknown. No one outside of the Sobani has seen one of these ships. They are extremely large, being roughly the size of the Earth Moon and employed a heavy contingent of weapons. It has one extremely powerful weapon that can destroy moons and even planets with one blast. These motherships carry millions of Kamikaze drones.
  9. This is a template that you are welcome to use to create a new planet. As it is only a template, you can add or remove any field you wish. It is merely a guide to help you think of ideas as to what to put down for them. -x-x-x-x-x-x- Planet Profile Template. Planet Name: (What is the name of your planet?) Native species: (What is the native dominant species?) Solar System: (What kind of solar system do they live in? What type of star and how many other planets? To help with star classification, click this link.) Planet Statistics: (What is the core temperature? The surface temperature? How strong is the gravity?) Atmosphere Makeup: (What elements make up the air? And what percentage of the air does it take up?) Natural satellites: (How many moons? Descriptions?) Unnatural Satellites: (Such things like stations or small satellites.) Natural and Species History: (How did this planet come to be? If it is a Colony, then how did it come to be colonised?) - Pre-history: - Modern history: Planet Surface: (What does the surface look like? How many continents are there? Describe if you can.) Ecology: (What does life appear on this planet? Is it carbon or silicon based?) - Planet Life: - Animal Life: - Insect Life: - Sea Life: - Microbiological Life: Planet Access: (How do space ships access the planet? Do they land on the surface, or do they need to land on the moon to access the planet?) Meteorology: (What is the weather like?) Political stance: (What is their political stance? Monarchy? Communist? Democratic.) Urbanisation spread: (How much of the planet is developed?) Biomes: (What environments are there on the planet? Mountainous? Desert? Rainforest?) Inhabitants: (Who lives on this planet? What is their social structure and hierarchy?)
  10. This is a template that you are welcome to use to create a new species. As it is only a template, you can add or remove any field you wish. It is merely a guide to help you think of ideas as to what to put down for them. -x-x-x-x-x-x- Race: Clan Name: Species Age: Average individual Age: Origin/Location: History: - Pre-history: - Modern history: Culture: Communication/Language: Food and Drink: Sports/games and other pastimes: Hierarchy: What the race consider as insulting/rude/ shameful: What the race consider as Respectful: Misconceptions/Myths/legends/Old wives tales: Name Style: General Race Behaviour: Love: Religion: Laws: Rituals: - Mating. The Ritual, not the act. - Birthing and pregnancy celebration. - Birthing Day. - Death. Genetic Diseases/ Common Ailments/ Common Mental problems: - Genetic Diseases. - Common Ailments. - Common Mental Problems. Anatomy and Physical Appearances: - General look of the race. - Hearing. - Smell. - Eyesight. - Touch. - Feeding. - Organ Function. - Sexual Organs. - Features. Mating: - Impregnation. - Pregnancy. Offspring: Abilities/ Powers and weaknesses: RP Interaction: - Basic Interaction. - Fighting. - Sex with. - Being a Female. - Being a Male.
  11. Heptite Guild Home of the Heptite Crystals; helping innovation throughout the galaxies. The Heptite Guild is a Company, that is under the umbrella of the ExoSinian Eldyr Corporation that operates in the Epsus Galaxy. Despite having a parent corporation, the Mining Guild is quite independant and runs things how they like. They mine special crystals that are used in various pieces of technology. Due to the rarity of the crystals, they are usually quite expensive to purchase. The Guild itself does not sell the crystals. Instead, they are delivered to the Trading Station in the Vestibule of Enlightenment system where they can then he purchased by anyone who has the credits to do so. The system itself is guarded by ExoSinian Corporate Security, with at least six ships at a time on patrol. They do not take kindly to pirates, or those who make any kind of hostile moves towards any of the facilities or workers on the planet or moon base. Thus the main Guild is not easy to attack and pirate. The Heptite Guild is open for individuals to come and apply for membership. They can be quite welcoming, and their hospitality is well known to be good. Now for information regarding the actual planet where the Heptite Guild is location, which will give more information regarding the actual Guild, its History and facilities. Planet Name: Ballybran. Native species: Humans were the first to colonise this planet, however there are many species living there. Solar System: Ballybran is the Fifth planet of the star, Scoria [G type star] which is located in the Regulus II sector, Andromeda Galaxy. Scoria is a star with a high amount of sun-spot activity which contributes to the weather on Ballybran. Planet Statistics: Ballybran has Gravity slightly lower than the galactic norm for human adaptability, a breathable atmosphere, more oceans than land mass, tidal complications caused by three moons, as well as an exotic meteorology stimulated by sunspot activity of the star, Scoria. Atmosphere Makeup: 76% nitrogen, 22% oxygen, a variable amount (average around 1.247%, National Centre for Atmospheric Research) water vapour, 0.93% argon, 0.038% carbon dioxide, and traces of hydrogen, helium, and other "noble" gases. Natural satellites: Ballybran has three natural satellites, Shankill, Shillmore and Shanganaugh. Shankill is the largest of the three moons and is home of the Shankill Moon base. Shanganaugh is the smallest of the three and has an unmanned meteorology station. Shillmore also has a meteorology station, but it is manned by technicians who observe the weather on the planet every hour of everyday. Due to the orbits of these three moons, it causes tidal complications that make navigating the water extremely dangerous. It also contributes to the violent weather seen on Ballybran. When in a particular position around Ballybran, it causes the storms to become extremely violent, even to Ballybran’s standards, a period called “Passover.” Unnatural Satellites: There are 16 satellites orbiting the planet scanning the atmosphere for changes in the systems that influence the weather on Ballybran. Natural and Species History: - Natural history: Little is known about the natural history of Ballybran and how the Crystal Ranges were formed, but it is theorised that the extreme heat and the stress of the three moon’s gravitational pull on the planet forced the crystal to the surface. - Colonisation history: In a routine explore and evaluate search for habitable planets for colonisation, the planets around the sun, Scoria, were scanned. Only one of the planets had a suitable atmosphere and suitable gravity for human habitation. It also gave evidence of crystal and quartz in its inverted ranges. A team was dispatched with a man called Barry Milekey as its leader. The initial findings of the geologists indicated that Ballybran was a planet of immense potential, and samples were rushed back to Sector Research. The first crystal sample to be analysed was a blue porphyry type, proved that, due to peculiarities of its composition, a marvellous optical storage device. It allows computers to have instantaneous access to improbably large volumes of data stored in matrixes of exceptionally small dimensions. For example, the crystals fine grain synapse structure enabled even a 1cm3 piece to store up to 10 Zettabytes of data which is equivalent of 10,737,418,240 Terabytes. It was Milekey's discovery, however, of the so called black quarts, which, under normal circumstances is neither black nor quartz, which led to the complete revolution of interstellar communications. Owing to its thermal characteristics, black crystal is a pigmented rock crystal, is translucent in natural light. Under certain types of magnetic stress, black crystal, for lack of better description, absorbs all light and seems to become matte black in colour, which attributes to its name. Milekey had observed this phenomenon when he chipped the first lump from the black crystal face. Again by accident, while being examined by the crystallographers, the substance's true properties were discovered. If two identical segments of black quartz were subjected to synchronized magnetic induction, a two-way communication link was established between the crystal segments. When investigators increased the distance between the samples, it was discovered that, unlike other electromagnetic phenomena, black quartz eliminated the time lag and allowed for instantaneous communication between the two points in space. Concurrent with the laboratory discoveries and proposed applications of the new crystals, there came the first of several problems to be solved in the mining of this rich source. The first investigation team had only gathered up loose chips of the various types of crystal, or such larger chunks as had already been fractured from the crystal faces. In attempts to cut with ordinary carbon-10 blades, the crystal had shattered. Laser cutters were tried, but they shattered, melted, or damaged the crystal. The habit of one of the crystallographers of singing as he worked led to an unexpected solution. The man noticed that some crystal faces would resonate to his voice, and he suggested the use of a subsonic cutter. Though not completely successful at first, experiments along this line finally produced the sophisticated audio pickup that resonated, amplified, and reduced the required note to set the sub-sonic diamond blade. Once the problem of wrestling unblemished crystals from the face was solved, Ballybran was opened to private miners so that they could make a small fortune selling the crystals to the open market. During the next spate of storms, those miners who heeded the warnings for oncoming storms, promptly retreated from the crystal ranges and reached the sheltered valley sustained no injury. The ones who ignored the warnings were discovered in the storm's wake, either dead or completely mad. Storm winds blowing across the resonant crystal range coaxed enough sonics from the sensitive rock to shatter unprotected minds. Keenly aware of the unexplained deaths of the nine miners, everyone became conscious of previously ignored physical discomforts. The meditechs began filing reports of disorientation, hypo- and hyperthermic spells, erratic sense perceptions, muscular spasm and weakness among the minors and anyone living on the planet. No one in the several base camps escaped the minor ailments. Most of the symptoms passed within a week, but some victims found one sense or another, in most cases hearing, to be affected. The medical team was hastily increased in size to deal with the situation, and everyone was put through exhaustive tests. At first, crystal was suspected of inducing the symptoms. However, those handling the crystal off-planet appeared unharmed by contact, while meteorologists and support technicians who never touched the crystals on Ballybran, were also affected. Crystal was determined not to be the source of the strange ailments affecting the planet inhabitants. The planet's ecology then became the prime target for intensive examination, and this area of investigation proved positive. The spore producing the symptoms was soon isolated, and the planet Ballybran was placed on Code 4 as a preventive measure to prevent anyone from landing on the planet and never being able to leave. The Heptite Guild was established on the planet surface, with a Moon Base being built on Shankill to act as the planet’s landing point. The Heptite Guild was established to help people adapt to the planet and the spore while supporting the Crystal Singers who mined the crystal. Due to the dangers and the fact that many people going down to the planet surface will never leave again, the Heptite Guild is banned from active recruiting. Currently, only Singers are allowed to leave the planet (Providing they mine enough to afford to go off-world). Support staff cannot leave the planet surface as they do not have enough credits to do so. They are also not subject to the same stresses that Crystal Singers go through. The Guild in recent years, was purchased by the ExoSinian Eldyr Corporation who immediately got to work improving the facilities of the Guild to make the mining safer for the miners as well as to make life more comfortable for those that live their life on the planet. They now also provide the system protection, as the Guild was subject to frequent raids by the NRSA. Planet Surface: Ballybran has a lot more ocean to land mass, with a vast majority of the landmass being made up of the crystal ranges over twelve continents. There are some sections of the landmass which is dedicated to research, facility buildings and farming. Ecology: The ecology of Ballybran is Silicon based, and not Carbon based like many planets and species. Plant Life: The local plant life is inedible due to its silicon based ecology. However Carbon based plant life can be grown on the planet. Animal Life: There is little to no animal life on Ballybran. Insect Life: There is little to no insect life on Ballybran. Sea Life: There is little to no Sea life on Ballybran. Microbiological Life: The most known about microbe on Ballybran is the spore, which is a microbial symbiont. This Spore can form a symbiotic "bridge" between carbon based lifeforms and the silicon based life forms of Ballybran as it is a carbon silicate, able to work with both carbon and silicon based life forms. The formation of the bridge is usually metabolically traumatic: a "Transition Sickness," as it is called, however some recruits have a Milekey Transition which shows no symptoms and allows for maximum adaptation. They are also sensitive to black crystal, but such adaptations are extremely rare (Do NOT have your character have a Milekey adaptation unless it is approved by me). The transition sickness can affect the recruits between ten to twenty days since first day on the planet. When they fall ill, they are immediately taken the medical facility to make them as comfortable as possible as their body adapts to the spore. Anyone going through the adaptation will experience a high fever, flashes of hot and cold, severe convulsions, blinding headaches and coughing fits that will leave you exhausted. Many do not remember much while going through the adaptation illness due to their fevered state. Someone who refuses to allow the spore to establish itself risks death, however deaths are rare in the Heptite Guild as their medical staff are fully trained on how to lesson the risk of death. After adaptation, it can take up to twenty weeks for the spore to establish itself properly within the host’s body. Occasionally after passing through the adaptation, one or more senses may be weakened and reduced, but others may be greatly amplified such as a significant improvement in visual acuity, tactile perceptions, nerve conduction and cellular adaptation. Depending on how the spore affects the senses will determine what position the recruit is placed in. The symbiont affects the DNA/RNA pattern of the body; extending the life span considerably (Some can live more than 200 years. In fact some crabs and worms in the research labs are 400 years old) as well as giving the host regeneration abilities and heal much quicker than other humans/species. It also increases tolerance to extreme heat, cold and pain. Some of the side effects that the symbiont has are that the eyes can see into the UV or IR spectrums, with an ability in some to sense magnetic fields. Increased tactile sensitivity (Which has allowed some artistically inclined Singers to produce some of the most treasured art of modern times) is also another effect of the spore adaptation. There is no way to predict what effect the spore will have on any individual. The Symbiont is also an inbuilt warning for whenever there is going to be a mach storm, alerting the host so that it can get out of the ranges and into the safety of the guild. The disadvantage to this is that the older the host, the less likely the symbiont is of warning the Singer as it becomes less effective through age. If the spore does not adapt properly to the carbon based biological system of humans and other species, then death of the host occurs and the body crystallises. Also, when adapted to the spore, it makes the host irreversibly sterile as the genetic code of the host [the parts of the DNA that deal with heredity and propagation] are chemically altered, increasing personal survival traits as opposed to racial survival. If the Singer were to leave the planet, they must return within 400 days [The very maximum they can stay away. It is always recommended to have 250 days away] to allow the spore to recharge otherwise the host will die an unpleasant death as the death occurs from the host aging within a period inversely related to the host’s elapsed life span )As in they age in a very short amount of time. They suffer fever and convulsions before they die). Not long after adapting to the spore, and first cutting crystal, the spore affects the memory of the Singer. It is not long before Singers forget where they come from, who are their friends and family. This can take up to a few decades to affect them. Singers usually keep a log, which is voice restricted so only they can access it. The memory loss occurs more when the Singer is mining crystal. When a Singer has been mining crystal for too long, they get what is called a “Crystal Resonance.” This makes any non-singers (Even support staff on Ballybran) very uncomfortable around the Singer. It can make the body hair for non-singers to stand up on end. This can cause the Singer to become even more irritable and tense. Only going away from Ballybran for an extended period of time can cure this. As well as lots of Radiant Baths. Planet Access: Warning: Unauthorized landing on Ballybran interdicted by Heptite Guild, section 907, code 4, paragraphs 78-90. No ship can land on the planet directly, and will be required to land on the Shankill Moon Base. Applications for consideration of membership to the Heptite Guild requires physical fitness test SG-1, Psychological Profile SG-1, Education level 3 preferred but not required. Perfect and absolute pitch both in perception and reproduction of the tonal quality. Application made only through Heptite Guild office(s): Shankill Moon Base in the Main Reception Facility and the Andromeda One Space Station in the Main Reception Facility. While no longer under the rules of the Earth Alliance, the Heptite Guild require full disclosure of all dangers inherent in profession to prospective candidates once physical, psychological and aptitude tests have been passed to the satisfaction of the Guild Examining Board.. If, after all the dangers of Ballybran have been disclosed, the recruit decides not to go through with the recruitment process, then their memory of what they have been told is wiped and the memory is replaced with one of oversleeping and having a leisurely breakfast. Meteorology: The weather on Ballybran can have the same patterns as planets such as Earth; however there are a couple of exceptions. Mach Storms: Extremely violent storms that have powerful winds that resonate across the crystal in the ranges, causing strong sonics that shatter any unprotected minds and leaves anyone caught in it mad or dead. As the ranges of Ballybran extend downwards, some would think that going down would protect against the storms wrath, however that assumption is incorrect as it traps the person and it will not protect anyone from the sonics created by the wind. Passover: When all three of the moons orbits are briefly synchronised. Along with the stars sunspot activity, this causes extremely violent mach storms where the sonics can penetrate deep underground where all the singers and the support staff live. Any singers that can get off the planet are encouraged to do so; however most do not mine enough crystal to get the required amount of credits to get off world at Passover. Before Passover, the symbiont becomes very demanding, causing the host to become extremely hungry every couple of hours and able to consume huge amounts of food during one eating session. Once Passover begins, the hosts appetite dies down and they ‘hibernate’ throughout the whole Passover, although that alone does not protect the host entirely from the Passover sonics. Political stance: Ballybran is run by the Guild Master who is in charge of the Heptite Guild and deal with all decisions. It is a mining Guild so does not have any political government and deals in the mining and selling of its unique crystal. Urbanisation spread: There is not much urbanisation on Ballybran as the planet’s landmass is mainly crystal ranges. There are, however, farms dedicated to growing Carbon based crops. There are not many buildings on the surface of Ballybran, only going up a few stories, as most of the buildings are dedicated to sled hangers and sorting areas for the crystal. Most of the structures are underground where the singers and support staff live. The higher the rank, the lower down their quarters are. This is because the sonics from Passover mach storms can reach deep under the surface. Protective measures are put in place such as sound mufflers worn over the ears. And for some being placed in radiant baths in the medical facility with hearing cut off just to make them comfortable, however they do not cut out everything. The last measure is usually for new Singers who have done their first cut near Passover. Biomes: Seas and rugged crystal ranges as well as farm lands are the kinds of biomes encountered on the planet. Inhabitants: The Heptite Guild is led by the Guild Master, with Chiefs of all sections coming underneath him. Then the Crystal Singers rank underneath them. There are currently 4,352 Crystal Singers living and mining on Ballybran. There is 20,632 support staff that keep the Singers in the ranges. Recruits: The moment they decide to go through with joining the Guild, they are subject to being charged for any training that they receive. They are charged for the flight down to the planet, the instruction that they receive from their instructor, flight training, accommodation, their first sled and their cutter. They do not have to pay up front, and can work their debt off. It is usually paid off during the first two years of their employment, which, considering how long they will live is not long at all. If there is an incoming storm, recruits will be rallied to help unload the ships and then to help sort the crystal. And then afterwards cleaning the sleds for the Singers to go back out to the ranges. They get paid for the unloading of the crystal, and even danger pay for it due to the dangers involved. They get paid for sorting the crystal and cleaning out the sleds, both subject to a bonus if done quickly. These can help eat away at the debt of their recruitment. The smallest class the Guild will teach is 30 students, so any applicants will have to wait until there are 30 in the class before they will be moved on. When taken down to the planet surface, they are giving a class designation. The designation is the number of which class they are now (For example Class 425 is the 425th class to be taught on the planet). They are shown to a recruits lounge which has enough seating for the class, a catering unit and private sleeping quarters down a corridor, complete with en-suite bathroom. Technology: They have the standard Galactic technology with space ships, Moon base, shuttles, catering units, etc. The Singers each have their own personal flying vehicles, called Sleds. It’s like a shuttle. It contains the pilot’s cockpit, sleeping area, catering area as well as the reinforced storage area that contains the cartons that the crystals are placed. One of the Singers favourite pieces of technology is the baths, which can be found in both recruit and singer quarters, with the Singers baths having more options. The baths can be set for various bath types, including a type called a ‘Radiant’ bath. It is a yellow goo like substance that cleans deeply as well as ease the ache out of very tired muscles. Crystals and Crystal Singing: The crystals are mined from the ranges, from large crystal deposits on the surface. To be mined, a special sonic cutter is required. Each Singer has their own cutter that is made personally for them and cannot be used by anyone else. The cutter works by the Singer singing and tuning the cutter to the tone and pitch that they have set (Like A minor). They then cut the crystal in the desired shape. The crystal is tuned to the note that the Miner Sung (So if they sung an A minor note, then the crystal will become A minor). Crystals that come in sets that fit together are more valuable and bring in more credits, especially if they vary in notes (Like A minor, A Major etcetc). Each Singer ‘Claims’ a place where they mine their crystal, through use of using a special paint painted on the rocks that indicates that there is an active Singer there. Singers are not allowed to jump claims and mine crystal in another’s claim. Doing such a thing is subject to being punished severely. Singers can mark where their claim on the computer of their sled (Providing it is not damaged beyond repair), although the mach storms and Passover can change what the ranges appear so it is not 100% reliable. Although after Singers have cut a claim, they can sense when they are nearby as they are attuned to the crystal. To find a crystal face in the first place, the Singer will need to search in the sunlight since sun warmed crystal create sounds and sing which a Crystal Singer can hear. Crystal can react to the singer if they talk, sing, hum or laugh. It is also easier to cut the crystal in the sunlight as it is easier to see the crystal as well as setting the tune. As soon as they have cut, they must wrap the crystal and place it in the carton. Otherwise the Singer will end up communicating with the crystal for hours on end. When communicating with the crystal, the Singer is unaware of the passage of time. This link can be broken by a cloud passing over the sun or by the sun setting. The sled that they own have many warnings that are both loud and annoying whenever a mach storm is incoming. The best warning that a Singer has is their symbiont as it warns the Singer of a storm hours before the warnings in the sled go off. When they come back to the Guild, their precious load is immediately unloaded by any staff available (Which is a dangerous task if the storm is above them as it makes it dangerous to fly so sleds can crash and the ferocious wind can knock people over). Over the next few days the crystal is sorted and the credits counted for each crystal. What is wanted/needed by the market will determine how much each crystal is worth and therefore what each Singer gets. After the total amount of their crystals is calculated, a 6% tithe is given to the Guild. This is required to keep the support staff paid and also to keep their medical treatment free. When they are fresh from the ranges, Crystal Singers have an extremely short temper and are prone to snapping and irritability. They tend to look gaunt and haggard as they are so involved with mining crystal that they forget to eat. Most also forget to bath. Code 4: Ballybran has several dangers which must be revealed to all hopeful applicants. There are three main dangers to Ballybran. The Mach storms (Passover is included in this), crystallisation through death after a failed adaptation, and death through fireballs: The crystal ranges can build up localized high-voltage and sonic charges near which ordinary comm units do not operate properly, nor do other types of electrical equipment, some of which are necessary to the operation of sleds and conveniences. Fireballs can occur. And, despite all the precautions, a Singer can be volatilized into vapour.
