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Work in Progress Format Testing

This sheet is a work in progress and should not be considered accurate or used actively in roleplay.

Saaber

Isldork
Staff member
World
Joined
May 9, 2016
Messages
174
Reaction score
547
Points
258
Location
United States
Faction
Armaschleit
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Want to join our public Discord Server?
CLICK HERE!

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House Name
| Aetris
Main Culture | Life Isldar
» Minority Cultures | Death Isldar, Teledden, and Fin'ullen
Mainline Religion | Draconism
» Favored Gods | Aurora and Regulus
Homeland | Luneya, a Spire City in Western Islavaal.
» Spoken Languages | Sulvaley, Altalar, and Common.
Core Values | Duty, Loyalty, Guardianship, and Intellect.
» Family Colors | Slate Blue, Sky Blue, Purple, and Silver.
» Family Symbols | Moons, Constellations, and Frost Wyverns.

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FAMILY ORIGINS
The origins of the Aetris lineage stretch back further than the existence of the Isldar themselves, beginning with a sect of Dregodar cultists fleeing persecution from the Allorn Empire sometime around 450 BC. Upon reaching the continent of Ellador, these Nelfin travelers bore witness to the Crater of Creation and the Violet Dragons residing within it. They, like many of the predecessors to the Isldar race, were compelled to protect these Dragons―even as Allorn and Dwarven forces stormed the land to eradicate them centuries later.

Following the Scouring of Ellador in 94 BC, a pocket of the newly-created Isldar migrated westwards, eventually settling in a Spire City that came to be known as Luneya. The fortress was subjected to frequent external threats―primarily Dorkarthi raiding parties originating further west―leading to many of the hold's inhabitants to be trained as either Archon, or general soldiers. Those whose careers were not focused on combat took to being Wyvern tamers, spies, politicians, or even priests, watching over the snowscape from high above.

RECENT HISTORY
Those in Luneya remained adherents of Draconism over many centuries, though they had falsely believed that Frisit―the entity responsible for saving the Dregodar cultists from total annihilation―was actually a reincarnation of the Dragon Aurora. However, following events in 307 AC, the true identity of Frisit was exposed: a creature being puppeteered by an Ordial God known as the Glacial. The Aetris family, along with the inhabitants of Luneya as a whole, cast their faith in Frisit aside after discovering the truth, feeling great guilt for being victims of deception. A small minority, however, still regarded the Glacial as a savior worthy of worship―though those who willingly continued to praise an entity of Death were cast out of the family.

The events of the Frozen Choice in 310 AC further fractured the Aetris bloodline as the Isldar race became split between the Bene Vixit and the Bene Rexit, solidifying a seemingly irreparable religious division. Those who still reside in Luneya face not only conflict with the Sanguine, but now with the Death Isldar as well, forced to confront former family members on opposite sides of a war. Those who have spent recent years away from Islavaal, however, are more disconnected from the fractured state of their homeland, and are perhaps more willing to seek out means to make the Aetris family whole again.

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Sorenya Aetris | 204 | Unplayable

The current Matriarch of the family, Sorenya is a wise and dutiful priestess who dedicated several centuries of her life to traveling around the world and nurturing Aloria's Soul Rivers. Now, she resides as a member of the Council of Elders in Luneya, helping to manage the Moon Vault.

Rosaniya Aetris | 157 | Unplayable

The eldest child to Sorenya Aetris, groomed to be the family's next Matriarch when her mother passes. She is a diligent, stern, and dignified political advisor who has served several employers across Aloria, and is known for placing harsh expectations on her own kin.

Leviaan Aetris | 132 | Playable

The husband of Rosaniya, known to be a dedicated scholar and professor interested in the fields of both culture and medicine. Some describe him as a workaholic, more concerned in prioritizing his studies over personal relationships.

Kirion Aetris | 56 | Playable

The eldest child of Rosaniya and Leviaan. He is an Archon who has spent decades protecting his homeland from the skies above, and is often viewed as a pristine example of the Aetris family's ideals: stoic, dutiful, and fiercely loyal to his kin.