  12. Earth Lore Table of Contents: Intro (You are here) Government Structure Economy Technology Level Territories Current Threats History The year that this Roleplay has been set in is the Earth year of 2536. It is set in the same Universe as Blackberry Falls and Craethiel Kingdom except this is in the future in the timeline. This is a Sci-Fi based Roleplay, where Earth has developed the technology to get into space, and to travel around. They have colonised several worlds, in and out of the Sol System. They even have a foothold in the Andromeda Galaxy by this point with the Andromeda One Station within the system Churchill’s Legacy, which is where the main roleplay is set. The intention of this thread is to inform you, the roleplayer, the basic Lore in regards to Earth such as historic events and important individuals that that you can have your characters correctly reference them. This also prevents inconsistencies between characters who might have several different versions of history. For this Universe, the events placed down in this thread are the correct and established facts. This will also be publicly accessible information within the roleplay so alien characters are able to easily learn the Lore surrounding the Earth Alliance. Related content: Andromeda One Station Lore Main Andromeda Thread Character ID
  13. Craethiel Kingdom Beastiary. This is a list of the creatures and monsters that inhabit the Craethiel Kingdom. Anyone can post a monster or creature here, if it is for public use. It can be of your own creation or from a book, movie or TV that you like. Just complete the little form below and reply to the topic. Easy! Any creatures or monsters that you mention in the roleplay, do not need to be placed in here. It's entirely up to you, especially if you wish to share a version of a creature or monster with other roleplayers. Rules of this thread. Anyone may submit a monster to this thread. Fill out the template below and respond to the thread. A reply should reflect a general or average specimen of monster. A short summary of them as a species and general behavior. While the author of a post is credited with the monster this thread and anything in it is for public use on EcchiDreams. You will not be asked for permission before the monster you have posted is used, however anyone using a monster featured in this thread must adhere to what the author posted. Anyone may take what is written here as inspiration and modify it to fit their needs. If you wish to create a monster that is not for public use post it as a new thread here in the extra information section. Such post remain the property of the author and permission must be obtained before they are used. Monsters in Craethiel are not limited to this list and are not required to be placed in here once you have created them. Name: The type of monster Region: The area it can be found in Diet: Food it eats Description: General look, behavior, method of operation ect. Intelligence: What level of intelligence do they have Weaknesses: Known common weaknesses Hostile: Are they aggressive towards people Danger: The danger it poses to people
  14. Mary's House of Pleasure. Mary's House of Pleasure resides near the Marketplace within the Capital City of Selil, just within the border of the Upper District. They accept people who are both poor and rich, however give preferential treatment to the customers that pay more but they will allow anyone within their establishment if they have the money. The House was set up by Mary Baker once she had found herself husband-less and homeless, wondering the streets. She had been forced to turn to prostitution in order to pay her way in the world. It had always been a dangerous job, and she wanted somewhere safe for herself, other prostitutes as well as for the clients. She saved as much money as she could, before buying the house and hiring new girls to work for her. When a customer enters the house, they come into what appears to be a tavern of sorts with a bar along with tables and chairs for them to sit at. Alcohol and food is even served here. However the staff running the tavern are all women. There are hired guards that ring around the room, however generally the atmosphere is cheery and the guards are friendly as long as customers are not causing problems. A customer can approach any of the female staff and ask for their services in exchange for money. They will often ask for the money up-front as these girls are known to be honest and not steal money, and they will refuse service if their request is refused. If an agreement is met, then they go up stairs to where there are several bedrooms for this purpose. Each room has a double bed with a straw mattress as well as a chest of drawers that usually contains clothes for the prostitute to wear to impress their client. Often costumes, like a Nun, or even a pirate. Not every customer has to be bold or brazen. They are allowed to wear masks when they enter the establishment in order to hide their identity. The girls will also keep their mouths shut about the identity of their clients as it comes as part of the service. They can wear the mask for the entire time they are there. The staff are not picky to the gender or species of their clients. Mary will also allow other women to come and sell themselves inside of her House, however a half of their earnings must go towards Mary, and she will make sure that they pay up. These women are also allowed to hide their identity using a mask. None of the girls working there live there; they all have their own home. This is, apart from Mary who lives in the House as it is her home, as well as any prostitutes of special circumstances (You will have to ask me, but the answer is likely to be no unless it is a very good reason/idea). Women who work here have to give a quarter of what they earn to Mary, as she charges them to use the safety of her house. Mary Baker, the Owner of the House Name: Mary Baker Age: 35, and despite her age, is in very good health and condition of someone from this time era. Nationality: Craetharian Species: Neko. Height: 5ft8 Weight: 116lbs Sexuality: Heterosexual, but will very happily have sex with another woman for the right price. Breast size: D-cup. Occupation: Owner of Mary's House of Pleasure. Information: She grew up in the city of Selil in the lower district. She had many brothers and sisters, many of which did not survive till adulthood. When she was 16, she married the man she thought she was going to spent the rest of her life with. On their wedding night, he impregnated her with his child, and the two were happy for a time. When she was a few months into her pregnancy, her husband died in a fatal work accident, leaving her alone with her unborn child. She grieved heavily for his loss, and hoped that she would be able to raise her child. However just weeks after the birth of her son, he died. She was forced to turn to prostitution in order to have enough money to live. It was a dangerous life, and she wondered how she had never died. Every time she worked, she always put aside some money, hoping to buy her own home and live her life happily despite the tragedies in her life. When she was able to afford her own home near Merchants Lane when she was 21, she realised that she could do something to help other women like herself. She invited other prostitutes to come and use her home, charging them a small cut of their earnings so that she could pay for upkeep. It also gets enough money from selling food and drinks that she was becoming quite well off. Mary is very kind towards any prostitutes that work under her roof, however will not allow herself to be used by anyone for personal gains. She will take any bullshit from anyone if they abuse her trust. At this point in her life, she doesn't usually sell herself to anyone that walks into her house, however if they offer her a lot, then she would be more agreeable. Played by: Featured NPC. Played by Neptune upon request. Profile link: N/A. Elizabeth Baker. Name: Elizabeth Baker Age: 18 Nationality: Craetharian Species: Kitsune. Height: 5ft1 Weight: 95lbs Sexuality: Hetero-sexual but will have sex with a woman if she pays. Breast size: C-cup. Occupation: Whore. Information: Elizabeth was raised by Mary, which is why she shares the same last name, and currently lives at the House of Pleasure. She is very kind, friendly and loving towards others. She's intelligent, and will happily discuss a topic of interest. Due to her loving nature, she is best suited to a customer that wants a more intimate and loving experience. While she likes being fucked hard and fast, she doesn't like being hit or strangled. She can also play a girlfriend for a customer, however she often charges a lot for that. Played by: Neptune. Profile link: Link! Abigail Caldwell Name: Abigail Caldwell Age: 21 Nationality: Craetharian. Species: Bunny girl. Height: 5ft7 Weight: 109lbs Sexuality: Bi-sexual. Breast size: C-cup. Occupation: Whore. Information: Abigail is a sweet, loving woman that will do anything for a customer, no matter how kinky or dirty. She loves to please everyone and would never say a bad word about anyone. She has been working at the Pleasure House for several years now and is not shy about accepting money for sex. She has absolutely no interest in any romance; she loves working as a whore as she is a nymphomaniac and is only interested in the sex. She has a husband that is fine with her job, even if she ends up getting pregnant from a customer. The two have been childhood sweethearts and have a rather open relationship, where they both see other people. Played by: NPC. Played by Neptune upon request. Profile link: N/A Hannah Lewis Name: Hannah Lewis Age: 23 Nationality: Craetharian. Species: Human. Height: 5ft3 Weight: 102lbs Sexuality: Heterosexual, but will willingly service a female customer, but really she loves cock. Breast size: E-cup. Occupation: Whore. Information: Like Abigail, Hannah is very kind and sweet on the surface. She loves having a good laugh, and is always happy to see a smile. However in the bedroom she is a minx and loves rough, hard fucking. She loves being slapped, her hair pulled, and being choked. It turned her on a lot, and is very good for a customer who loves very roughly fucking a whore. She is quite the masochist, but she does have the limit that customers cannot do anything that causes permanent harm to her. Played by: NPC. PLayed by Neptune upon request. Profile link: N/A. Melissa Baker Name: Melissa Baker Age: 20 Nationality: Craetherian (not yet a full citizen) Species: Medusa variant Height: 1.55 m (5') Weight: 56 kg (125 lb) Sexuality: Bisexual (prefers taking it) Breast size: C Occupation: Whore and artist (pottery and sculpting) Information: Melissa is a depraved masochist coming to turns of her kinks. She doesn't like to admit it, however, but her customers swear by it that she squeals like a pig when being punished and turns wet when being humiliated. She hides her snake-hair in a colourful head wrap and wears tinted glasses to hide her gaze. She's an immigrant to Craethiel, but chose to hid her nature when applying to become a citizen. She's new to being a whore as well - she used to work full-time as a potter and sculptor but her patron discovered her nature and blackmailed her to continue her commissions for free. Having ran out of options, she chose to become a whore due to her... abilities... She heard of how Mary's House of Pleasure allowed the workers to hide their identities, so this was the perfect opportunity. However, depraved sex with her has lead to her disguise being ripped off in a moments of passion... Still, no none has reported her, but some may be looking to take advantage of her. In her youth, Melissa was a bratty tomboy that played rough with the boys in her village. But as her body developed to become a natural beauty, she enjoyed teasing them, excited over the power she had over them as they would blush and bulges would grow. That is until a cruel demon became angered as he witnessed this. 'Women are only good for rutting and breeding. Nothing more. Nothing less' he thought. So he visited her one day when she was slacking off from helping her parents in the bakery. He took her innocence by force and placed a twisted curse on Melissa, inspired from a punishment from a legend he heard. She became a Medusa, but her gaze did not turn people to stone - instead it aroused them. Her natural beauty was now mixed with tainted sensuality, her skin like silk, and her snake hair velvet to the touch. Her sight alone would arouse men and women, and her gaze would turn their members hard as 'stone'. The villagers chased her out for they saw a monster, and her parents disowned her for they could not recognise their sweet innocent girl... Played by: Hope Profile link: Link! If you wish to have a character working here as one of the whores, then please send me an EcchiText, filling out this information about the character in question; Name: Age: Nationality: Species: Height: Weight: Sexuality: Breast size: Occupation: Information: There are currently no males working at the House, but I might make an exception if I like the look/sound of them. Mary has no problem with accepting a male worker, as long as they commit themselves just as hard as her other workers.
  15. Welcome to the Town of Dragons Eye The Town of Dragons Eye has existed in Craethiel for a long time, since around 1200BC which is roughly 2400 years before the start of this roleplay. It has not changed much during that time, other than new buildings to replace the old and crumbling ones but its purpose and spirit remain the same. It is an idyllic trading town located in the Terarr Mountains, nestled within a deep valley, close to the river Ageon as it emerged from its mountainous origins and down by the Dynz desert. It has grown from a small trading outpost, to the town it is this day. Most of the buildings are made solidly from stone and are actually made up of a mix of architecture from several species including human, Keza’maraki, Zeta’muluri, Coda’zotoxi and Mako’demerian. As the main purpose of this town is trading, there are a large number of warehouses that traders and merchants are able to rent out to store their goods while waiting for them to be sold. There are also a number of shops in Dragons Eye, and they even have their own blacksmith, and butcher due to how large the town is and how prosperous it is. This town is uniquely build and designed to accommodate traders, with large storage barns, stables and a market square which allows for traders to set up their wares to sell them. There is only a small amount of permanent residents, who are people such as tavern owners, shop owners and the mayor of the town. Otherwise the population of the town is quite fluctuating, due to the number of traders that come and go. The town has been here long enough that they have carved out an easily navigable path from the Ildgara forest, on the opposite side of the river from Delwore. It is large enough for traders to bring through wagons lead by teams of horses. Characters are free to come and go from this town, but troublemakers will face consequences of their actions. History. The Town of Dragon’s Eye began as a small trading post around 1200BC. This occured when the reigning Queen of Vorserend, Jyravana the Sixth, decided to put aside the Eldyrannth’s policy of isolation after being convinced by her new King, Temaelrin the First, who used persuasive arguments to point out the folly of complete and utter isolation. This allowed other species within Craethiel to travel to their City to trade with them, an opportunity that most were drooling over and it wasn’t long before they were flocking towards the city not only to trade things to the Eldyrannth, but to trade things from them. But, they were quite conscious and aware that they did not want to crowd the Eldyrannth too much and nor be too much underfoot. So a number of Zeta’s, Mako’s, Coda’s and Keza’s set up a small outpost which acted as a halfway point between the rest of Craethiel and Vorserend, especially since it sits in the middle of the only path through the mountains which can get you to the ancient city. The Town is only a few hours walk away from Vorserend, and thus allows traders to come to the Town and rent a room to spend the nights, while spending a few hours in Vorserend to sell their wares. As such, the Town has rather extensive accommodations that are rentable for short periods of time, and only a small number of permanent housing. The town not only acts as a means to trade with the Eldyrannth, but the Zeta’s as well as they are rather isolated on their nearby volcanic island so they use the town as a means to trade. Due to this, the outpost rather quickly evolved into a town with a bustling, fluctuating population. The Eldyrannth were not actually aware of the existence of this town until the young Crown Prince, Talrin, and his friend Leametrin came across it on their way to a cave that was close by as they had wanted to explore it. As they were walking along the path, they encountered the town and informed the King and Queen to its existence. King Temaelrin came along, and inspected the town to determine its purpose and its threat level to the City of Vorserend. But he found that the town was quite peaceful, and they were only interested in trade so the Eldyrannth had no problem with the town being there, and allowed for it to continue despite its close proximity to their beautiful mountain city. Since then, the town has continued to flourish due to the large amount of trade that it becomes involved in, and is the central hub for trade when it comes to the Zeta’muluri and Eldyrannth. However, since the start of the roleplay the Town has had a major setback in the fact that Vorserend was completely destroyed. They had heard the fighting from their town, but were powerless to do anything and were even too afraid to go and have a look, until the current Crown Princess (And technically new Queen at this point), Talivana came along afterwards with the news that Vorserend had fallen. The town still remains, as the Zeta’muluri still use it for their own trade, but it is not as prosperous as it once was.
  16. Non-Playable Characters This thread has several purposes. The first of which, is to inform you of how Craethiel Kingdom deals with NPCs, and even Featured NPCs. While NPCs are often random figures such as a woman at a reception desk of some office building, a Featured NPC is an individual that is owned by a Roleplayer but isn't a fully formed character. This individual serves the purpose of driving a roleplay forward and for helping in the development of our characters, thus they are roleplayed only in specific circumstances. These featured NPCs, depending on how the owner wishes for it to be, can either be generally roleplayed by all players or restricted to the owner. The first place that NPCs can be found are Lore threads, such as the Craethiel Kingdom one which has images of the human King that runs Craethiel from his throne in Selil. These are featured NPCs of the roleplay and are restricted to being controlled by the Game Master; Me. But these are figures that can be referenced by other characters, as well as spoken about. Another place to find featured NPCs would also be Locations, where these NPCs would be tied to the location, such as shop assistants, or even servants for other characters like a Butler. Featured NPCs can also be tied to a character within their ID. However this thread is for NPCs that don't fall into any of these categories. At the moment, it's the only solution to keep them in one place since I currently cannot create a single album which allows everyone to post pictures in it. So post the images in the Library Paintings (Extra Information images), and post them up in this thread along with this simple template: Name: Date of Birth: Age: Species: Height: Weight: Nationality: Occupation: Information: Of course, you are free to add or change any of the fields if they are more suitable to your NPC. Double posting is allowed within this thread, as with all Extra Information threads.
  17. Disclaimer: This species profile only contains the need to know information. More information may be added in the future ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Race: Mēfwa (Pronounced Meef-wa)  Clan Name: None Species Age: 2,065 years (47 BC) Average individual Age: 110 years Origin/Location: America History: - Pre-history: Mēfwas were a rarely seen phenomena in ancient times, often considered to be Mythical creatures by the natives. Not much is known about how they came into existence, but they have often believed to have been blessed by the goddess of cats, Hartho, who had been lost to time - Modern history: Mēfwa are more commonly seen nowadays, and are often mistaken for Nekos. There are currently around four million Mēfwa in existence Culture: Their culture varies depending on where they were born. Communication/Language: The Mēfwa have no unique languages. Food and Drink: They eat anything that normal humans can eat, but they can also eat raw meat without getting sick. Sports/games and other pastimes: They are not allowed to participate in the same sports as humans due to their unfair advantages. They do enjoy hunting to an extent Hierarchy: There is currently no known hierarchy in the Mēfwa race due to them spreading out and blending in with human society What the race consider as insulting/rude/ shameful: Females: Flicking their tails towards the another as they turn away Hissing at each other Gently dragging their claws down one's back when not locked in sexual intercourse (basically slut shaming) Males: Cracking knuckles towards a loved one. Hissing at each other Lowering one ear (basically saying that the other isn't strong enough to touch them) What the race consider as Respectful: Bowing towards an elder Keeping each ear up in the presence of a male Misconceptions/Myths/legends/Old wives tales: Myths: It was once said that if you gave a Mēfwa a loaf of bread, they would grant one wish. Farmers believed that Mēfwa would bring good harvest if one so decided to stroll through their farmlands. Doctors believed that Mēfwa were miracle workers and could bring good healing to any sick, injured patient and that their presence alone would allow a sterile woman or man complete fertility Name Style: None General Race Behaviour: They act like humans except for the noises that they make when they are happy, pleasured, scared, or angry Love: Mēfwa choose one person to love and then stick with them until one or the other dies. They grieve and wait until they have moved on before finding another love. They are only partly monogamous when it comes to partners Religion: Their religion depends on what they choose to believe in Laws: Their laws depend on where they happen to be living Rituals - Mating (The Ritual, not the act): The females will send out a smell similar to that of cinnamon to attract males, and she will have her own free choice of who she likes better. Once the partner is chosen, they like to find a nice secluded area and commence with the mating. The mating will last for an entire seven days, to ensure that every ounce of semen is poured into the female to ensure a successful pregnancy. The female will not mate again until their child has matured. - Birthing and pregnancy celebration: Once the female is confirmed to have been impregnated, they will have a small item of theirs, preferably one taken everywhere with them, blessed for good luck and a successful delivery. When the baby is delivered, they normally have the leader of their religious group to bless their child with health - Birthing Day: They celebrate birthdays just like any human would in their culture. - Death: When a Mēfwa passes, they are buried with a material item from each family member that connected said family member to them. Genetic Diseases/ Common Ailments/ - Common Mental problems: Mēfwa can develop any mental illness that a human can, from Schizophrenia to Stockholm Syndrome - Genetic Diseases: None, other than STDs passed on from mating humans (when it does happen) - Common Ailments: Mēfwa can get colds and some illnesses that humans can get. It isn't very often due to a highly evolved immune system Anatomy and Physical Appearances: - General look of the race: All Mēfwas have white/silver hair and Cobalt to sky blue eyes. Their skin color is often a slightly paler complexion that whites. They also have particularly sharp fangs that develop a year after being born - Hearing: Mēfwas have cat ears, which greatly enhance their sense of hearing to 2 octaves higher than that of a human. - Smell: Mēfwa have an acute sense of smell, which helps males with finding a mate. - Eyesight: The eyesight of the Mēfwa is so good that they can see the light of a burning candle thirty miles away (three times that of a human) - Touch: There is nothing special about how Mēfwa perceive touch - Feeding: Other than the fact that they can any raw meat without catching a virus or sickness (due to strong stomach acids that kill malicious bacteria), there is nothing special about how Mēfwa feed - Organ Function: The same as humans - Sexual Organs: The same as humans - Features: Cat ears and tail Mating: - Impregnation: Mēfwa are impregnated the same way a human is. - Pregnancy: The pregnancy of a Mēfwa only takes six months until the child is ready to be birthed Offspring: The offspring mature both sexually and mentally at the age of 15, but they are prohibited from having sexual intercourse until after 18 years of age to fit in with the laws of the humans. They are raised by their mothers (and a father if one is bonded to the mother), and they are sent to school for education. Abilities/ Powers and weaknesses: Abilities Speed: A Mēfwa can travel on foot up to about thirty miles per hour without breaking a sweat. The fastest recorded speed for a Mēfwa was seventy four miles per hour Strength: Mēfwa, even though some may lack expected muscle mass, can lift up to ten times the weight that the average human can. Only a few can break that limit. The most weight recorded to be lifted by a Mēfwa was 1.2 tonnes Enhanced senses: Mēfwa can hear 2 octaves higher than a human, and they can see three times better. Their smell is about ten times better than a human's Weaknesses: Speed: If they're not careful, they can end up seriously injuring themselves by hitting or tripping over things Enhanced Senses: If they are overly exposed to things that trigger their senses, said sense can be impaired temporarily or permanently RP Interaction: - Basic Interaction: Unless they are provoked, Mēfwa are very nice and caring people. The always look out for their family and friends - Fighting: Mēfwa are dangerous fighters, using their brains and muscles to seriously disable their opponent when they feel the need to - Sex with: Mēfwa females are very loud moaners. Both males and females tend to purr and growl in pleasure. A simple touch to the ears or tail are a great way to turn them on immediately. The vagina of a female is very soft, and so is the skin of the penis on a male. - Being a Female: Females are usually quite shy and tend to keep to themselves until mating season. It is rare to find a female Mēfwa that actively seeks to be around others. - Being a Male: Males are a less shy version of the females, but they are far more competitive when they are challenged.
  18. Dreshza This race profile is for a special that I have created. To my knowledge, I haven't stolen any ideas from anywhere. If you with to RolePlay a Dreshza, then you will need to send me an EcchiText and ask politely. A 'yes' is not guaranteed as I would have to be confident that you can RP a Dreshza properly. Anyone found making a Dreshza character without permission will have the character removed by staff and possible infractions. Race: Dreshza (Homo binesi) Clan Name: There are thirteen clans within this race, all specialising in different areas of their culture. A member of the clan takes the clan name as their second name. They are listed below. Rakthan: The Stealth Clan. They specialise in stealth operations as well as assassinations for their clan and their species. Clan members can be hired by members of other clans to assassinate one another in power struggles. Ulra: The Authority Clan. They are the police version of this species. They tend to be extremely vicious to law breakers and will not hesitate to kill over the smallest of crimes. Fenla: The Technology Clan. They are responsible for developing new technology and making sure that current ones operate at peak efficiently. Orgrud: The Intelligence Clan. They deal with Intelligence gathering and sell information to other clans. They usually alert the Rakthan Clan is there is a target to assassinate. Hanruk: The Entertainment Clan. They specialise in the Entertainment part of the society. From putting on shows to running clubs and pubs. Drakhu: The Hard Labour Clan. They are responsible for hard labour such as farming and building new structures and making sure that the cities are structurally sound. They also make sure that the cities are supplied with power to keep them running. Many are too proud for this, and tend to capture other species and use them as slaves. XyGoth: The Fighter Clan. They specialise in fighting, and is the largest clan of them all. They are set up into groups where they specialise in long range, short range and using vehicles. Karane: The Trade and Financial Clan: They are a small clan that keep an eye on the economy and run the banks that contain all of their currency. They also set up trade to expand the empire and boost their economy. This ranges from buying items from other countries and setting up shops. They also sell products to make money for their country. Varorsorth: The Religious Clan. They run the religious buildings in the cities and are responsible for the teachings of their religion [Look below for details.] as well as religious activities. Sothdruk: The Medical Clan. They are responsible for keeping the populace healthy. Rendha: The Scientific Clan. They are responsible for all the research that goes on and all the Scientific experiments that go on. These usually involve experiments that would be questionable to other paces. Karuk: The Scholar Clan. This clan specialises in keeping the records of their history as well as teaching the young of the race. Eldyrack: The ‘Royal’ Clan. They are the ones that rule the race and make sure that the kingdom is running smoothly. They make up the government of the race. Species Age: 5.7 million years. They were one of the Homo races that split off from the apes, however unlike races like the Homo erectus; this race of Homo has not been extinct. It is currently unknown to the Homo sapiens race as the Dreshza pretend that they are human due to their uncannily similar appearance. Average individual Age: 150 Earth years. Origin/Location: An unknown island in the Caribbean. It is a medium sized island with an inactive volcano on it. There is a small mountain range where their city is built into to hide them from the prying eyes of the rest of the world. This is where they live and train their elite Clans. History: Pre-history: The Dreshza are one of the many homo species that evolved from the ape species. Unlike the other species, they did not become extinct. They went on to evolve like the Homo sapiens. When the species was 3 million years old, they were beginning to form the beginnings of their own society. They were a nice, kind species. However, that was all to change. One day, a demon came from the pits of hell and whispered temptations into the hearts and mind of the Dreshza people. Swayed by the promise of power and glory, they stepped into the demons trap. Now the species are the demons slaves, existing for one purpose and that is to serve Lucifer, the Devil himself. They were granted powers beyond their imagination but at the heavy price. For a few thousand years, the Dreshza did the demons bidding, corrupting the hearts and minds of the human race. Modern history: They largely remain hidden from the rest of the world. No human knows what they are. They are still subtly corrupting other races that exist on Earth. Usually when a Dreshza is around, Death is quick to follow. There are some conspiracy theorists calling them the “Black Blade” but many of the theories are very hit and miss. There is one individual, called Devlyn, that existed in modern times. However he was sent back in time by Diomedes to attempt the genocide of the ancient and powerful race known as the Eldyrannth. Culture: Overall they are civil with each other, but they are extremely racist and fearful of other races. Most of their existence is spent training and making sure that they can support their fighting class in any shape or form. They are rather withdrawn from others and very secretive as they are very prideful. When they are not working, fighting or training, they indulge in what the Christian faith refer to as ‘sins’ such as out of marriage sex and binge drinking, so they have a very established nightlife. Communication/Language: Their language is an ugly one that consists of different sounds rather then words. They can make high pitched squawks, clicks, growls, hisses and other such hostile sounds. But it seems to be the way they communicate with one another, a language that no other race on Earth can decipher. They do, however, have the ability to learn the languages of other races so will speak them when needed. Food and Drink: Consists of mainly meat, with very few greens. They hunt wild animals and usually serve it raw, but cook it on occasion. They have a popular alcoholic drink which they drink a lot of the time. It is 68% proof, stronger then a number of human drinks. It is made using a grape like fruit which they ferment over a few years. To add flavour, they add several chemicals which also add as giving them a quick energy boost. Also, animal carcases are added to add more flavour to it, to give it a more meaty taste. A less energy filled drink is usually served in bars, with the energy one being used on the battle field for an extra boost. Sports/games and other pastimes: Being up in the mountains, there is not much for the Dreshza to do. Most of their time is spent drinking, training, learning or working. There are a few sports which they like to indulge in, like racing in the air. This puts members of the species against each other in a test of speed, agility and indulgence in their other form. They do it in small tournaments or in larger, public events. Swordplay is considered another sport, done with sharp swords so that the loser learns from his mistakes. Death is common, but that does not stop them from doing this as a pastime. They fight each other until one submits, or death occurs. Due to their proud nature, they tend to never submit. Hunting is also sometimes made into a sport where they let loose a creature and hunt it. Either on foot or by air, usually with only basic tools. A hunt can last from days to weeks, but the members involved enjoy the hunt as it helps to heighten their sneaking techniques and survival skills. Music is one of the favoured pastime on the island, as they are cut off from the rest of the world and they let out their creativeness by music, however it is the equivalent to the humans Heavy Metal and Scremo. Hierarchy: The Governing Clan is the Eldyrack Clan. They are the equivalent to the Royalty of the Dreshza race. Beneath them, there are the Clan Heads and then there are ranks underneath them which are as follows [Which are in English as there are no words for the ranks, so their English equivalent is listed below.]: Rakthan: Clan Head: They deal with giving orders to the assassins and spies that are under them. Top Assassin: The best Assassins there are in the Clan. This is a much sort out position among members of this clan but only a few gain the privilege as it requires the very highly skilled. High of these assassins is extremely expensive, but they always get the job done. Assassin: A common rank among members of this Clan. They are sent on average level and paid assassin jobs. Apprentices: The lowest rank of this Clan. They are the ones learning the trade to be an assassin. They are generally not sent out on jobs, but occasionally they are hired, but it is low paid. Ulra: Clan Head: The Head of the Clan, they are responsible for assigning jobs to the force to keep order. Detective: They investigate into serious crimes. Guards: They guard places like prisons and Eldyrack offices to protect them. Police officer: They are the main force of the Ulra clan. They deal with the small crime and arresting criminals. Apprentice: The trainee members of the Clan. They can be trained in any of the above ranks. Fenla: Clan Head: Ordering members of the clan about to make certain projects etc. Researchers: They research new technologies from household items to weapons. Engineers: They keep current technology working at its peak efficiency. Apprentice: The trainee members of the Clan. They can be trained in any of the above ranks. Orgrud: Clan Head: They are responsible for telling spies what missions to go on etc and the selling on of information to other clans. Sorters: They sort gathered information by the spies into relevant sections and pass it onto the Clan Head. Spies: They do the spying and report any information back to the Sorters. Apprentice: The trainee members of the Clan. They can be trained in any of the above ranks. Hanruk: Clan Head: They are responsible for making sure that members of the clan are doing their job and making sure that the population is happy. Performers: They perform shows. Hosts: They own places similar to our cinema’s and arcades. The most common of this rank. Musicians: They play the music of the race. Apprentice: The trainee members of the Clan. They can be trained in any of the above ranks. Drakhu: Clan Head: Responsible for telling clan members what to do. Contractors: Do things such as build and decorate a house as well as do things like repair paths etc. Cleaners: Keeping the cities clean. Farmers: Farming animals and the plant used for their drinks as well as the very few greens that the race eat. Stone Cutters: They cut stone used for building materials as well as carving into caves. Apprentice: The trainee members of the Clan. They can be trained in any of the above ranks. XyGoth: Clan Head: The equivalent to Generals so they order the troops and making strategies. Soldiers: They are the main fighting force, having experience in both short and long range. They prefer an areal attack over the ground as the air is their strong point. Apprentice: The trainee members of the Clan. They can be trained in any of the above ranks. Karane: Clan Head: They run the banks and make the decisions as to what trades there are and what countries to trade with. Tradesmen: They are the ones that negotiate trades etc. Financial: They keep an eye on the economy and run the equivalent of banks of the cities. Apprentice: The trainee members of the Clan. They can be trained in any of the above ranks. Varorsorth: Clan Head: The equivalent of the High Priest. Priest: They teach others in the ways of the religion and worship their deity. Apprentice: The trainee members of the Clan. They can be trained in any of the above ranks. Sothdruk: Clan Head: Run the medical facilities of the cities. Doctors: Treat the patients like the human doctors do. Nurses: Looks after the patients like the human nurses do. Surgeons: Operate on patients like the human surgeons do. Other: This includes things like Midwives and physiologists. Apprentice: The trainee members of the Clan. They can be trained in any of the above ranks. Rendha: Clan Head: Dictate what is researched and studied and decides if it is good enough to carry forward on. Scientists: Do the studying. They specialise in many fields. Researchers: Research into new things. Apprentice: The trainee members of the Clan. They can be trained in any of the above ranks. Karuk: Clan Head: They make sure that the Scholar’s and Teachers are doing their job. They also dictate where their clans money is going. Scholar: Keeps records of the species history. Teachers: Teach the young things they know to go further in their clans. There are specialist teachers for each clan. Apprentice: The trainee members of the Clan. They can be trained in any of the above ranks. What the race consider as insulting/rude/ shameful: Kindness such as helping with a project as it shows that the person cannot do it themselves and must have help from others. Giving gifts as it means that the person is to poor to get it themselves. ‘Kissing someone’s arse’. Something that is frowned upon due to their prideful nature. A gesture where the person puts their forefinger and middle fingers of their right hand into the palm of the left had. If shown to an individual, you are calling them a coward and disrespecting their clan name. What the race consider as Respectful: Bowing to show authority that you respect it. Can be bowing of the body or the head. Allowing a member to do their task without interfering as it shows that you know that they are more than capable to do it themselves. Misconceptions/Myths/legends/Old wives tales: That the Thunderbird, their other form, can make the sound of thunder from a flap of their wings, but they can however, create violent lightening storms which can also produce weather such as tornados. It is also believed that they came from North America, although a period of their history was spent there when they were whispering words into the minds of humans to make them violent, this is not the case. They have evolved on the Caribbean island and only travel out when they need to. Name Style: They have a first name which is followed by “Hru’” And then the Clan name. For example, a member of the Rendha Clan would be like this, “Traliu Hru’Rendha.” The word “Hru’” Means “Of the.” So the name translates as “Tralie of the Rendha.” General Race Behaviour: They are rather hostile and aggressive towards other races, being quite rude and abrasive. They have no respect for other races and tend to treat them as if they are dirt upon their shoes. To each other they are a bit more civilised, working together to gain a goal, but they are still somewhat aggressive and fights can often break out. They love fighting and will do anything for a good fight, even if they loose. They can be described as ‘sore losers’ and will get their revenge in any way that they can. They can be unfair in fights and often find a way to cheat so that they win. Love: They do not love like humans do, but they can become possessive over the one that they are mates with at that time. However once they break off the mating, they act as if nothing has happened so there are no complicated love stories in their race. They have been stripped of this emotion by the demons as it gets in the way of their goals. Religion: Their religion is based around the fact that the demons gifted them with powers beyond their imagination. It is based on a book, written in honour of the demons, called Jrackyrhza which means “Worship to the Gods.” The gods being the demons that changed them. Over the millennia, they have been warped to worship the demons through this book. The book speaks of the history of their race, saying how they were once lost and the demons showed them the right way to go, giving them rewards like their other form. The book also speaks of in the future where the world is run by the demons and they are their favourite race on the planet where all other races will be killed or enslaved. They would be given slaves and pets by the demons as rewards for their work in helping them open hells gates upon the Earth. The book also speaks of Heaven being over-run and destroyed, where all the souls would be taken down to hell for an eternity of pain and suffering. The book also speaks about the Christian Faith, in reference to people like Jesus Christ, and calling all other faiths on the planet ‘dirty, immoral and filthy’, highlighting the fact that anyone not following this faith need to be eradicated or converted. There are several religious ceremonies which they must abide by: On the 25th of December, Christmas day: They take a human virgin and sacrifice her in one of their temples. She is stripped naked and tied spread eagled on a stone table in front of a fire. Then, when she is still alive, they cut her chest open and remove her heart. The priest then turns and puts it on a metal plate which one of his assistants hold. The heart is then cut up and shared between the Clan Heads, who devour the heart piece raw. The body is then stripped of its meat and shared out with the worshippers in the temple for them to each raw. Individuals who are unable to witness this, have a raw meat at home, of any kind of meat which they eat. The rest of the day is spent reading from the Jrackyrhza before the evening is spent drinking and praying to the demons, praising them for giving them such power and strength. This ceremony is because they believe that the Virgin Mary was not a Virgin as in the sexual sense, but in fact a raging whore that slept with many people, as well as being a young girl under the age of sixteen. They see this as the God of Heaven lying to the people, something that the demons would never do, and they condemn the God by doing that. Easter. The Day of Turning: The same time that Jesus was said to come back to life, the demons came down to the Dreshza people and offered them power for their souls. They get up at sunrise and until midday, pray to the demons and thank them for the wonderful gift that they have received. They then eat a dinner of raw meat, freshly killed before reading from the Jrackyrhza about the day that the demons turned their kind into what it is now. The evening is then spent in their leisure, such as partying and drinking until they can no longer walk. Many times this usually dissolves into an orgy or large fights. Both are accepted. The race generally have blue eyes, however there are a few that have pure white eyes. This is because they were chosen by the demons for a special task and given extra abilities. Theses people are worshiped by the population as the chosen ones. They are given what they want and treated better than royalty. Laws: The laws of this race are pretty lax in most areas, such as murder or mugging, but as they are so strong they are able to defend themselves from that kind of thing which usually results in the death of one or both, so it is rare that it happens as they do not want the dishonour of dying by their neighbours hands. The only exception to this is that no one may harm a White Eye, since they are specially chosen by the demons for the benefit of their race. Anyone caught helping other species, or worshipping ‘God’, then they are killed on the spot to save the species any wrath from the demons. The laws are decided by the demons, so it’s a case of obeying the demon in charge at the time, which can change depending on what demon it is. Rituals: Mating: In the mating season the males make their homes all nice and attractive for potential mates. They then transform into their bird form, sitting above their houses and sing potential mates to their home. If a female is impressed, she sings back to him before going inside of his home. The male turns back into his human form and follows her where they mate. Outside of their species, they treat sex as nothing special, and something only for pleasure and stress relief. The male mates with a female before the female leaves. The male then goes back to attracting more mates so that they can mate with as many as they can. The ratio of females:males is 5:1. Birthing and pregnancy celebration: There is nothing celebrated as children are not treasured as humans are. Birthing Day: Again, nothing celebrated. Death: Nothing is celebrated. All that is known is that sometimes they do not let the body go to waste and devour it. But those are only rumours, right? Genetic Diseases/ Common Ailments/ Common Mental problems: Genetic Diseases: None. Any child showing any defects is killed the moment of birth. Common Ailments: Illnesses like colds, and flues, but they are generally a healthy race. Common Mental Problems: There have been common cases of things such as psychosis, however these people are not treated and in fact their condition is fuelled so that a number of mental issues can arise like Schizophrenia and becoming a sociopath. Anatomy and Physical Appearances: General look of the race: They are generally good looking and attractive, due to their curse, which has earned them attention from other species when they choose to venture out of their island. They are mainly slim and toned due to training or the work that they do. The males and females are of the same height, 6ft+ with no one any smaller. They have blue hair and blue eyes, but there are some individuals with white eyes [Explained in Religion section]. Overall, they look just like humans so they can blend in extremely easily. This gives them an advantage when manipulating the human race, especially as they use their looks to their advantage. Hearing: Their shape of the ears are similar to that of the humans; however they can hear a wider range of pitches, similar to that of a Dog. This does however mean that really high pitches that humans cannot hear hurts them like a dog whistle. Smell: Their sense of smell is the same as humans. Eyesight: Due to having their other form, they have hawk like vision, so they never have the need for glasses or other eyesight aids. They have 1,000,000 per square mm photoreceptors, a very high number of nerves connecting the receptors to the brain, a second set of eye muscles not found in other animals, and an indented fovea which magnifies the central part of the visual field. Touch: They touch in the same way that humans do, by the skin which is covered by nerves. Feeding: They feed the same way that humans do, with their mouths which are located in the same location as humans. Organ Function: Their organs are the same as that of humans with no extra organs for extra function. Their stomach, however, has a stronger stomach acid due to the fact that they eat raw meat. Sexual Organs: On average the male penile anatomy is 12”. There are larger and smaller then that, but that is the general average. The thickness is on average 4” in diameter and they are extremely veiny with veins that bulge out across the entire cock. The female anatomy is large enough to accommodate the male penile anatomy. Features: None. Thunderbird form: General look of the race: A large bird standing five metres at the shoulder. It is twelve metres from the beak to the tail feathers. The wingspan is twenty four metres wingtip to wingtip. The feathers are blue in colour with white, fierce looking eyes. The feathers sometimes can have a white shimmer to them, however that is only the case if the human form has white eyes. The beak is a massive one metre long itself, looking extremely sharp and is enough to bite a car in half. The talons are large and can pierce metal a metre thick. They can easily carry objects about the size and weight of a blue whale, the largest of the whale species. Hearing: Their ears are hidden underneath the feathers where they are out of sight. Their hearing is not as good as in their human form as they rely more on sight. Smell: Their sense of smell is the same as their human form. Eyesight: Their sight is twice that of a hawk, being able to see anything moving on the ground in massive detail. They are however long sighted so close objects are blurred. They have 2,000,000 per square mm photoreceptors, twice that of their human form. Touch: They can feel the different air pressures around them so that they are able to catch any winds to save energy. This is due to special sensors being on their skin which feel the smallest of movements in the feathers. Feeding: They feed by the large mean looking beak which they possess. Organ Function: The same as their human form. Sexual Organs: They do not have any visible sexual organs in this form as they have no need to breed in this form and it might be a weakness in battle if they had sexual organs in this form for the enemy to target. Features: None. Mating: Impregnation: The male produce sperm and semen like humans do which they plant in the female during sex. In the mating season, the pair may mate several times to ensure conception. Pregnancy: The gestation period is 23 weeks before the offspring is born. They experience the same symptoms as that of humans with the hormones running through their body and the young growing inside of them. During this period they cannot shift into their bird form as it would cause miscarriage. Offspring: After they are born, they are looked after by the mother until they reach the age of ten. Once at that age, they are sent off to the ‘school’ where they stay for ten years learning their clans techniques and are trained in the rank they wish to do. They do not reach sexual maturity until they reach fourty years of age. Once they hit sexual maturity they are moved from the Apprentice rank to their desired rank. The offspring age twice as slow as that of humans as they have a longer life span and they have two bodies in which to become accustomed to as being in their Thunderbird form does not come completely natural to them, and just like hatchlings they have to learn to fly. Abilities/ Powers and weaknesses: Turn into a Thunderbird: This is their main ability. This form was given to them by the demons as part of their ‘gift’ of power. It is through this form that the demons control them as the demons could take it away just as easily. This would kill them as this form is as much part of them as their heart or brain. In this form they can attack with their powerful beak and talons which can shred enemies apart with ease. They can also summon lightening storms with a single cry. This produces heavy rain, lightening and thunder. They are able to control where the lightening strikes, so they can strike down an enemy if they so wish. The downside is that the rain waterlogged their feathers, so it reduces their ability to fly at fast speeds. They are also able to fly at the speed of sound, but they can only do this for a certain amount of time. The older, the longer they are able to fly for. And in the storms they summon, they cannot fly this fast. As they have limited hearing in this form, enemies can come up behind them without hearing. This is also because their eyes are focused on the front and they cannot turn their head 180o. They have eyesight that is twice that of a hawk, but this means that they are long sighted and cannot see objects near them easily. It also presents a problem if there is a lot of movement on the ground that can distract them from the target that they are looking upon. The feathers on their wings can harden and become razor sharp. They can jerk their wing and send these razor sharp feathers at their target. There is, however, a limit to the amount they have as they do need their feathers to fly. It takes a few days for them to regrow. Along with being able to fire these razor sharp feathers, they can flap their wings to create a gust of wings that they can use to blow away their enemies. They can also allow the razor sharp to intermingle with the wind to make a deadly gust. Fighting abilities: In their human form they are very skilled fighters with a range of skills depending on what their Clan and Rank are. If they are in the fighter Clan, then they will be trained in a range of range weapons like guns, as well as melee weapons. They will also be trained in close, hand to hand combat with their own fighting style which is currently unknown. Those that are in the Stealth Clan are more specialised in sneak attacks and being able to spy on their targets. They can also escape from a battle by using their intuition to distract their enemy and make a hasty escape. They are trained in long and melee weapons, but they prefer guns such as snipers and weapons such as blades which they can make small quick jabs at their enemy. Their fighting style is different from that of the fighter clan as it is more fluid and relies more on speed and agility rather then brute strength. Control of electricity: They have some power over the element of electricity. They can control its flow and electrocute people. They can fire a bolt of lightening from their hand towards their target, but it is not always accurate as it is attracted to anything positive. The Thunderbird form can do this except from out of their mouth. Agility and Speed: In both forms, they are extremely agile and fast with a great deal of stamina. They can run twice the speed of a human and run for a whole day without needing rest. White Eye: This is members of the species that have the pure white eyes. They have a special, extra ability given to them by the demons that they worship at birth. It is revealed to them when they are twenty so that they train in the use of it before they reach sexual maturity. This varies from White Eye to White Eye so the specific ability cannot be noted down. RP Interaction: Basic Interaction: Members of this species are very rude and very racist, so they come across as insulting and rude. They appear to be sly and cunning, exuding a malicious aura. And this is when they are in a good mood. When they are in a foul mood, it is best to avoid them as they would not hesitate to break someones neck. If a member of this species comes across as nice, then they are clearly up to something and are wanting to use their target for their own advantage. Fighting: As they are a Warrior race, fighting one of these is extremely hard, especially if they are in another form. Only beings able to fight them are ones that have similar advantages then they do and if not, then the person fighting them is extremely hard, if not impossible. Sex with: Sex with this race can be extremely intense, but very pleasurable and satisfying. Not only do they have, by human standards, large dicks that can harm their partner, but they also fuck purely for the pleasure and use their lightening fast speed to their advantage. When having sex with this species, do not expect them to hang around, unless it’s for seconds, as they will up and go as they have done what they wanted and will have nothing more to do with their partner. If pregnancy occurs, as they do not use protection, do not expect them to stay around and care for it, or help financially. Being a Female: Unlike humans, females are not as emotional, or hormonal unless they are pregnant with young. They do not have monthly cycles like humans do, but instead yearly ones. Around the time of mating, they get the urge to look around for the strongest mate. Once they have chosen one, then they mate and get pregnant with the young. Other then that, there are few differences from being a human or a male of this species. Being a Male: Around the time of mating, they get the urge to spruce up their house and go on top of their house and display. They then mate with as many females as they can during the mating season. Once it is over they then carry on as normal with either working, training or partying. Again. This is an Original Creation which is protected under site rules. So send me an EcchiText, asking my permission if you wish to RP as one!
  19. Craethiel Kingdom Overview Welcome to Craethiel Kingdom, a relatively young but thriving Kingdom in the year of 1200 AD ,unknown to much of the world as it is situated on its own large island. The Grand Capital of the kingdom is the large city of Selil on the South-West coast of Craethiel, accessing the Verdar Sea. Selil is a rich, bustling city that draws Merchants from all over the land to come to trade and try their luck at making themselves rich beyond their wildest dreams. Selil is also the centre of power within the Kingdom, as it is where the Kings Throne sits, ruling his subjects. The Capital City sits where the Ageon River empties into the sea, allowing it to have access to the drinking water and a harbour that goes out to sea, so they can shield ships from any storms as well as allowing trade with the Towns and Villages that line the coast. Going up the Ageon River, a traveller will see a vast grassy plain to the West side of the river, and the edge of the Rosayia Forest on the East side of the river, a dark and menacing wave of trees. Many people claim that evil lurks there, waiting for an unsuspecting victim to travel into its grasp. Many tales surround the Forest, tales that usually ended badly for the unwitting traveller. Around the first bend of the Ageon river is a large marsh area. The ground is extremely soggy and few can travel through it without getting lost, as the land seems to change constantly around them. Once the marsh is left behind, the land is filled with rolling hills. Nestled above the hills is the large Lake Kelrak that is so large that some claim that you cannot see the other side when standing on the shore. Continuing North is a vast Woodland called Ildyara Forest filled with towering ancient Oak Trees with several other tree species growing alongside them. This wood is quiet and peaceful, apart from the occasional wolf or bear. Wrapping along the coastline is the majestic Therarr Mountains, a vast stretch of mountainous peaks that continue East beyond Craethiel's border. On the far East side, below the Therarr Mountains is a dry, hot and arid desert. This land is inhospitable, and few survive a trek across it. Anyone who says that they are going to journey across the vast sand dunes are usually warned against such a venture. Separating the Dynz desert from the Rosayia Forest is a second, enormous Mountain range, known as Enutpen's Glory. Enutpen is the first King of Craethiel. He was the King that outlined the borders for the Kingdom seen today. He fought vicious wars with neighbouring Kings to secure the land and unite it under his rule. The Mountain Range that bears his name is famously known as the last battle of the War. Enutpen lured the forces of King Tarl into the huge Mountain range, before ambushing the surprised army and slaughtering them. It is said that Enutpen got into one last fight with Tarl before striking him in the chest and claiming victory. He then returned to his throne in Selil and ruled the United Kingdom of Craethiel until his death. It is not known to many people, but in his last years, Enutpen slipped into insanity, often giving confusing orders and chewing on the Royal drapes. He died at the age of 63, an achievement in those days, as a sick and insane old man. The peaks of Enutpen's Glory are higher than those of the Therarr Mountains, reaching beyond the clouds so their peaks are not visible from the ground. The tallest of Therarr's Mountains at the very North East of Craethiel only reach just beyond cloud level. Off the coast of Craethiel are several islands that can be reached by sea. Many of the small islands are uninhabited, however on some of the larger islands there can be civilisation, found and possibly approached by ship. The Wilds of Craethiel can be a dangerous place, with bandits and thugs waiting for easy prey and monsters that lurk around the corners. You should be mindful of where you set foot. Relevant Roleplay links: Main roleplay thread Character ID OOC Craethiel Kingdom Maps For the purpose of this roleplay, I created a map that gives a basic outline of everything within the borders of Craethiel. You are allowed to request for places of interest to be put onto the map, however they would need either a detailed Extra Information thread and it has to be approved by myself. You can suggest places such as the Ildánach Library that can be accessed by anyone, then no Extra Information Thread is needed and are roleplayed in the main Craethiel Wilds thread. However do keep in mind that not all suggestions will be added to the map. This is the black and white version of the map, where everything can be seen clearly. This is an example of the map that a character may carry around with them within the roleplay. Legend - Mountains - Hills - Grassland - Marshland - Desert - Rivers - Lakes (sometimes without the wave) - Water - Forest/Woodland - Enchanted Forest - Shipping route - Sea Monster - Village (See below for more information on the villages) Hermitage Tiloga Leria Vortase Delwore Dar'vere Ryn'tur Taiom Abandoned Village - Town (See below for more information on the towns) Lathulla Kalath - Place of Interest/Importance (See below for more information on the places of interest) Selil Vorserend Ze'taour Devlyn's Keep Fenrir's Graspe Coda Temple The Monolith Ildánach Library Ashaba Rydraeck Town of Dragon's Eye There will be some locations within Craethiel that will not be mentioned in this extra information, but that is because they are placed within their own extra information so that they can be linked back to this one, as it would be far too much information to contain to this single extra information. Despite being in their own extra information, they are linked to Craethiel Kingdom but may have their own limits in place. As the extra information must be approved before it is added to this list, the limits must be observed to be able to roleplay in Craethiel Kingdom. List of related extra information: Craethiel Kingdom Bestiary Eldyrannth The Keza’maraki Palace The Dreshza EPSI Federation Extra Information (Snippit)
  20. From the album: NPCs

    George V Taraezenar, who rules the Kingdom of Craethiel.
  21. Blackberry Falls Extra Information It is the modern day, and the place this roleplay finds itself in is Blackberry Falls, a city situated on a large island that is perhaps a little larger than the United Kingdom. This fair, bountiful land is split between two separate countries; Ashaea, and the United Federation of Families which has settled in on the island in recent years. The Capital cities, Blackberry Falls and Xantall’ar, sit on opposite ends of the island, separated by other, smaller cities and a wide expanse of forest that dominates the island. The cities have settled on the southern end of the island, and just to their north is a large cliff that runs from one side of the country to the other. Beyond the cliffs is the rest of the island, dotted here and there with towns and villages. The river that spills down the cliffside splits into two large rivers, with one headed towards Blackberry Falls and the other heading into UFF country, so that both reap the benefits of the strange water. For the moment, the relationship between the two countries is an uneasy peace. They mostly stay out of each other’s business, although there is limited trade between the two. Between the borders of the two countries is a de-militarised zone, that prevents either side from being able to send any kind of military into the other country. This has helped maintain the delicate truce that the two countries share. Blackberry Falls is a large, modern city, filled with large skyscrapers, which displays the wealth and development of this human metropolis. One of the things that Blackberry Falls is famous for is its BlackBerries, due to their high quality and abundant Blackberry harvests. There is something in the water of the island that causes the BlackBerry bushes to grow far larger than normal, and the berries to be the most delicious in the world. It also helps the inhabitants of the island stay healthy and helps them live longer. The time of Blackberry Falls is the early 21st century, and despite the violent economic climate, Blackberry has fared extremely well. This is largely in part thanks to the trade that Ashaea has had with the UFF and their major corporation, Keza Corp. Ashaea has their own corporation, EDANCorp, that has filled Blackberry Falls with technology that suppasses any that other human countries, although it is a few steps behind what Keza Corp has been able to produce, because the UFF tends to keep their own technology to themselves. With the combination of the trade with the UFF, their own self-sustaining ways and EDANCorp, Ashaea has remained prosperous while other economies have faltered. For humans, Blackberry Falls has turned into a technology empire, and there are thousands of jobs available for the citizens to apply for. They are also in the lead for the latest medical technology for humans, and it is home to one of the most state of the art human hospital, Blackberry General Hospital. The UFF is home for the most advanced technology in the world, and they actually have the most advanced hospital in the world, Keza Corp Hospital, however due to their restricted borders and lack of interest in sharing what Keza Corp produce, their technology (medical or otherwise) is not available to those in Blackberry Falls. Even if it was available, the UFF is made up of species that have a different biology to humans, Neko’s and other species, so the technology would not even be of any use. As with any city with a large population, crime does still exist and there is even a Black Market there. However, Blackberry Falls keep their prison population low by only putting the most violent offenders in the state-run prison. This keeps the most violent people off of the street, while leaving in peace those who do something as benign as smoking weed in their own home. Blackberry Falls is a place where people come and seek their fortunes. Everything about the city is something that most people can only dream of. However, like every city in the world, it has its poor, run-down areas where people live in poverty and where the crime rates are the highest on the entire island. For those who are unable to make the fortunes they dreamed of, this is where they usually end up. The city does all it can to improve the areas, however with the current rising house prices due to the demand, there is little they are able to do apart from support numerous charities that help out in the impoverished areas. One thing that the UFF and Ashaea do share in common is that both of them are quite strict when it comes to immigration and customs. The UFF is a lot more strict than Ashaea, with the chances of getting in if you’re a non-UFF species being only slightly higher than the chance of getting to the moon as an untrained Astronaut. Ashaea is less strict than the UFF, however they have similar restraints as Australia and New Zealand, especially when it comes to the importation of food which has the potential to destroy their agriculture and bring the economy to its knees. The currency that is used in Blackberry Falls, is the Blackberrian Dollar. It’s one of the most valuable human currencies on the planet, which speaks of their strong economy. Relevant links: Main roleplay thread Character ID OOC Here is a rough map to see what Blackberry island looks like: [New map coming soon] Notable Laws: Ashaen Rights Charter Freedom of Speech, expression, press and religion Citizens have the right to carry firearms (As long as they are not a convicted felon. A concealed weapon requires a permit) Citizens have the right to defend themselves Right to privacy The Right for a Fair Trial by Peers Innocent until proven guilty by a Court of Law. Property Rights, as well as Search and Seizure Rights Drug laws: Possession with Intent (To sell) for most Narcotics, is illegal. Simple Possession of a Personal Amount is decriminalised, so someone in possession of a small amount of Meth will not be charged for it. It is illegal for someone under the influence of any narcotic drug (With exception to Nicotine) to be operating a vehicle, or heavy machinery. A crime committed while under the influence of narcotic drugs (With exception to Nicotine) will have additional charges such as "Committing a Misdemeanor/Felony while Under the Influence". Just because it's legal to consume drugs does not negate any responsibilities from the individual. Cannabis is Legal to possess in any quantity and it is also legal to grow at home for personal use. The selling of Cannabis, along with Alcohol and Tobacco requires a license. The age in which it is legal to purchase Alcohol, Tobacco and Cannabis is 18. It is illegal to supply either of the three to minors. Prostitution is legal, under the following guidelines: You do not solicit minors under the age of consent (16) Within a fully legal and licensed brothel. Brothels have a duty of care for their prostitute staff such as medical screenings, contraceptives and security. It is legal to prostitute in your own home. If a prostitute is out on the streets, they can only solicit between the hours of 10PM and 6AM. Citizens are responsible for their actions, even under the influence of drugs Age of consent is 16 years of age. Obviously, things such as murder, rape, fraud, etc, are illegal. So characters will be sought after by the Police if these crimes are committed, and the Police alerted to. Otherwise, the Police are very active in the communities and other places and have a very good relationship with the other civilians. List of things in city: Thorndown University. Mercury High School. Saint Arc High School. Shopping Centre [ Several ] Main: Blackberry Falls Shopping centre. The Blackberry Farm. The waterfalls named Blackberry Falls due to its close proximity to the Blackberry Farm, just on the city edge. Lots of cinema's for entertainment among other daytime entertainment. Housing [ Large, rented, privately owned ] Blackberry Park [ A large park with kids area as well as a large empty glass field. In the middle of the park is a large woodland area where people can walk through. ] Job Centre. Supermarket, Walmart (ASDA)/Tesco, as well as smaller convenience shops. Blackberry General Hospital. Blackberry Falls Police Station. Blackberry Falls Fire department. Mental Health Clinic Blackberry Primary School. Blackberry Secondary School. Blackberry Sixth Form College. Petrol Stations. Bus/Coach Station. Nearby Blackberry Falls Airport. Nearby Blackberry Falls port. Dock for cargo etc. Military presence: Small Navy port, small airstrip with one fighter jet, a Helipad with a fighter helicopter and a small barracks for ground troops. Office Blocks. Doctor surgeries. Various Religious Buildings. Pubs. Entertainment buildings e.g. Clubs/bars/arcades/laser quest etc. Warehouses for storage. Yards for Road Works etc. Golf Course. Farms (Other) Banks. Shops [Of all kinds] In and out of the Shopping centre. Especially in the City Centre of Blackberry Falls Restaurants. Fitness centres [ Gym and Swimming Pool etc etc ] City Hall. Power Plants [Nuclear and Wind Farms. Their reliance on fossil fuels is quite low.] Courthouses. Jail. Rehabilitation Centre. Museums. Business Buildings [ For All Types ] Lorry depot. Post Office/Sorting centre. Car Parks. Car Wash. Animal Shelter. Blackberry Falls City zoo, which have a wide range of animals. UFF - United Families Federation (Extra Info done by Wolfie) Keza Corp HQ Keza Corp Hospital Keza'maraki Nightclubs (In Blackberry Falls) This is only a brief list of what can be found. For most of these places, what they are is quite obvious, although when I do eventually create a map for it, I might label some of the places on it. Some of the places will get a bit of a description here; however, some of the much larger places will have their own Extra Information, which will be linked below as it would be far too much information to contain to this single extra information. Despite being in their own extra information they are linked to Blackberry Falls, but may have their own limits in place. As the extra information is approved before it is added to this list, then the limits must be observed to be able to roleplay in Blackberry Falls. List of related Extra Information: United Federation of Families Keza Corp Keza Corp: Housing Estate Agents (Blackberry Falls and UFF) Keza Corp: Champagne Studio’s and The Crimson Moon Keza Corp Metal Nightclub (KCMN) (???) Promiscuous Palace The Eldyrannth The Neko Resistance Thorndown University Brief Prospectus High School Information Pamphlet The Pegasus News Corporation Naughty Cow Dairy
  22. From the album: Main Roleplay Extra Information images

    This is the black and white version of the Craethiel Kingdom map.
  23. Andromeda One Station This is an image of the station in orbit of the planet below. The Andromeda One Space Station is a large civilian run Station in a neutral part of space, construction completed in 2506. It orbits a large, Earth-like planet that is not claimed, and cannot be claimed by any one government, as it is considered an Intergalactic Planet. The only people allowed down to the surface are Scientists who want to study the planet and its ecology. It has an atmosphere breathable by humans, with slightly higher levels of oxygen. It has a unique ecosystem that Scientists find fascinating. The Andromeda One Station was set up by the Earth Alliance and the Ashaean’s to act as a centre for representatives of any races to converge and negotiate with each other in the interests of peace. It acts as a go-between for the Milky Way Galaxy and the Andromeda Galaxy. Earth believes that one day, the two Galaxies would merge, and hopes to befriend their distant neighbours. Ambassadors from many different civilisations reside here, from both the Milky Way and Andromeda. It provides them a place to talk and negotiate with each other. Before the creation of this station, humans had found a Jump Gate within the Milky Way Galaxy that was active, keeping a wormhole open. After careful study, they found that this wormhole connected to another Jump Gate in the Andromeda Galaxy. They were never able to find out who placed the gates there, or why, though here were some inconclusive theories. Using this chance, they set up the Andromeda One Station to communicate with the new species they would encounter. Travel is possible both ways through these gates that connect the station to the Milky Way. Not only is this a chance for representatives of different cultures to meet and talk with each other, it is also a chance for trade to occur between species. Anyone trying to make money, or find new opportunities, flock to the station in hopes of becoming rich. However, not everyone is able to make it big. As a result, there are a large number of poor people unable to afford passage off the station. The station attempts to house them, as well as provide jobs for them; however, they have limited space and jobs. As a result there is part of the station where crime is high, with little comfort, where Security have a hard time keeping the crime levels down. This area is extremely dangerous, and seedy exchanges can occur with little to no notice. Some of the places in the Andromeda One Station will get a bit of a description here; however, some of the much larger places will have their own Extra Information, which will be linked below as it would be far too much information to contain to this single extra information. Despite being in their own extra information, they are linked to Andromeda but may have their own limits in place. As the extra information is approved before it is added to this list, the limits must be observed to be able to roleplay in Andromeda. List of relevant links: Main roleplay thread Character ID OOC List of related Extra Information: Ballybran EPSIFleet Sector 696 [aka. Vestibule of Enlightenment] The Wet Hole (Bar)
  24. The Eldyrannth. This is a very heavily abbreviated version of their species profile. It contains all that is needed to know, however much of the detail needs to be left out due to the fact that it would make this very long and most likely a boring read xD If you want to know more about them, then please feel free to send me an EcchiText with any questions. This is an Original Creation. No one may RP an Eldyrannth without my permission. I am very strict on how I wish the Eldyrannth to be RPed, so expect rigerous 'tests' before I allow you to create one. This also includes any hybrids or clones. Anything Eldyrannth, basically. Anyone found creating an Eldyrannth (or part) without my express permission will have their character(s) removed and face possible infractions Roleplays this species is involved with: Craethiel Kingdom Blackberry Falls Utopian Curse Andromeda Race: Eldyrannth [Pronounced “Eld-er-ranth”(Latin name: Cristallum Draco-Humanum) Species Age: 7 million years Average individual Age: 5,000 years. Origin/Location: Therarr Mountains. History: - Pre-history (Before the UFF in Blackberry Falls. It isn’t complete yet, but I haven’t anything else to put in at this moment in time): The Eldyrannth are vastly different now then from what they used to be. There has been a lot of change to their culture and themselves to make them what they are today. Currently, as far as they are able to determine, the history of their civilisation stretches back about 7 million years. If their culture existed before then, they have no evidence for it. They have always had a long lifespan, stretching about 10,000 years for an individual which makes progress within their civilisation slow. As far as historians can tell, for the first two million years, their culture was primitive, brutal and severely religious. There were three Main Clans, Aeltvaesius, Shaemonarr and Alternaeze. There was a fourth, tiny clan called the Sexae'zatazae, however this group was so small that many didn't pay much attention to them. They hid themselves away, not claiming any religion and all usually attempting to construct ever more complicated devices. Each clan practised a religion that was passed down from one generation to the next. Aeltvaesius had a religion that Worshipped the Universe, believing that it was sentient and thus created them, the Chosen ones. Shaemonarr was a clan that worshipped the Sun and Moon, believing that they were God's and would only rise and fall with the proper rituals and gifts. The third clan, Alternaeze were very naturalistic. They believed that Spirits inhabited the world around them in the plants and animals around them. They believed that when they die, their spirit goes off to inhabit the world around them. Due to the opposing views of each Clans religion, the three fought among themselves for several thousand years, trying to force their religion onto the rest of their race and make their religion the only one that the Eldyrannth followed. This caused a lot of bloodshed and misery. Resources were pushed into the Religious War by the Clan leaders, resulting in the poor to be pushed further and further into poverty and starvation. Although it was never recorded by either side, the Eldyrannth were visited by Prime Order of the Xeno (Paradoxia). At first, the primitive Eldyrannth were unsure as to whether they represented a threat or not, however they seemed friendly so they reluctantly greeted them with a friendly face. This, of course, also conflicted with many of their core beliefs. At first they didn’t know what to do, and when around the Prime Order of the Xeno, they were polite. However behind their backs they often spoke ill of them, and also inevitably, they fell to arguing among themselves. The appearance of the Paradoxia sparked one of the biggest religious wars where thousands met their fate in the 100 year conflict. The Eldyrannth became so focused with fighting each other that they didn’t notice the Prime Order of the Xeno’s disappearance. They had all but been forgotten, and the visit was never recorded. Even those who had actually met the Prime Order of the Xeno had begun to forget about them as they sunk deeper into their religious zeal. The war eventually died out when their numbers became so small they were threatened with extinction. Unfortunately, this allowed the religious leaders one more foothold over the Eldyrannth. They became insistent on taking control of everyone's breeding rights, telling a female when she could, and couldn’t breed. And also who she could and couldn’t breed with. They often used this as a bartering tool within their orders, offering women to those who please them, or offering a male to impregnate a female they were ‘taking care of’. If a woman refused, she was often forced. The population eventually began growing once more, however it was very static and uncertain due to the flare-up of conflicts. Many of the poor were living in squalid conditions being forced to work farmland or fight against their neighbouring clans while the powerful religious individuals remained safe within their cities. Over the thousands of years, the religious had a hard hold on the population, directing them to do as they wanted and to fight their wars. Age of Fyaerin Things didn't seem to be going well for the species as a whole, as they seemed to be slowly wiping each other out with their fixation to force their ideology onto others. However, two million years since their predicted beginning of civilisation, a young male called Fyaerin was born. To this day, Fyaerin is considered one of the most important individual in their history. It is unknown what clan he was born into, as it has never been recorded. It is often thought that he never spoke of which clan he originated from, as he didn't feel it was important for anyone to know. To him, everyone was the same, and it made no difference where they came from. Fyaerin is also the first ever recorded Telepath within the Eldyrannth species. This was something that he discovered when he was very young, around 25 years of age (which is but a child to an Eldyrannth). With this new ability, he found that when he attempted to practise the existing religions, his newly opened up mind spotted flaws and inaccuracies. As he was naturally a very curious child, he continued to investigate the three religions, trying to find the truth that they seemed to be talking about. But no matter how hard he tried, he was unable to find anything. Instead, he stuck with his own Religion; The ExoSinian Eldyr Order, or The Order for short. Unlike the other religions, it encouraged him to seek out knowledge and to grow and improve as a person. To bring out his best. The religion was heavily based on Science and the furtherment of their collective knowledge and the desire to learn and to find out how things works. As a young child, he continued to research into these religions and started gathering up blackmail on the various religious leaders. He even, as a young child, allowed the leaders to fuck him so that he had proof that they were wallowing deep in degeneracy. As he moved into adulthood, he began to move from one clan to another, truly seeing for the first time the devastation the religious war was having among their people. He publicly condemned the Leaders of the religions, pointing out the flaws and pointing out the cost in Eldyrannth lives. He also praised the Sexae'zatazae, saying that they had freed themselves from the constraints of the three religions, and calling them 'Truth-Finders'. At first he was laughed at, and sneered at before being ran out of town. However, even after he was gone, unrest began to grow. Unknown to Fyaerin, his mind as well as his voice began to pull at the civilians, leaning them more over to his views however the religious leaders kept a firm control on the population, squashing out any voice of reason through fear mongering and violence. Almost like a Dictatorship, using religion as their weapon of choice. The Sexae'zataxae were also targeted by these religious leaders, trying to convert them over to their side, before finally threatening violence against them. Fearing for the safety of their clan-members, many of the clan moved out of the villages and set up their own outpost so that they could continue their work in peace. Demoralised by his apparent failure, Fyaerin turned to his studies, spending years in isolation as he tried to learn as much as he could as well as gather his comprehensive blackmail material as he decided on a new tactic. During this time, he began having strange dreams. Dreams that spoke of the future, and the past. He even dreamed about the birth of the Universe. While not known then, but Fyaerin was also the very first Time Oracle, able to dream events in both the future and past. He was unable to see these visions when he was awake, though. But he did remember them, and noted them down in a diary often accompanied by pictures and diagrams. Even if he didn’t understand them, he still faithfully wrote them down. One of his most famous writings is about a 'Federation of EPSUS', along with the drawing of a solar system. At the top of the drawing, underlined was the name of the system. Vorserend’s Stand (At this point in history, Vorserend didn’t exist). He called it the future home of their species, and seemed to write about huge cities and creatures in the air. There were also people illustrated in the diary, a dark Wolf that had a strange grinning shadow, a white wolf and a white female wolf were drawn very often, usually when they turned up in events that he was seeing. There were also several Eldyrannth-like figures, but they didn’t appear as often within his diary and were only vaguely spoken about but one of the most interesting things he wrote about, was the coming of the Divines, and the true Grand King and Queen. The two white wolves bore names similar to two of the planets within the Vorserend system. Wolfrin and Nepovana (Wolfie and Neptune). This diary was not discovered until after his death. After years of being on his own, he had a dream that showed him what the two possibilities for his race were. They were both bloody and brutal, with the loss of many, however only one possibility ended happily, with his race surviving. He wrote about this dream in great detail within his diary. It ended with, "So I must do what I must do. If we are to stand any chance of surviving from what is ahead of us, we must learn to be flexible, to adapt. I must bring Order to our species. If Chaos is allowed to spread, then I fear that all may be lost." With this new-found determination, he began moving around the Clans once more, this time concentrating his efforts on blackmailing the religious leaders and sowing more dissent against them. He also concentrated his efforts on the poor and oppressed. He began to teach them, simple skills at first such as reading and writing, before he began to teach them more complicated matters. He did not discriminate, treating males and females, homosexuals and heterosexuals, children and adults the same. Most importantly, he taught people how to question everything around them, from the existence of themselves to the validity of their religion. People resisted at first, but they were drawn by his passionate nature and by the gentle way he taught them. As he continued to move around, the old religions began having less of a hold over the people as they turned to the Order, under Fyaerin’s tutelage. The leaders of these religions at first looked down at Fyaerin, laughing at his efforts. However when he showed them what kind of blackmail he had on them, and the threat that it would be shared among the population, they quickly capitulated. Even back at this time, Eldyrannth took a dim view on those that would harm their children, and the religious leaders had been having sex with a number of children because they were that secure in their power, that they felt they could indulge in their degeneracy. Fyaerin used this blackmail to ensure the transfer of power from them, to him and the former leaders became his sexual pets as punishment for what they had done. This allowed for a peaceful transfer of power, with no lives shed which was Fyaerin’s goal. This only took several hundred years, which in Eldyrannth terms is a very short period of time. He turned them from their primitive religions, to The Order which simply taught them to question, and to learn. It taught them not only to question, but to find the answers to those questions. He started the Eldyrannth down the path that they still follow today. They seek to answer the questions of the Universe, to understand it like never before. The Eldyrannth put aside their warlike nature and began the art of study instead. However, this religion did not remain with them throughout their species history. Eventually, most Eldyrannth ended up become atheist, with The Order becoming restricted to the Royal Family until the point of Jyravana the Sixth, who had been completely unaware of the religion due to the fact that her mother had been extremely private with her religion to the point of not talking about it with her own family. Others begged Fyaerin to become their leader, but he refused on the grounds that he didn't seek power. Just the enlightenment of his species. He also argued that becoming a ruler would interfere with his studies. So instead they appointed a council of the three Clan leaders who were responsible for the people. After a while of debating, they also allowed a Council member from the Sexae'zataxae to join, as their village had grown in size due to a flood of refugees from the Zealous. Before his death at the age of 9,981 he helped establish an education system that was intended for use by everyone, not those just in a position of power. He also mated with several women, producing more than a few children. This ensured that the genes for telepathy continued on into the population, allowing for more telepaths to be born. All children that came from him carried and expressed this gene causing others to notice and investigate the cause for their ability. With their current technology level (13th century level) they were unable to find the genes responsible, and did not have any comprehension of Science at this stage in their development due to the repression from religion. There were many theories written about why this was, but many of them were wrong. Each theory was faithfully tested and either put on hold for when they were more advanced, or thrown out as they disproved it. Exotech Era Since the death of Fyaerin, the Eldyrannth have taken his teaching seriously and have strived to study and collect knowledge and information as they try to answer the questions that never seem to end. Cities and Towns began to spread across the Earth, and a healthy population of Eldyrannth began to form. Their population reached a stable 666 million individuals. It was a golden age, although poverty still existed mainly because their population grew so quickly in such a short period of time, they had trouble getting enough resources to cater to everyone. The number 6 is considered very lucky to the Eldyrannth, and is a number Fyaerin spoke about often, especially a group of three sixes, 666. That was considered extra lucky. A Hundred thousand years after Fyaerin left them, there was a young woman by the name of Talivana who was his direct descendant. She was one of the growing number of telepaths within her society. By now, their population was just over half telepaths. Due to the fact that Fyaerin was highly respected and now a well known telepath (The First) there was never any distrust against Telepaths as long as they didn't try to force non-telepaths to submit to them, which never happened. As a whole, ever since Fyaerin, the aggression had all but disappeared from them. During one of her exploration journey's, Talivana came across a race that called themselves the Rhydraen. They were an aquatic species, closely resembling what humans would call mermaids. The new species was shy, very timid but very intelligent. Talivana was even able to teach them her language. She visited them often, getting them to know her more and trusting her by protecting them against their natural predators. After some time, they presented her with these crystals that they claimed to have grown. Talivana thanked them and took the crystals away to study them. She seemed to 'feel' some kind of power within them but was unable to access it. For the next several hundred years, she studied them in great detail with her twin brother, Talirin. Finally, they discovered that when they were able to pour their energy into it, and using their telepathy to channel the power, the crystals allowed them to do things they previously had been unable to do. Like create a small tornado within the palm of their hand. Talivana also discovered that the more she used these crystals, the stronger her telepathic abilities became. She was able to connect her minds with many others without feeling any strain. This was noticed by other Eldyrannth who questioned her about her newfound abilities. She began to teach others within her Town about the crystals and the Rhydraen. They were eager to learn, and progressed a little faster than she did, as she had no one to help guide her while she was studying them. She also began to introduce other Eldyrannth to the Rhydraen, pleased that the two got along well. Word of her discovery spread throughout her race, and soon many flocked to her seeking new powers and guidance. The Eldyrannth also felt very responsible for the Rhydraen, who gave these crystals freely without asking for anything in return. The Eldyrannth vowed to protect them, as well as becoming good friends with one another, although the Eldyrannth insisted on giving things back in exchange for the crystals. The discovery of these crystals was a changing event in the course of their history. Instead of developing conventional technology, they began using the crystals in various ways to produce very eco-friendly, very efficient technology, or Exotech as they called it after the prediction made within Fyaerin's diary. The main problem they faced was that non-telepaths were not able to use the crystals as effectively as a Telepathic Eldyrannth. However, Telepaths were quickly out-numbering non-telepaths until only a few remained. These non-telepaths were the origin of the genetic disease that can render an Eldyrannth unable to use the Exotech crystals. But at the time, non-Telepaths were becoming ever more rarer, but they were still around. The Eldyrannth spent hundreds of years studying this new technology and learning how to use them. Not long after Talivana was given the original crystals, the Gauntlets were invented for them to imbed the Exotic crystals onto and use them easier. The gauntlets also had the added benefit of covering the fingers of the Eldyrannth, which are covered in nano-hairs that allows them to stick easily to smooth appearing surfaces. Usually they had worn gloves, but the gauntlets were a much better alternative. The gauntlets are made from either gold or silver due to their unreactive nature. They attempted to use more common metals, however they didn't react well to the long exposure of the exotic radiation and particles given off by the crystals. This discovery helped their golden age, allowing their technology to boom. With the rise of the exotic crystals, came another kind of technology that they call Artefacts. They were objects that were changed by the Exotic crystals to give them often unique power, or property. They were unsure how these Artefacts were created, however only Telepaths were able to make them. In time they did learn that the Exotic radiation could sometimes use powerful emotions to bond certain properties onto an inanimate object. Daedric war (Please note that this is my interpretation of hell, and therefore any demon characters do not have to conform to this idea) Unfortunately, the golden age for the Eldyrannth was not to last for long. Another species that inhabited another dimension, often came to Earth to stake it out, which were to be known as Demons or Daedra. When they discovered the Eldyrannth and the new abilities they possessed, they worried about the potential of easily enslaving them. They tested the Eldyrannth by attacking travellers that were often alone. Needless to say, the trips were not good for the Daedra and they often died as a result. But what the daedra lacked in power over the Eldyrannth, they had the advantage of numbers. For every Eldyrannth there were perhaps several million daedra. Due to their unsuccessful attacks, the daedra grew worried that the Eldyrannth might turn on them and wipe them out. So they decided to take matters into their own hands and strike first, giving them the advantage of surprise. They descended down upon the cities and towns of the Eldyrannth, slaughtering all in their sight and reducing their cities to rubble. The very first city to fall was called Kyann, with all civilians and military personnel slaughtered in the millions in the first wave of attacks. Confused and lost, the Eldyrannth headed towards the only city left standing. Vorserend. It was their Capital city and had been withstanding wave upon wave of daedra attacks, although with the heavy cost of life. Things seemed hopelessly bad for the Eldyrannth, and many feared that they were either going to die, or become slaves. The daedra converged on the Capital City, laying siege upon it and began taking it bite by bite. Despite many feeling that they were going to lose, they still fought fiercely to defend what they could. But slowly and surely, the daedra began pushing them back. By this point, Talivana was still alive and fighting alongside her people. She used her new-found abilities to fight back as hard as she could, however it wasn't enough. They were still gaining ground and there was nothing they seemed to be able to do anything about it. In a last bid to try and find something, Talivana looked deep within herself, pouring what little energy she had left into the crystals. When she did this, she found something new, and big, hidden within herself. Desperately, she poured her entire being into that one part of her. This caused her body to blur and waver until finally her body was replaced by a large dragon, the very first recorded Eldyrannth Exotic dragon. This form was a lot more powerful than her humanoid form, and daedra were having a much harder time in defeated them. Talivana reached out with her mind, linking herself to anyone that was conscious. Using this great telepathic link, she was able to teach others to do the same, turning themselves into the same large dragons that Talivana was including her twin brother. With this new found power and sense of hope it gave them, the Eldyrannth rose and struck back at the daedra. The results were devastating. The daedra lost huge numbers of soldiers and were forced into a retreat, leaving the City of Vorserend. The Eldyrannth celebrated, however that didn't last long until they realised the full extent of their loss. Their population had gone from 666 million to just a few hundred thousand, 333,333. All cities apart from Vorserend had been completely destroyed. So destroyed that there is very little evidence for the great Eldyrannth Empire before the Daedric attacked. They had been virtually wiped from the face of the Earth. Talivana saw the hopelessness of her people, and gathered them together, directing them when many were at a loss of what to do. She remained in her secondary form for most of the rebuilding of the city, stretching her mind out and linking herself to everyone. Using this, she was able to efficiently direct other Eldyrannth to rebuild the city. It also allowed for ideas to be shared among the population helping them to arrive to a decision all together instead of relying on a council of representatives that might not even reflect the opinions of the public. Her role was supported by that of her brother, who ensured that she was well cared for as well as acting as her protector, to protect her from any potential harm. The Rhydraen, grieving with the loss of so many friends, sought of a way to help the Eldyrannth. After hearing of how Talivana was linking everyone together, they disappeared for a time before coming back with a present for her. A large grey coloured crystal attached to the top of a crystal staff, with six other, much smaller Orange crystals, orbiting around the crystal like planets around a star that curiously matched the star system of Vorserend’s Stand. This sharply increased her telepathic abilities and make it easier to channel the minds of others. When the rebuilding of the city was complete, they then had to decide what form of Government they wanted. Talivana expressed to them that she had only taken charge to help rebuild the city. Due to how much their population had shrunk, no one saw fit to continue with the three clans. For years, they debated, often asking Talivana to link their minds to discuss it more efficiently. Unknown to the survivors of this massacre, a small group of Sexae'zataxae had also survived, far from the Capital City. They thought all the others had been destroyed, and moved off to build a new home, and new civilisation. These are the ascendants of the Sexi’zatazi race, which look very much like elves. They are, in fact, a sister race of the Eldyrannth however neither knew this for a very long time. During that time, Talivana gave birth to set of twins, one male and one male. The father of these children was her twin brother, Talirin as the two had a very close romantic relationship with each other. The female child, like her, had Golden eyes. When the children was almost an adult, the Eldyrannth had decided how they wanted to be ruled. They came to Talivana and begged her to become their First Queen. At first, she refused, however they argued that they couldn't think of anyone else that would be suitable. After the war, when they were lost and confused, she was the one that brought them together. And she had been able to bring everyone together in a way that had never been done before. Reluctantly, she agreed and took up the throne. She attempted to ask Talirin to take up the mantle of the King, however he flat out refused, stating that he had no purpose and no reason for that kind of power. At this point in time, the men were feeling a general guilt about the actions of the religious leaders who had been primarily male. Talirin didn’t want to appear to make a grab for power, and eventually Talivana accepted that. The Eldyrannth Palace was the very last thing that was built, at Talivana's insistence. She was putting the needs of the people before herself. She decided to keep her mind open to all those who had wish to contact her, however due to habit, the Eldyrannth people were in more or less constant contact with her, pulling away only when they wanted privacy. The war with the Daedra continues, even to this day. It was said by Fyaerin in his diary that the war would be long, and terrible, with many losses. But it would end, when the Daedric Dragons sat upon Hell's Throne, and then Hell and the Eldyrannth would be forever linked. (Side note: This war went on to continue for around about 5 Million years. It was mostly unnoticed by other species on Earth as the Eldyrannth have been keeping the daedra, or demons as they are commonly known as to other species, from washing into that realm. Skirmishes have taken place away from the prying eyes of other species. If a species, or family, were daedra hunters then it is very likely that they have heard about Eldyrannth or even seen one themselves. Of course, I would like permission to be asked about that as I would need to tell you how an Eldyrannth acts. But generally it will be good. Please remember that this is my version of Hell, with my own unique flare. It doesn’t mean that you have to follow the same rules as the Hell I depict. If you want some more information on my dimension of Hell, then please feel free to send an EcchiText.) The war that raged on for 5 million years was bloody and brutal. They were in almost constant conflict with the Daedra. There were many battles, with many heavy losses on each side but the Eldyrannth fought bitterly, never once losing their determination. Attacks on Vorserend were rare as the Daedra were never able to amass enough forces to attack them directly. Thus they settled in for a very long, drawn out war where they hoped to grind the Eldyrannth down and wear them out before making one last surge where they hoped to enslave many of the Eldyrannth. Mainly to gloat over their victory of the Eldyrannth. One of the most famous battles happened 3,524,666 BE (Before EPSUS) where the Eldyrannth had a valuable victory. In the mountain range beyond the desert that would be known later as the Dynz desert (Craethiel RP), the Daedra were attempting to secretly establish numerous dimensional portals that would give them permanent access to Earth. This was accidentally discovered by an Eldyrannth called Caerin (Red Eldyr) who immediately sent the message back to their home city. Immediately, the Eldyrannth mobilised, intent on stamping out this very serious threat. The force was led by two Eldyrannth. A War General, Sairin (Dark purple Eldyr) and his War General wife, Vivana (Deep Keza Blue Eldyr). Their forces far outnumbered the Daedra that were guarding and establishing the portals and the two were able to easily overpower them before closing down any of the portals that were already there. Since then, the Daedra have attempted to do this several times but all efforts have been thwarted by the Eldyrannth. After several of these attempts, the Eldyrannth began looking for a means to attempt to seal the Daedra in their dimension. Since the beginning of the war, the Eldyrannth had been making use of the Dark Grey crystal that broke down dimensional walls. This allowed them to send Daedra back into Hell if they were unable to defeat them. This has been how they have kept Daedra numbers so low on Earth to prevent another all-out attack on Vorserend. But they wanted a way to seal Daedra in their dimension for good. An Eldyrannth by the name of Nepovana came forward with an idea as to how to carry it out. She proposed that if they linked all their minds to hers through the Queen and channelled their energy into her, she was able to use the Dark Grey Crystals to attempt to seal up the link between the two dimensions. It would cause them to become vulnerable for a period but it should achieve the result they needed. Desperate to try anything, all Eldyrannth agreed that it was perhaps the best course of action. They pooled their resources together and gave their energy to Nepovana so that she could carry out her task. It succeeded, for a time. However the Daedra began chipping at the seal and have been able to send individuals through, although no where near the numbers they used to send. One of the battles that the Eldyrannth consider one of the worst days of the war was in 1,837,333 BE. There had been a strange period of quiet where absolutely no attacks occurred, not even singular attacks, for around ten thousand years, causing the Eldyrannth to wonder if the Daedra had admitted defeat and were giving up. At first, this made them edgy before they began to relax. However as soon as they did, the Daedra sprung a surprise attack on them. For the entire time, they had been slowly sending Daedra through the seal and hiding them on Earth so that they wouldn’t be detected before the attack. But instead of attacking anyone directly, they focused their efforts on the Crystal Groves, where the Eldyrannth buried their dead. They shattered millions of trees, scattering them across the landscape. Their hope was to completely demoralise the Eldyrannth to bring a quick end to their seemingly never-ending war. This, however, had completely the opposite effect. Angered beyond reasoning, the Eldyrannth struck back with more ferocity than ever before. Screams of their rage and grief echoed off distant mountains as they mercilessly hunted down every Daedra and tore them apart with their talons, even if the Daedra was retreating and begging for its life. The site was never used as a Crystal Grove again. After they had killed every single Daedra that was on Earth, they salvaged what they could and began to bury their dead elsewhere. This site became later known as “Daedric’s Reach”. Social Era After the initial battle with the daedra, the Eldyrannth began focusing on Warfare. They began training on how use their crystals to better fight daedra and send them back to hell. Despite the war, Eldyrannth still devoted their time to study and improvement as a species. As the Millenia went by, Talivana's line carried on through her daughter. It was discovered that only those of her family could effectively use the Queen Crystal effectively, and only those of a single gender. Female. The daughters, with the ability to use the crystal were all born with the ability to use the Queen Crystal from that family, had golden eyes. Male children, or females that couldn't, had other colour eyes and were unable to produce special Gold eyed children. The golden eyed females were also, on average, stronger in their telepathic ability compared to other members of their species which made them biologically ideal to act as the central hub for their hive mind which had grown and developed over the years. The male children of the family were also quite unusual, in the fact that their telekinetic ability was stronger than that of the average member of their race. Still, they refused to put themselves forward to take any form of power, and refused titles offered to them preferring to have the responsibility without the title. Generally they task themselves with the protection of the Queen and to ensure that she is well taken care of. As is typical for a Royal Family, incest is very rampant however with Eldyrannth, due to the presence of the Incest gene, it prevents genetic stagnation. After the emergence of their new form, which they began to use frequently for travel and fighting (due to the more beastial, aggressive nature. Some historians argue that the reason why the Eldyrannth didn't lose their principles or kind nature was because the dragon form help protect them from the real cost of such a war), came a number of changes. The first, was that their life-span was cut in half. It was discovered that the crystals had begun to have a very negative effect on their body. The exotic radiation emitted from the crystals crystalised the Inchor in their blood. Once a piece of Inchor is crystalised it can no longer be broken down into Omnipotent Stem cell and Chor. It is also extremely sharp, and can sometimes tear veins and arteries, causing internal injuries. Early on in the condition, this isn't that dangerous as stem cells repair the damage, but it is very painful. However as the condition progresses, the crystal can clump together, forming blockages within the veins and arteries, similar to blood clots. This can cause strokes, and even death. It is called Inchor Crystallisation and it is lethal. However the Eldyrannth decided to continue using them to defend themselves against the daedra, although they would educate the young about the dangers before they took up the crystals. During these years, none were expected to live the 10,000 years anyway. Another effect of the change, was that when individuals were born, they were often born with eyes not the same colour as any of the families. It was discovered that the colour of the original form determined the colour of their Eldyr (dragon) form. The colour was also seemingly random, except for the Royal Line that were able to use the crystal. Their eyes were always gold, and the Eldyr form was always primarily white, with gold wing membrane, spikes and talons (claws). The last thing discovered with this, was that when an Eldyrannth died, their body crystalised before growing into a crystal tree. The leaves were the colours of their Eldyr form. They discovered that the leaves were in fact similar to the Rhydraen crystals but with different properties depending on the crystals that Eldyrannth used during their lifetime (They were always buried with their Gauntlets). Instead of shunning the use of these crystals, they thought of it as a final gift from the dead, to the living. Almost like a testament to the commitment of their species survival from the inhabitants of hell. Their graveyards became to be a place of peace, where Eldyrannth would go for quiet contemplation or meditation. When within the crystal forest, it becomes like another world. Anyone entering one will feel a wave of peace and contentment, as if all their worries had disappeared. They will find that they would be able to think more clearly. It is for this very reason why the Daedric attack at Daedric’s Reach angered the Eldyrannth so. As the years went by, the group mind became even more complex as Eldyrannth spent more time linked together. The group mind became so vast, that anyone with telepathic ability would be able to hear the telepathic field as a faint whispering in the back of their mind. However they wouldn't be able to understand any individual word, due to the amount of information being exchanged. They also wouldn't be allowed into the group mind except in very special circumstances. (Please ask permission if your character encounters this, as it requires getting in close range to Vorserend.) Due to the fact that only a Queen could be in charge, gradually females became the more dominant gender. They were more likely to be in positions of responsibility, and females had full parental rights over their children. Fathers didn't have any rights over their children. And poverty still existed. Homosexuality and Transgender's were also shunned as they would not produce children and many Eldyrannth were in the view that they had to try and keep their numbers high. This continued to cause more upset until four million years into their predicted civilisation start. A very old Queen, far gone in Inchor Crystallisation, outright banned Homosexuality, Transgender, Cross dressing and Asexuality. She also banned a Healing Herb that is known to humans as Cannabis. The general population became angry with this, speaking out against her. Her daughter, Lyravana, spoke out as well, publicly condemning the actions of her mother. She convinced her mother to step down as Queen as her condition was compromising the people she had pledged to protect. After lengthy discussion, the Queen finally agreed. Lyravana took the position of Queen and immediately retracted the laws that her mother had put into effect. She also wrote up a Bill of Universal rights, that protected all from the discrimination, or exploitation of everyone, regardless of gender, species or sexuality so that it also covered other sentient beings such as the Rhydraen. It also protected privacy, but Eldyrannth are always respectful of privacy anyway despite the fact that they are often linked intimately with each other. They never force anyone to join the group mind. Lyravana the First, or Lyravana the Compassionate as her legacy became, based these Universal Rights on the Commandments of The Order, the religion she followed which covered any and all sentient species, including aliens. She also began planning to eradicate poverty once and for all. Within a few hundred years everyone had a place to live and food in their stomach as well as the chance for a free, good quality education for themselves and their children. Experimentation Throughout the years, there was a small group of Eldyrannth Scientists, around 20 or so at a time, that worked on their research in secret, pulling themselves from the group mind and never thinking of their research when connected. This was extremely hard to do, but they were obsessed with the idea of forever putting an end to the Daedric threat. They studied the Diary of Fyaerin closely, and were convinced that this EPSUS was the key to pulling this off. The diary spoke of several species; Keza’maraki, Mako’demeri, Coda’zotozi and Zeta’muluri. All were written as being the “Children of Eldyr” It spoke of other species, too; Xenovityr’ra and the Children of Xeno, but not in as much detail. They interpreted this text to mean that the Eldyrannth were the ones to create these species. Their first experiment into their theory was on a primitive, but strangely, warm blooded reptilian species. They also had three sets of limbs instead of the usual two sets that other species displayed. They had front legs, a set of wings and back legs. Over the generations, they manipulated the genes of this species using their own DNA to create the first Zeta’muluri that were as sentient as they were. While being aggressive, they also quickly began to establish their own culture which became surprisingly deep and complex despite their aggressive and war-like nature. In their mind, they were indeed what Fyaerin predicted. Pleased with their success, they went on to manipulate other species using the same techniques to create the other species. They had come to care for what they viewed as their creations deeply, and even had sex with them. To their surprise, they were even able to breed with them to create half-Eldyrannth children. This was the very first time that they had encountered their species successfully breeding with another. There had been previous cases where Daedra had attempted to breed with Eldyrannth, usually by violently raping a female in heat and leaving them with child. However, many aborted the fetus so they didn’t carry it to term. Even if they didn’t abort the child, all pregnancies had ended with either the death of the mother, death of the child or both. The half-breeds with these newly created species were a very easy pregnancy and resulted in many successes. Thinking that it would help accelerate their intellectual progress, they continued breeding with them and allowing the half breeds to continue breeding with their host species. Not long after their first several breeding experiments, one of the members accidentally let it slip as to what they were doing. The rest of the Eldyrannth were shocked and enraged with the way that they were ‘Playing God’. They thought it distasteful to interfere with a species natural development, however which way it went. While some were impressed by what had been accomplished, many were revolted by this. The Scientists often found that Eldyrannth would turn and walk away from them in disgust. The Eldyrannth couldn’t put a stop to the experiments, as it was just as immoral to kill them off. They had to allow them to live, however they stripped the Gauntlet’s from the Scientists and banished them. The Scientists became angry, feeling that they were the ones that were to save the Eldyrannth and that they had been betrayed. The Scientists divided up, each settling into one of the four species and living the rest of their life with them. Fall of Vorserend. At 5,494 BE, the Queen of the Eldyrannth, Jyravana the Sixth gave birth to a set of twins. The birth almost killed her, as the twins had emerged from her at the exact same time, clinging to one another. The golden-eyed child was called Talivana, and the black-eyed child was called Talrin. Jyravana loved her children, and when she first held them she sensed that there was something exceptionally special about the two of them. The only thing that dampened her enjoyment of her new children was the fact that their biological father, her brother Kayrin, was absent. He had not attended their birth and he rarely came back to see them. She was left to raise the two children on her own, which was very difficult along with her Queen duties. But she didn’t want anyone else to raise her children for her. As the years went by, Talrin’s behaviour became unmanageable to Jyravana. Especially on a particular incident when he was four years old. She had caught him out on lying to him and, as punishment, she spanked him. But to her surprise, the spank had caused him to moan as if he received pleasure from it and the young Talrin was extremely humiliated and he absolutely refused to speak to his mother afterwards. Feeling desperate, she turned to a friend that worked in the city as a clockmaker, Temporin. He agreed to come and help her with her problem, and he was able to coax Talrin out of his silence by bribing him with his favourite fruit. Strawberries. Temporan managed to get Talrin to agree with go with him and his mother to see a child psychologist, who was able to state that Talrin had the Eldyrannth form of autism which caused him to be able to absorb information at a furious rate. An intelligence test also showed that, at the time of his birth, Talrin was the most intelligent child they had ever encountered. But he also pointed out that the absence of Talrin’s father was causing huge problems for him and was a significant factor in his behaviour problems. Since then, Temporin moved into their palace as he became the Queen’s lover. He also adopted Talrin as his son and since then, Talrin’s behaviour had a marked improvement now that he had a father-figure in his life. Temporin had also helped influence the Queen into a few policy changes such as their strict isolation. He encouraged her to drop the laws that prevented them from trading and interacting with other species, as such isolation was dangerous. This lead the path to where the Eldyrannth started trading with other species although nothing technology-wise, but they also began to interact more on a social leve. Temporin’s presence as Jyravana’s lover was a secret, at first. Until the sixth birthday of the Crown Princess and her brother. Their father had returned, but took Talivana out along with a friend to go shopping. When Talrin requested to go, Kayrin told him off and told him to stay which really upset Talrin as he was still hopeful that he could forge a bond with his biological father. Instead, Temporin and Jyravana spent time with him along with his best friend, and younger sister (Jyravana’s and Temporin’s daughter). They turned a bad day, into a very good one for Talrin and he was happy… until Kayrin returned and started to become jealous that Jyravana was spending time with another man and he was pushed over the edge into rage when Talrin called Temporin his father which resulted in Kayrin trying to force wash Talrin’s mouth out and, in his rage, kill Talrin’s friend who was lucky enough to be in possession of regeneration. But that completed the fracture between Kayrin and Talrin, who from that moment on refused to acknowledge the family relation between them. Later that night, Temporin revealed to Jyravana that his real name was Temaelrin and she officially took him as her partner and mate. Years after, Jyravana made a change to another Policy. By this point, everyone was very comfortable in the fact that they only have Queen’s; no Kings. Jyravana, in the interests of fairness, felt that the males of the family should be given the titles they deserve. She retroactively labelled all the mates of the old Queen’s as King’s, and made her current mate King as well. This made her son, Talrin, the Crown Prince instead of just the brother of the Crown Princess. Other revolutionary events were occuring as well, such as the changes in their medical community thanks to the efforts of Talrin. He had asked for a medical license not long after he had turned a hundred but because of the attitudes back then, he was laughed at as he was considered far too young and inexperienced to do such a job. Furious, he decided to do things his way. By the time he was four-hundred, he had completed his first major projects; Generin. Generin was a comprehensive library of the genealogy of the Eldyrannth as a species. Their genome. He also researched and pushed the boundaries on medical knowledge. Despite not having an official medical license, he practised medicine and helped the people of his City. He was so good at what he did that people preferred turning to him than the actual medical community who, in the end, were forced to hand over a licence. When the Crown Prince was eight-hundred years old, though, investigators broke into his lab to find that he had been running experiments on Daedra and was researching into how to switch minds. There was even evidence that he had experimented upon unconsented individuals. Talrin was stripped of his gauntlets and banished from the city along with his research partner, his cousin Lusravana. This left the Crown Princess, Talivana, heart-broken due to the close bonds that Eldyrannth twins share with one another. She felt so ashamed and angry and completely disavowed him. When Talivana was 1,000 years old, there was a sudden attack on the Capital City lead by a Daedric General by the name of Diomedes. He brought with him an army of daedra in an attempt to wipe out the city. He had managed to break the seal enough to force as many Daedra through as he could possibly manage without completely obliterating both dimensions in the process. The most shocking thing of all, was the fact that he had an Eldyr like form which was heavily influenced by the daedra. The Daedric Eldyr. However this did not seem to be the Daedric Eldyr that Fyaerin had spoken about in his diary. This one seemed intent on wiping them out, not create peace. A set of fraternal twins, Kalrin and Haelavana, Warrior and Healer, rose up and fought bitterly with Diomedes. It was a long, intense fight, but the two were able to lead the counterattack to drive away the daedra and Diomedes. Afterwards, Haelavana tended the wounded and healed to the point of exhaustion as an uneasy peace settled on the city. When Talivana, Princess of the Eldyrannth and heir to the throne, was 2,500 years of age, she ventured out on a mission to help a problem where a lesser daedra was trying to seek power by forcing a village to worship and fear him. She arrived in the village, staking it out before the daedra revealed itself. It was an easy task drawing the daedra away from the village before banishing it. In fact the job has been too easy. She remained in the town for a few weeks to make sure that the threat had gone. When it appeared that it had, Diomedes appeared before her. He informed her that she should perhaps return home as quickly as possible. She asked what he had meant, but he refused to elaborate, instead repeating his message. Deeply worried, Talivana hurried back towards her home city of Vorserend. When she arrived, the city was in ruins and the entire inhabitants slaughtered, leaving her the only living Eldyrannth in existence (baring Erickavana and Daedrin, but they are not from this time era). The Princess almost went mad with grief and anger. But she forced herself to push that grief aside, and gathered herself to leave the city behind and find the ones that destroyed the Eldyrannth Civilisation. Before she left, The Daedric Wolf appeared before her and returned to her, her adoptive daughter Kaylarvana who had gone missing sixty-six days before the attack. Happy and relieved, Talivana welcomed her with open arms and the two of them left the city in search of the ones that did this. (Rest intentionally left blank due to plots in Craethiel Kingdom. Please note that the City is destroyed and all valuable items removed. Looters will find nothing of value within the city, other than a load of graves) Culture: They are generally a peaceful race, having no problems with other races unless they are attacked themselves. They are also a race of demon hunters, being extremely skilled at hunting down demons and banishing them to where they came from. They spend their time training and studying when they are not out hunting demons. They live in a large, well developed city where there is no shortage of basic needs such as food and shelter as everyone contributes to growing their food and building their homes. They also have a refined musical taste and many spend their time refining their instrumental skills as well as their voices. They have extremely good voices that are like nothing heard of before. The Eldyrannth also have horses that are more powerful and intelligent than normal horses. They are slightly larger and more muscular which enables them to run faster and further than their smaller cousins. The lower part of their legs is ‘feathered’ which covers the hooves somewhat, a feature that is seen on Shire Horses. These horses, which they call the Aelda, are usually white in colour but there are some of various colours. They are considered a sentient species by the Eldyrannth, and they do not enslave them or force them to serve. The Aelda has to consent to bearing the weight of an Eldyrannth. They are usually seen, around the city at least, garbed in hodded white robes like clothing made from a very soft material. Usually around the waist is a piece of material that drops down at the front. It is usually the same colour as their eye colour/dragon scale colour. Their fighting garb is vastly different, but it is different from person to person as individuals prefer different armour styles. The one thing that they all have in common is the gauntlets that cover their lower arms and the back of their hands before covering their finger tips. The gauntlets are silver or gold dependant on the individuals taste, decorated by the gems that are the source of channelling their energy into powers. The Eldyrannth have a symbiotic relationship with a race that are called the Rydraen's, who resemble what most people would call a 'mermaid', in fact they are a possible source for the mythical creature. This aquatic race, in return for their protection, grows their power crystal in a specific way (Through singing at different pitches to shape and mould the crystal. Each type of crystal has a different ‘song’ which they are grown with). The Eldyrannth are fiercely protective of this vulnerable race and do not take well to anyone approaching the underwater cities in which they dwell in. The funeral grounds of the Eldyrannth are like nothing seen before. After the body is buried, a crystalline tree begins growing after a few months of burial. When fully grown, the tree can reach as high as the length of an Eldyr Dragon. The trees are of a clear crystal, but there are also crystal ‘leaves’ on the tree. The colour of the leaves are different for each Eldyrannth buried. The colour of the leaves reflect the colour of the Eldyrannth's eye colour. The leaves have different powers depending on the crystals that the Eldyrannth used so they come in a range of different uses. It is thought to be final gift of the dead to the living. When a crystal leaf is harvested and ground up and made into a potion, it can cure any poison, even that of the Lemoa flower. The leaves will grow back, but this process takes years. The city, called Vorserend, is hidden within the Therarr Mountains. It is an extremely peaceful and beautiful city with a unique architecture. There are waterfalls everywhere, adding to the serenity of the surroundings as well as adding to the serene sounds that fill the air as the water tumbles over rocks. When populated, many Eldyrannth can be seen walking the streets, going about their business while dragons fly above them in the air about the city. Below is an example image of what the city looks like: Communication/Language: The Eldyrannth have a group mind which allows them to speak to one another. Privacy is not needed between individuals due to this group mind as they all know what each other is thinking, although they can temporarily cut themselves off from the rest of the group mind. Any person with a telepathic ability would be able to hear a kind of ‘whispering’ whenever they come close to the centre of their group mind, the city. They can attempt to join in with the group mind, if they figure out what that whispering is, but they would not be allowed into the group mind unless it is a very special circumstance (You would have to send me an EcchiText to ask permission, as well as for further details). With other races, they speak the same language of the land. In their dragon form, they can communicate through roars and growls as the shape of the mouth makes speech impossible. Telepathic communication is still possible in this form. When communicating telepathically, Eldyrannth do not generally speak in words to one another, instead showing images, replaying memories and allowing feelings to flow to the others. To other people, outside of the Eldyrannth species, this can be confusing and make little sense to them. Due to how complex the mind of an Eldyrannth is, and how ‘vast’ it would seem to others, being in telepathic contact with an Eldyrannth is extremely dangerous. Without intending or, or even trying, they can accidentally crush the minds of others and kill, or make them insane without intending to. Food and Drink: They have various fruits and vegetables that used to grow wild in the mountains but they have since started cultivating them, farming them to feed their population. They also have several species which they care for well for things like the fur, or wool for their garments. They do not kill animals to feed themselves, but they will eat meat. This meat usually comes from their herds from animals that have died of old age, or from accidents. When sitting down to eat, they eat a serving of vegetables before they eat a course of meat, if there is any. They do not have any alcoholic drink, as alcohol clouds their judgement and they need their wits around them when doing their tasks as well as Demon Hunting (Or Daedra as the Eldyrannth call them). Instead they drink clear mountain water as well as fruit juice that is usually drunk fresh. When it begins fermenting, it is considered bad and thrown away or give to the animals to drink. Despite their aversion of alcohol, they frequently ingest or smoke a herb that they cultivate. It's the Cannibis plant, which they consider to be a very versatile herb. It is also used to make most of the cloth and paper that they use. Sports/games and other pastimes: They don’t really have any games, but they spend their times doing things that interest them such as farming, or studying. The only thing that comes close to sports is practicing to fight by fighting with one another in a non-malicious manner. Once a year, they hold competitions where Eldyrannth can enter and compete with each other to see who is the best. There are no prizes for winning, but then they don’t need them. Simply being named the best is prize enough for them. Hierarchy: They are ruled by a Royal Family who are the ones that appear to have all the power, but that is an illusion. The power actually lies with the people. The current Royal leader simply acts as the one that carries out the will of the people. It isn’t really seen as a position of power, more like a position of responsibility. Any Eldyrannth seen as not carrying out this responsibility, they will be asked to step down and allow someone else to take up that responsibility. They are ruled by the Queen, who is always in her Dragon form, who usually stays within the Palace. She is the very centre of the group mind, which is why she remains in her dragon form as the dragon mind would be able to handle the weight of the thoughts of their entire race easily. Before a female member of the Royal Family ascend the throne, they have a single child who is next in line to become Queen. The Queen is in possession of a staff that has a single large grey crystal that is surrounded by six orange crystals. This helps them be the central mind of their race. Another advantage of the Queen being in her dragon form all the time is that is slows down the rate of blood crystalisation, as they are using the crystals on the staff constantly, so that they are able to reign longer. The only ones that are able to use this staff, are the female members of the Royal Line. It is a single, unbroken family line. The reason why they only have Queens, is because of biological reasons, not cultural reason. Females do not have more power, or rights, than men. Each Queen has the same colour eyes, Gold (unlike other Eldyrannth where the colour is random), and has the same colour Eldyr form (which for other Eldyrannth it is the same colour as their eyes) which is white scales with gold eyes, horns, spikes and talons. What the race consider as insulting/rude/ shameful: Shameful: The removing of their gauntlets is considered the biggest shame to be had as the gauntlets are seen as their honour. Insulting/Rude: No feet on seats while eating or showing the soles of the feet. No eating with mouth open. To eat meat before eating the vegetables. The vegetables must be eaten before the meat is eaten. It is rude to eat in front of someone without inviting them to eat with you. If they refuse then they are allowed to eat in front of them, but it is still frowned upon. What the race consider as Respectful: Signs/mannerisms to show respect: Putting a hand on the chest and inclining of the head is a sign of respect. To hold hands without the metal of the gauntlets covering their fingers is considered an extremely intimate act. Even hand shaking is done between those who are extremely close to one another. Usually, in greeting, they lightly press the back of their hands against each other, Misconceptions/Myths/legends/Old wives tales: That their dragon form, like most non-humanoid, are monsters and burn and pillage villages and towns. This is not the case as they are very gentle and do not like harming anything that is not a demon. They are demon hunters and only show aggression towards demons. They also try and stop any demon worshipping which involve trying to raise a demon which could be disastrous. Name Style: Female names usually end in 'vana'. Male names usually end in 'rin'. Although these are the usual style, there are a few exceptions, but they are not very common. There are some names that banned from ever being used. Some children are named after famous Eldyrannth, as the name is a mark of honour, a name to be passed down to future generations. However if an Eldyrannth has committed a terrible crime, then their name cannot be used to name a new child as the name bares the dishonour of the Eldyrannth who committed the crime. General Race Behaviour: This race is usually peaceful and friendly, however if someone were to do them any ill then they are not very forgiving. They are generally well mannered and patient. They also make great listeners as they prefer to listen rather than talk as between each other they have no needs for spoken words. Although they are friendly and patient, they can become irritated quickly if someone was to do something like push religion onto them, or pressure them into doing something that they don’t want to do. Love: They love much the same as other mortal beings, and this love can last for hours, or centuries. If they love another member of the race, regardless of either partners genders, they go through the process of bonding [see Mating below]. This bonding can last for as long as either of them wish it to. If they feel like they no longer wish to be bonded, they simply part from one another. Ill feelings are generally not created in these circumstances. It is also common for Eldyrannth to be in a relationship with multiple partners. Religion: They do not believe in any God as they have evolved beyond the point in believing in Gods. Instead, they have a firm belief in science to explain the world around them, although they are tolerant of other beings beliefs... providing that they are not pushed onto the Eldyrannth’s, that is. They seek to know about the world, and the universe around them. They want to understand the Universe they inhabit, and they strive towards this goal. Laws: They only have a single law. The law of Universal Rights, which extends to the treatment of other sentient species. This law protects all from discrimination, abuse and exploitation from the Eldyrannth as well as protecting their privacy and right to justice. But due to the group mind, they do not require law as everyone knows what everyone is thinking. This makes deception hard between Eldyrannth citizens. Even if they were to pull themselves away from the group mind to commit a crime, it will be known as soon as they re-enter. If they pulled themselves away to commit crimes or even treason, then they are brought back to the city and publicly humiliated in front of everyone by having their gauntlets removed and their name being banned from ever being used by another child for the rest of their history. Rituals: - Mating: If an Eldyrannth is interested in another, they begin courtship by leaving gifts in front of their intended partner(s) door. If the gifts are accepted, and gifts are left on the original Eldyrannth’s door, then it shows that their intended partner(s) are interested in them. This exchange of gifts can continue for months, or rarely even years, before the couple meet in a secluded place. There they dance with one another until they reach the final stage of the mating ritual. At the final stage, they fly in a dizzying mating flight. In the case of heterosexual pairings, the male chases the female to catch her. In the case of homosexual relationships, the dominant partner chases the submissive. Eldyrannth’s do not have any prejudices in regard to an individuals sexualities. - Pregnancy celebration: When a woman is found to be pregnant, friends and family often gather and offer gifts to the expectant mother. As children are rare in their culture (Only two to four each year), people outside of the friend and family circle may also offer their congratulations. - Birthing Day: When labour begins, a healer helps the expectant mother during the process of birthing. When the child is born, the Healer measures the child and checks them over to make sure that they are perfectly healthy. The mother then may be in receipt of congratulations and offered more gifts to help with the young, but otherwise the new mother and father is left to bond with the new child. - Death: When someone of their race dies, close friends and family gather in the home of the deceased. The deceased is lain on their bed, their body covered with small gifts from the gathered which can be from small crystals to flowers. The gathered sing a song with the rest of the race within their shared consciousness, a song of mourning. When they feel that the time is right, they transfer the body onto a litter tray, and four members carry the body to the funeral lands. While they walk along the streets, anyone nearby stop whatever they are doing and watch respectfully while the party passes. When they reach the funeral grounds, the party bury the deceased into the ground, leaving the grave unmarked. Within the next several months, the body turns to crystal, before growing upwards towards the surface where it grows into a crystalline tree, complete with roots and leaves. - Remembrance day: It is a day where all the ones killed in war are remembered. They rise at dawn and go to the burial site where the funeral crystals are kept. They sing a remembrance song before they then prepare the afternoon feast. Around mid-afternoon they have a feast of a meat of a large grazing animal along with various vegetables (They search beforehand for one that died due to natural causes). The meat is cooked on a traditional spitroast. There is then some celebration as they celebrate their own lives that the deceased had given up to give them. At sunset, they have a moments silence in respect before they have their evening meal. - New Years celebration: On the eve of the New Year, they have an evening meal before the celebration of going into a new year. At the second that the New Year starts, they drink a toast to the bountiful harvests and crystal singing in the New Year. - The crowning of the new Queen: If the current Queen is going to die soon (Within the next few years) by natural means, then the Old Queen is the one to present the Staff to the new Queen. If the Queen has died suddenly (Like poison or in battle) then the people chose someone to present the staff to the new Queen. This is done in the Palace in front of witnesses. The Queen is given the staff and then the rest of the day is spent in celebration and feasting. Genetic Diseases/ Common Ailments/ Common Mental problems: - Genetic Diseases - In some families, Eldyrannth's have the inability to use crystals naturally and require severe training to be able to have at least some use of the crystals. The number is few as this is a recessive gene that does not appear very often due to their low breeding rates. It is a recessive gene that can occur in both males and females. ADVANTAGE: Protects against the crystalisation of the blood through use of the crystals - At a late age [From 4,000+] the brain starts to degrade, the nerve cells wearing down, causing the individual to revert to a childlike state. It is a dominant gene, however it is rare as usually the individual is infertile, but cases do occur. - Common Ailments: The Ichor in their blood stream hardens into crystal over time, depending on how frequently they use their unique crystals. When their blood turns to crystal, they die. As the Inchor crystalises, it becomes more and more painful for the sufferer, so painful it can become incapacitating. It can cause internal bleeding, as well as blockage of the arteries and veins, which leads to strokes and other ailments. There is no known cure. - Common Mental Problems: The genetic disease mentioned above. Anatomy and Physical Appearances: - General look of the race: Like the Keza's, Eldyrannth look a lot like humans. This is due to their similar evolutionary paths. However, while the Eldyrannth look human, they are very different to humans in organ functions and abilities. For one thing, the humanoid body is not their only form. They have the ability to shift from their human form into that of a dragon, their Eldyr form. But that is the only shape shifting power that they have. In their human form, they are often tall (6ft+) and beautiful looking. The kind of body they have depends on what they specialise in. Eldyrannth who prefer close range fighting tend to be more muscular in stature whereas those who prefer longer ranged attacks tend to be slimmer and more lean. Especially to human standards, they have beautiful faces with exotic features but again, each individual is different. Their eye colour is different from one another as the colour of their eyes in human form determines what the colour of their scales are in their Eldyr form. Another feature that they have different from humans is the ears are pointed and also are large enough to reach the top of their head, curving back slightly, with a few bone spikes along the rim of the ear. The most common hair colour is a dark colour hair, mainly black, which many like to have long, but it is not unusual to see an Eldyrannth with short hair. The Eldyrannth Dragon is an unique, exotic dragon. Their species, exposed to a special exotic radiation, have allowed them to have this form. Along with it come a number of features. As an Eldyrannth ages, their dragon form grows along with them. Once every 100 years, they have a growth spurt of 2 metres. It is said that some of the older Eldyr Dragons could pass for mountains and their growls were akin to earthquakes. Their scales, which cover every inch of their body, glitter like a thousand gems, said to be able to strike the unwary blind with their brilliance. This glittering property helps reflect light, as well as various types of radiation such as UV. The scales are hard enough to repel many physical attacks such as a sword or arrow, even giving them some protection against bullets. They also come in thousands of colours, a group of them said to look like a glittering rainbow. The colour of the Eldyr Dragon is the exact same colour as an Eldyrannth's eyes which include thousands of shades and tones. The Eldyr dragon is shaped like a Western dragon, with two hind legs, two large bat-like wings and two front legs they can lash out with. Their talons are extremely sharp, and are often a brilliant white in contrast to their shimmering scales. Running down the length of their back from the base of their spine to the top of their tail are very sharp spikes, the same colour as their claws. Emerging from the back of their head are two or more horns that are shaped differently for each Eldyr Dragon. Some will curve straight back, or curl around their face. To complete their fierce appearance are their large razor sharp teeth and cat-like eyes that often seem like they are glaring down at you. Their tongue, forked in shape, usually flickers out from their mouth to taste the air much like a snake does. Compared to other dragons, their wings are proportionally larger compared to their body length. Their wing length, across both wings, is four times that of the length of their bodies. This allows them to catch more air under their pinions and fly far above cloud level. To aid with this, their bone structure is not solid. It is a spongy honeycomb structure similar to birds that reduce their weight and make it easier to fly. Their reflective scales protects them from the high UV levels at this altitude. Their wings are made of a thin membrane, usually the same colour as their scales, and are used to push down onto the air to lift the rest of the body into the air. Like bats, when their wings are up-stroking, they pull them against their body to prevent wind resistance. This makes flying a lot more energy efficient and allows them to fly faster and carry more weight. The membrane is very concentrated with specialised pressure nerves that detect differing pressures in the air. This allows the Eldyrannth to detect whenever they are in air pockets in the air which they can use to either to speed them up, or climb higher in the sky. While they have no control over this, they sometimes exhibit very strange powers, which many would think of as magic. It is not. It is the manipulation of the environment around them due to their exotic nature. Thus, it is not something that can be replicated by any other species. Each time this power is used, it produces different results as the power comes about due to thought, and no two thoughts could ever be exactly the same. Like many dragon species, they have the ability to breathe fire. This flame is a mixture of a flammable liquid produced by their bodies, Inchor and Hydrogen. The resulting flame is extremely deadly, and burns very hot. The liquid causes the flame to stick to any surfaces and is very difficult to clean off before the resulting fire kills you. It has been called similar to Napalm. - Hearing: The Eldyrannth have a very similar sense of hearing as a Zeta, only being able to hear between 20Hz and 25kHz. Their ears are similarly shaped to humans, with an elf like shape and work much in the same way. Their hearing is not as good as the other species as they rely on their sense of smell, and sight much more so they have never develop the need for more sensitive hearing. - Smell: For the Eldyrannth, their smell works in much the same way as a humans, although it is slightly stronger but not by much which makes their sense of smell, through the nose at least, rather dull. Their main sense of smell is in their Dragon form. They can use their tongues like a snake and pick up smells (molecules) from the air, pressing them against an organ at the roof of their mouths which enables them to process the scents that are hanging in the air. This enables them to further distinguish scents from each other. They can do this on land as well as in water making them deadly hunters of all environments. This tasting sense of smell is even more powerful than a Zeta, at least by three times. - Eyesight: With the Eldyrannth, in their human form they have 500,000 per square mm photoreceptors. In their dragon form they have 2,000,000 per square mm photoreceptors, a very high number of nerves connecting the receptors to the brain, a second set of eye muscles not found in other animals, and an indented fovea which magnifies the central part of the visual field. In their dragon form, Eldyrannth have the best vision within the EPSI Federation. - Touch: The Eldyrannth, in their human form, have an almost identical touch system to a human. The only real difference would be the fact that their G-spot has double the amount of nerves. The back of the hand is also rather sensitive, as they usually use the back of their fingers in order to touch as using the front of their fingers would cause them to stick to the surface in which they are touching. In their Eldyr form, they are more sensitive to pressure than anything else. Like a Zeta, their wings are the most sensitive part of them. Their wing membrane is covered with tiny, microscopic hairs that are sensitive to the most minute of pressure changes. This allows them to be extremely good at flying and locating pressure spots. - Feeding: Eldyrannth have a mouth in both forms located on the head underneath the eyes and nose. In their humanoid form, their face looks much like a Keza's, whereas in their Eldyr form their heads are rather Zeta like apart from the scales. At the entrance of each lung is a gland that has a tube running up the throat to the roof of the mouth. This gland stores a special substance called "Ichor" (For more information, see features below.) The way that they breathe fire, is that the they have two glands near the entrance and exit of the lungs with a tube leading up to the roof of the mouth so that they can squirt out the Inchor which can be activated by a small, electrical spark to create the flame. They can control the amount that squirts out to control how large the flame is. So their mouth is not only used for feeding, but for offensive capabilities. - Organ Function: The Eldyrannth, in their humanoid form, their organ function is similar to that of the Keza's or Mako's. Very human like. But with a few differences. At the entrance of their lungs are two small glands with a thin tube going from the glands to the roof of the mouth which they use to be able to breath fire. Their heart contains a left aortic valve so they can willingly redirect blood flow to essential organs like the brain. Also they can redirect it to the stomach increasing their stomach acidity so they can digest bone. When they produce too much they will sometimes throw it up. As they can do this on command they can use their own digestive juices as a defensive option. The Eldyrannth's and Zeta's do not breathe like normal mammals, instead, they share the same breathing mechanism as birds which involves one way air flow in the lungs. The explanation is as here [explanation provided by the University of Utah]: Inhaled air enters the trachea, or windpipe, and then flows into two primary bronchi, or airways. Each of those primary bronchi enters a lung. From those primary airways, the bronchi then branch into a second tier of narrower airways. Inflowing air jets past or bypasses the first branch in each lung because the branch makes a hairpin turn away from the direction of airflow, creating an aerodynamic valve. Instead, the air flows into other second-tier bronchi and then into numerous, tiny, third-tier airways named parabronchi, where oxygen enters the blood and carbon dioxide leaves it. The air, still moving in one direction, then flows from the parabronchi into the bypassed second-tier bronchi and back to the first-tier bronchi, completing a one-way loop through the lungs before being exhaled through the windpipe. This gives them a huge advantage as this one way breathing system allows them to breathe in thinner atmospheres, which is one reason they live in the mountains. They can fly higher than other winged creatures as they can tolerate this thin air. Also, their large wing to body ratio allows for this as well, as they can catch more of the thin air with their huge surface area. Their second eyelid is specially designed to block out the severe glare of the sun that is present at this height. - Sexual Organs: Due to how close their two forms are, impregnation can occur in either one, with the child developing in both forms, allowing them to continue switching back and forth between the two. Even though pregnancy allows for this, they need to give birth in their humanoid form. When in their dragon form, the size of the dicks is entirely dependant on the size of the dragon. The larger the male is, the larger his dick is. They can be anywhere between 15" and 50" in some of the largest and oldest Eldyrannth, although those with advanced age do not mate as much as the younger ones. This prevents them from being in any danger when fighting in their dragon form as their dick is shielded due to the fact that it is a very vulnerable organ. In their human form they have similar sexual organs to humans, with a few differences. For the female, the breasts tend to be more sensitive and their vagina is a lot more sensitive due to having more concentrated nerves. They also do not have hymens. For the males, on average, their penis is 15” and fairly thick, about 10 inches in circumference. Running along the bottom of the penis is a spine that makes several hard protrusion along the lower part of the cock that the Eldyrannth can make pulsate at will. This usually makes it feel like he is coming inside of a female. It is a biological trick that the male uses to trick a female Eldyrannth into heat and to drive her wild in mating lust. The head is also rather large and is slightly pointed so that it is easier to get the penis into the female vagina. Ringed behind the head of the dick like the ribs of a spine, going down to about mid-shaft while getting smaller each time, is a ring of hard flesh that pulsates much like their shaft. Each ring wraps around the entire shaft to the spine that runs along the underside of the penis. These features can show up in a hybrid with Eldyrannth DNA. If an Eldyrannth male is aroused enough, his cock can pulsate so hard, and fast, that the entire dick feels like it is vibrating inside of their partner. This also allows them to masturbate without the use of their hands. Once every ten years, the Eldyrannth enters a state of heat where they can choose to get impregnated by their mate and produce a single child. If impregnation does not occur, then the heat lasts for an entire year where the female would be plagued by urges to mate. It can be manageable with mixture of herbs and doing things to make the heat bearable such as cool clothes and cool baths. The gestation period for an Eldyrannth is ten months. Pregnancy follows the same development stages as it does for humans, just at a slightly slower rate due to the fact that they have two forms in which to develop. The mother will experience the same symptoms as well, some more than others, such as morning sickness and lower back pain at the later stages. Even though the number of children is low, miscarriage and still birth rates are so low they are almost negligible. The only recorded events of a mother losing a child have been when they died during battle and even then it was foolish Eldyrannth who thought that they could handle it. Complications as a result of pregnancy are also extremely rare. Naturally, an Eldyrannth mother carries a single child and even rarely; twins. This cannot be increased through the use of nanites as the Eldyrannth body simply isn't designed to carry more than two children at once. Any more will increase risks of miscarriage and also carries a risk to the mother. In fact it can be fatal. They would also be unable to give birth without medical intervention. These features can show up in a hybrid with Eldyrannth DNA. - Features: As explained above, they have a strengthened skeletal structure that has a high tensile strength and yet is nearly 20% lighter than a mammalian skeleton due to its honeycomb structure. In human form they have only 4 times the strength of a regular human where as in dragon they have 7 times the strength. They have an element in their blood that replaces platelets called Ichor and when they bleed the scab forms a resin looking substance covering over the wound (like a tree). They can heal in nearly a fraction of the time of a human and this includes broken bones or even re-growing a limb. As this is the substance used in the process of creating fire it can be regurgitated from the lungs to form a water proof layer over something, however, due to its nature, it is also flammable and can thus be used offensively as well as defensively. The way that they breathe fire, is that the they have two glands near the entrance and exit of the lungs with a tube leading up to the roof of the mouth so that they can squirt out the Inchor which can be activated by a small, electrical spark to create the flame. They can control the amount that squirts out to control how large the flame is. Sometimes, Inchor can leak out and if accidentally sparked can create a small flame inside of their mouths. The vapour itself is a heavy irritant and any unprotected eyes can be affected, this is why when producing flame the Eldyrannth closes their third eye lid which they have in both forms. The third eyelid is used in both aquatic and aerial activities. Their tail, with the shark like fin, can be used as a rudder to steer in both instances and is extremely powerful. Their heart contains a left aortic valve so they can willingly redirect blood flow to essential organs like the brain. Also they can redirect it to the stomach increasing their stomach acidity so they can digest bone. When they produce too much they will sometimes throw it up. As they can do this on command they can use their own digestive juices as a defensive option. Eldyrannth's have no finger prints the same way a human does. On their hands and feet they have ridges with specifically adapted spatula tipped setae that allow them to adhere to almost every surface (except teflon). Therefore they have very strong but sticky grips. The forces at work within this grip is so strong they can hold their weight with only two stuck to the surface. When climbing they must literally peel their digits from the surface, because of this their fingers and toes are doubles jointed. The digits can bend backwards almost touching the back of the hand or foot. This helps them to counteract the forces and their nails add that extra bit of leverage. When in the dragon form they very much resemble a raptor dinosaur and can run like one at exceptional speeds on all fours, however, they can sit back on their tails. This is a very kangaroo like stance but allows them to be prep and ready for both a forward movement or upward movement. Mating: - Impregnation: Impregnation occurs in the human form. Once every ten years, the Eldyrannth enters a state of heat where they can choose to get impregnated by their mate and produce a single child. If impregnation does not occur, then the heat lasts for an entire year where the female would be plagued by urges to mate. It can be manageable with mixture of herbs and doing things to make the heat bearable such as cool cloths and cool baths. Eldyrannth’s are similar enough with other species that they can get pregnant by a human, or a neko however cases are extremely rare as children are not as strong as pure breed Eldyrannth’s and are not suited to the task given to them. - Pregnancy: The gestation period for an Eldyrannth is ten months. Pregnancy follows the same like as it does for humans, just at a slightly slower rate due to the fact that they have two forms in which to develop. The mother will experience the same symptoms as well, some more than others, such as morning sickness and lower back pain at the later stages. Even though the number of children is low, miscarriage and still birth rates are so low they are almost negligible. The only recorded events of a mother losing a child have been when they died during battle and even then it was foolish Eldyrannth who thought that they could handle it. Complications as a result of pregnancy are also extremely rare. Naturally, an Eldyrannth mother carries a single child and even rarely; twins. This cannot be increased through the use of nanites as the Eldyrannth body simply isn't designed to carry more than two children at once. Any more will increase risks of miscarriage and also carries a risk to the mother. They would also be unable to give birth without medical intervention. These features can show up in a hybrid with Eldyrannth DNA. When labour begins, a healer helps the expectant mother during the process of birthing. The mother needs to be as relaxed as possible before the contractions begin as labour is induced by a certain hormone that is released when a female is completely relaxed. Contractions are as painful as human contractions as the womb is contracting to squeeze the baby out. Labour can take anywhere between 2-48 hours. The first stage of labour, is where the womb begins to contract. Each contraction can be as long as 20 mins apart. The second stage of labour occurs when contracts are a few minutes apart and the baby begins to go down the birth canal. The final stage of labour is when the baby crowns past the vaginal lips before the umbilical cord is cut and the baby is officially a separate person. Immediately upon birth, the Healer passes the baby up to the mother so that she is the first one to really hold the child. The baby is then taken, cleaned and measured before they are checked over to make sure that they are perfectly healthy. The mother then may be in receipt of congratulations and offered more gifts to help with the young, but otherwise the new mother and father is left to bond with the new child. Offspring: 1-5: Development is similar to human children. Begin crawling at about six months old and can begin walking at about a year old. They also begin to learn language skills at this young age. When they reach five years old they begin learning to read and write and can solve basic puzzles. At this point the aging slow down. 6-40: This is the young child stage of their development. At 40 they resemble a 12 year old human child. This stage is very critical for basic learning, and children are sent to school several days a week. Parents often get involved with the teaching of their children, helping them begin their telepathic abilities. As a child, they aren’t very developed in terms of telepathy and telekinesis. This has to be cultivated very carefully, otherwise they might risk an Eldyrannth with unstable abilities. By the time they are 40 they are able to push their minds into others and talk to them. They are unable at this point in their development to join the group mind. 41-80: The teenage years. Unlike humans, this period isn’t for puberty. It is really an extension of childhood, where the teenager spends a lot of time at school. At this age, they also meditate a lot, helping them balance their thoughts and control any wild emotions such as anger so it wouldn’t cause them to cause any accidents. Their telepathic abilities continue to grow, and by the time they are 80 they can spend brief periods within the group mind, pulling away when the effort became too much. The main difference from this age from the childhood age is that teenagers are considered to be more emotionally and mentally mature. 81-100: These are the years of puberty where they begin to grow breasts, hormones begin and their dick enlarges. They are taught about sex during this age, but they are discouraged from trying it until they reach 100 years of age. They spend more and more time within the group mind until they are able to remain connected without much trouble. At the age of 100, females go into their first heat and the full length of a male’s penis has been reached and he begins to get natural urges to have sex. Before the 100 year age, neither genders have a natural desire for sex which is a good thing considering the consequences if they do. Sometimes Eldyrannth mature a little sooner than 100 years, and some later. Young Eldyrannth are told to only have sex when they feel the urges to, and not before. They do a lot of detail in their sex education, so that young Eldyrannth do not become curious and experiment. They are also warned of the dangers. They are considered adults when they reach the point of ‘urging’ (I can’t think of a better way of saying it). Abilities/ Powers and weaknesses: Crystals: A vast amount of their powers come from crystals that are embedded into their gauntlets. These can be collected over the years and some of the older ones have gauntlets covered with them. The crystals are grown by the Rhydraen (as explained above in the Culture section) and are given freely to any Eldyrannth that asks for them. The Eldyrannth must train extremely hard for a long time to be able to harness the powers that the crystals provide. This is why you often find them working on a single one, instead of gathering a large collection and trying to do them all at once. Each coloured crystal provides different abilities, and some have different meanings. Below is the breakdown of each colour and abilities: White: This crystal increases the users ability at force manipulation, or telekinesis. Grey: This crystal increases the users ability at telepathy, and can also be used as a channel for telepathic thought and thus can be used as an interface with technology. Green: This crystal is a crystal that specialises in healing of the organic body. It can heal many ailments and can even speed up the rate of repair to body damage. Colourless: This increases physical strength of a user, or increases any objects that it is bound to, making things almost indestructible. Pink: This crystal can hold massive amounts of data. The larger the crystal, the more data it can hold. It stores the information within the crystal lattice that can be accessed instantly, and easily written and removed. Data will never degrade within the crystal, so there is no need to fear data loss unless you physically lose the crystal. Currently it is able to hold 10 weeks of a holographic Xantallar per 1cm3. Gold: This crystal is a control crystal and when linked to an interface to program it and also linked with other crystals, it can command crystals to perform specific functions such as turning on the lights. Orange: This crystal allows for the storage of an extreme amount of energy. A large crystal the size of a rugby ball can store as much energy as the Sun can create in its entire lifetime. They can also act as temporary energy storage, and thus can be used as capacitors. Spectrum colours in irregular veins: Used to transfer energy from one point to another. It can also convert energy from one form into another, especially when a control crystal is in use. Spectrum colours in irregular vein with an intense deep purple glows: This crystal is a Neutronium exotic crystal. Sung into existence while weaving Neutronium in strategic positions to change its properties. This particular crystal is able to convert energy into matter and vice versa. Black: On its own, it can create a shield that can defend against physical attacks. The size of the shield is dependant on how much energy is poured into the crystal, but can also be changed when bonded with an Interface crystal. When bonded with various crystals, it can protect against specific things, such as water, heat and even beam weapons. Black with white veins: This crystal allows for the manipulation of metal. White with Deep Keza Blue veins: A crystal that absorbs a small amount of energy from the environment that is almost negligible. These crystals are incredibly accurate time keepers, far more accurate than atomic measurement. White with Deep Keza Blue veins with a purple glow: This crystals was theorised by Kaylarvana who requested the Rydraen to produce this crystal after much research, which is the timekeeping crystal grown along with Neutronium. Once created, it was discovered that it dramatically increased the temporal abilities of Eldyrannth that have them. For other Eldyrannth, it wouldn’t work, they would need to have temporal abilities. Light purple: This crystal is able to absorb energy and emit it as an energy beam, or small ball of intense energy. It is a lot less powerful than the Purple crystal, but it is used as a type of long range weapon by Eldyrannth soldiers. It can also be used as a means of digging. Purple: Once again this is a Neutronium exotic crystal, sung into existence while weaving Neutronium into its structure. This crystal is able to store a large amount of energy before releasing it in an extremely powerful energy beam, or a large ball of energy like a torpedo. When modified with other crystal, it can affect the properties of this energy weapon and can make it even more powerful. Deep Keza Blue: This crystal is able to scan its surroundings and allow a Control Crystal to convert the information into something understandable. It can scan something as large as a Star to things smaller than the atom. Magenta: The enhancer crystal can be used with other crystals to dramatically enhance their properties. Azure: This crystal is able to make pulse of energy dependent on the kind of crystal it is interfaced with. For example when interfaces with a Force manipulation crystal, it is able to create a shockwave that pushes things back. Rainbow: Photon generator. When supplied with energy it emits photons. Light. A very clear light that contains the whole visible spectrum. They can also be used to create screens to display images when connected to a control crystal. It is also able to project images into the environment, essentially making it a holographic emitter. Very deep green: Sonic manipulation. It can emit sound waves and with use of a Control Crystal, it can be programmed to ‘play’ any number of sounds including music or alarms. Dark grey: When energy is fed into this crystal, and it has been programmed with the control crystal, this crystal is able to break down Dimensional walls from one dimension to another. When used alongside an Orange Crystal, it can be configured to draw energy from that dimension and store it within the Orange crystal. However this is an extremely complex thing to do, and it is rarely done due to the risks involved. Sometimes the energy may not interact well with the Exotic matter and trigger a massive explosion. They also carefully selected those that they found not to contain any life. And even then they only carefully drew of some of the energy at any one time. They rarely used this technology due to its instability and inability to stabalise it. Brown: This crystal allows for the manipulation of the element ‘Earth’. Yellow: This crystal allows for the manipulation of the element ‘Air’. Red: This crystal allows for the manipulation of the element ‘Fire’. Blue: This crystal allows for the manipulation of the element ‘Water’. Dragon form: The Eldyrannth are able to shift form into that of a dragon. This gives them an advantage when in battle with demons. They have the ability to fly, as well as to breathe fire. Most of their abilities are explained in the anatomy section. Apart from the Queen, they lack the ability to use their crystals in this form. However, as the form is an Exotic dragon, strange things have been known to happen around them due to their exotic nature warping the environment around them. Telepathy/Telekinesis: Due to the group mind and natural evolution, this gives all Eldyrannth the ability to press their minds into minds of others. They can speak to other people, as well as hear them. They also have several other abilities that link in with their telepathy. Some have the ability to make people see things that are not there, either pleasant or nasty things. Sometimes, an Eldyrannth is able to pick up stray thoughts from other species, but when around non-Eldyrannth they often close their minds unless they have to. The abilities are different for each Eldyrannth depending on the strength of their mind. It is the same as Telekinesis. Due to the fact that their telepathic ability outstrips anything but a very exceptional few, it is strongly advised that a character does not attempt telepathic communication. Your character can either find themselves blocked, or if they allow the contact, your character may be lost within their complicated minds forever. Banishing: This is a specialised form of Exotech that allows for an Eldyrannth to be able to push a demon back into the dimension of Hell. This can take a great toll on them and sometimes requires several Eldyrannth depending on the demons strength. Before this Exotech can be used, the demon must be weakened otherwise it will resist which will result in the Eldyrannth being weakened. While this dimensional portal is being woven, the Eldyrannth is vulnerable to outside attack. The Lemoa flower: This flower is extremely dangerous to an Eldyrannth. It attacks the Ichor in the blood and causes it to expand up to ten times their size. This results in the blocking of the blood as well as massive haemorrhaging throughout the whole body. This flower poisons them through scent or through ingestion. As a result, this flower can be made into a soup (which is known to be delicious) and given to an Eldyrannth without them knowing. It is thought that this flower has been placed by demons as the flower is a beautiful lavender colour and have an extremely sweet scent to make it as attractive as possible. No ill-effects have been observed in other species. The Okelo flower: The scent of this flower will make an Eldyrannth, in both forms, fall into a deep sleep that can last for up to a day. During this state, they are extremely vulnerable as nothing will wake them up, even if they are being mutilated. This flower is white but in the centre is pinkish red with tiny veins expanding from it in the petals but only noticeable when close up Iquisir: This is a chemical that is one of the favourite weapons of the Daedra against the Eldyrannth. Usually they will coat their blades or arrows with this liquid, so that it will enter the system of the Eldyrannth through a wound. Once in their system, this chemical does not kill them however it forces them to endure unbearable pain. It often feels like their body is on fire. If they are in their Eldyr form, then they are forced back into their Tarunoid (Humanoid) form. It does not kill them, however this pain can last between several minutes to several days depending on the amount used. This chemical can be found in various parts of Earth as a rather small bush with dark green leaves and vibrant red flowers. RP Interaction: - Basic Interaction: They are polite but they are usually quiet and reserved. They tend not to like talking to other races, but will when needed to. They also tend to keep to themselves, avoiding other species. - Fighting: They are extremely tough to fight by other species standards, as they are specialised in fighting demons. Their abilities are outlined above. - Sex with: Sex with a male Eldyrannth can be intense, especially for a non-Eldyrannth, as sex can last for days on end due to their high stamina as well as the shape of their cock and the fact that their cock has the ability to vibrate. They also produce a large amount of cum, sometimes a litre or more at the time. To some species, the female may feel looser than members of their own species. But for those who are more well endowed, the female vagina may feel more accommodating, or even tight. - Being a Female: The only difference with being a female is that every ten years they go into heat, and are able to carry offspring. The heat makes them feel like as if they are really hot, and yet they do not sweat. It also makes them constantly horny and want for a male to mate with then. This can be diminished by certain herbs and techniques, but there will always be an underlying wanton to mate. - Being a Male: In terms of personality and abilities, there are the same as being a female. When a female in heat is nearby they are drawn to her and some even attempt to begin mating, but are respectful when they refuse. With other species, they are very willing to mate with to relieve any pent up sexual energy. Children are usually rare, but have known to occur. Usually sex with species that are not used to well endowed partners, their vagina will feel much tighter than usual. In fact, some Eldyrannth’s prefer intercourse with other species for this reason alone. Remember, this is my Original Creation so you will need to ask me if you're watching to create an Eldyrannth (or part of one)
  25. EPSIFleet Sector 696 Vestibule of Enlightenment Location: Andromeda Galaxy (Approximately Nine Lightyears from the Andromeda Station) Despite the name EPSIFleet Sector 696 it’s not an anonymous and desolate border sector. It’s just the official name given to the star system; Vestibule of Enlightenment. This sector is extremely lively with hundreds if not thousands of alien ships in and out of the system every day. The system contains 2 jump gates, one to the east of the system; Epsus Wormhole (To the Epsus Galaxy) and one to the Heptite Guild system Scoria. Both jump gates have Friend/Foe systems installed so it locks Enemies of the territories out. This system is under considerably heavy protection by the EPSI Federation; and those that are enemies of the EPSI Federation will be given a choice; Leave, Get Arrested or go malevolent and get killed. EPSI Federation ships are powerful; extremely so and Tau'ri (Human) colonies ships as well as Earth fleet are no match for a single Thor Class fighter let alone a Galaxy Warship Class. Despite the level of protection that’s open the system acts as a Super Industrial system; and works as a hub for trade between the EPSI Federation and it’s friends and neutral parties, as well as some untrusted/frosty relationship species (such as Tau'ri, unless stated otherwise, see below). Currently Trade is Specifically Closed to the Following Species and/or Groups: EVOLIFE Corporation - Earth based Corporation. (ENEMY) NRSA (Neko Resistance Space Alliance) - Rogue, Earth based State. (ENEMY) Pandora Corp (The Pandora Corporation) - A rogue mass-bio-weapons research group. (ENEMY) EDANCorp - Earth based Corporation. (ENEMY) E'cothri - A certain cybernetic race - not unlike the Borg. (ENEMY) Dak'aana - A certain insectoid race. (ENEMY) V'gorians - Natural V'goria Plague Carriers. (Quarantine Order: 1064-71) Sobani - An aquatic race that appears to be alieaphobic, and have thus far been hostile. (VERY FROSTY) Ships from the above list; if caught will be shot at on sight if they are “Enemies” of the EPSI Federation. The EPSI Federation has a very ominous presence in the Andromeda Galaxy but only claim one system inside it (Vestibule of Enlightenment, or EPSIFleet Sector 696), they are however generally a peaceful race that is more that capable and willing to defend itself. The EPSI Federation do have a large amount of Star Trek and Elite Dangerous inspired ships, weapons and technology and this is a cultural thing for them at the moment (Believe it or not). Some designs are Commonwealth based and generally automatically flown (and no where near as good as EPSI Federation ships). There is one Starbase in this system and one habitable planet. The entire system, planets and all have been claimed by the EPSI Federation, validly under the eyes of the Intergalactic Trade and Peace Alliance and the EPSI Federation’s Universal Right to Life Act. The Starbase is a new design taking EPSICorp designed shipyards and factories with RAE Corp know how and Arcadia inspired weaponry. The official name for the station is “EPSIFleet Starbase 696” but it’s build name and what it’s also known as is “Unity One”. The success of this design has lead the EPSI Federation to build a “Unity Two” in the Light of Hope system in Commonwealth Space. The station is extremely heavily armed with every state of the art weaponry EPSIFleet could chuck at it. It’s powered by a Tri-Core Matter/Anti-Matter reactor, and can move (Albeit relatively slowly, max 32m/s) and has an Aymar Powercore inside it too. It’s shields are ridiculously strong. The station is so large it’s hard to miss it and acts as a diplomatic and trade centre for the EPSI Federation and the Andromeda and Milky-Way Galaxies. It’s 9.69 light years away from the Andromeda Station and Wormhole. The EPSI Federation are quite technologically advanced; and do sell a whole host of technologies for leisure and luxury time. From Holodecks to a Neutronium-Less, but strong hull plating's and other equipment, the station is a quick and easy access route for it all. The system is a doorway into the EPSI Federation. Sometimes ships that are being roleplayed in the EPSI Federation may come through the Wormhole. They will be NPS’s (Non Played Ships) in this RP as it’ll be Roleplayed in a separate thread in the EPSI Federation Custom Roleplay. All ambassadors in the Andromeda and Milkyway are technically “Stationed” here in the Diplomatic Sector of the Station, some come back here every day, every other day or every week. Some have a place here (albeit small) and live elsewhere for their duties, the station will often take care of rent, but only pays in Epsus Credits. ----------------- System Name: Vestibule of Enlightenment (EPSIFleet Sector 696) Planets: 7 in system, 1 habitable. Hazards: Arcadia Warships (If you’re on the wrong side of the EPSI Federation) Planet Names: Hoobajoob [Hot. Weird radiation.] Haarz [Similar conditions to Venus] Enlaecya [Habitable Planet] Runnergade [Captured Rogue Planet] [Mining] Terrek’xaar [Gas Giant] Hadeus [Gas Giant] Celtsar [Gas Giant] Planet Profile for Enlaecya. Planet Name: Enlaecya (En-Lace-ya) Species: EPSI Federation Average Statistics and Atmosphere Makeup: Very similar to Xantall'ar as with all Class M worlds. Natural Satellites: One moon. (Lunus.) Unnatural Satellites: Starbase 696 is in orbit around the planet, as is the Gate Network for the system. Natural and Species History: The EPSI Federation history and indeed the Extra Information itself is so large it actually has it's own Wiki. But… The planet was colonised in 4186 and construction of the Starbase started in 4188 and finished in 4194 (Brand New). Currently there are 14,000,000 EPSI residents on the planet and there are 580,000 EPSI residents on the station, some 450,000 - 850,000 alien individuals visit the station for one reason or another every day so it’s an incredibly busy system. Planet Surface: Typical to Class M. Cold Mountains towards the North Pole, and some areas are hot, dry deserts. Life on the planet is pretty abundant, but there was no intelligent or otherwise sentient life at all before their arrival. Ecology: Because of the careful introduction of Plants and animals, from Earth and the EPSI Federation; the ecology of the planet is very diverse. Planet Access: Non-EPSI Federation ships must not land on the planet; and even approaching it’s low orbit will get you shot down by the Planet’s defence systems as well as the station (if it’s in range). Ships authorised to can land on the planet but otherwise most people will need to suffice with the station. Same for trying to get through the gates to sectors you're not authorised to go into. Meteorology: Weather is different all over, but the lowest extreme is -50oC and the highest extreme is 60oC. Political Stance: Something that is like a Federal Democracy. Urbanisation Spread: There are a couple of cities on the planet, other than that the colony hasn't really set themselves up that much. EPSI Federation Territory: (Most of the systems are in the Epsus Galaxy and is for Representation Only. The Green System is an Independent State and is only affiliated with the EPSI Federation through a peaceful trade agreement and allied status).
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