Kythaela Aetris | 54 | @_Pebs

A rowdy and temperamental child to Rosaniya, though she is fiercely protective of her family. Like her older brother, she is also an Archon, though one who has turned bitter and vengeful following the death of her lover.

Trisenia Aetris | 32 | @Sparrower

Largely remembered as the "rebellious one" among Rosaniya's many children, Trisenia is an adventurous spirit who had an eagerness to leave Islavaal and explore the wider world from a young age. To the dismay of the rest of her family, she chose to side with the Glacial after the Frozen Choice.

Valenia Aetris | 31 | @Saaber

Another mainline sibling born with an innate connection to the Exist. She's known to be unconventionally friendly and kind, skillful in both magic and medicine―always looking to help those less fortunate than herself.

Eldaan Aetris | 25 | Playable

Another child of Rosaniya and Leviaan. His lithe and frail figure led him to follow in his father's footsteps as a scholar, specializing in alchemy and medicine. Though he is timid and awkward around others, he is a creative genius who enjoys inventing new things.

NAME | AGE | @KitchenRefugee

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Aravon Aetris | 112 | Playable

The younger brother to Rosaniya, known to be a capable military commander and tactician. He can be physically imposing and intimidating, though he actually possesses a more easygoing and carefree personality.

Eilvaleth Aetris | 26 | @Faith_Bug

Aravon's eldest son, a talented sharpshooter with a confident and outgoing demeanor. His daring nature often gets him into trouble, though he does all that he is able to keep his loved ones safe.

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Family Recruitment is currently | OPEN

A General Note
In-lore, the Aetris lineage is extensive, with scores of individuals having the Aetris name. The list of characters above only reflects played characters and any relevant NPCs. While some of the NPCs above are able to be played, they have predetermined lore and designs that I would like to be followed. You are heavily encouraged to invent your own character to add to the family instead, and I am more than willing to help you through that process. Virtually any character design is doable, and you do not even need to play an Isldar to be part of the family!

Recruitment Rules

» Conduct | Those who are interested in playing an Aetris family member should have a good roleplay etiquette, professional OOC conduct, and a decent understanding of MassiveCraft's lore. Those who display toxic or inappropriate behavior will be removed from the family.
» Reputation | In conjunction with the above, we must already be familiar with your roleplay. You are encouraged to roleplay around other Aetris characters before applying.
» Activity | There is no strict enforcement of activity on your character, but I would appreciate if some level of activity is maintained, even if they are only played once a month. I am not interested in adding new characters to the family for them to be shelved immediately after, and may prune them from the family page if that becomes the case.

How to Apply
Recruitment is handled through Discord. If you are interested in joining House Aetris, send me a DM (Discord username: saaber) and we can work from there! Please have a character concept prepared.


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The Flaming Chalice is an exquisite and entertaining restaurant offering authentic and savory Suvial cuisine. Founded by Jhavartal Rhuvanya in the February of 312 AC, this establishment is located right in the middle of Main Street at MainStreet2, providing the city of Regalia with the opportunity to enjoy a slice of Suvial culture in an elegant atmosphere with lively company. Breakfast, lunch, and dinner is served here, allowing guests to revel in flavorful and high-quality cooking that simply cannot be found anywhere else.

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You can find the Flaming Chalice at MainStreet2. You can get there quickest by using /tp CrookbackGatehead and then heading east. It is located between the entrance to the Isldar District and the Arena at Arena Court.
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The interior of the Flaming Chalice restaurant.

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CLICK HERE to view our menu! (TBA)

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Suvial Hotspot
Many active Suvial characters either work here at the Flaming Chalice, or stop by as guests. New Suvial characters who are interested in becoming more involved with the Suvial Community may find the restaurant as an easy entrance point for roleplay introductions. Players interested in learning about Suvial lore or culture in-character are also able to learn more about it here.
Rentable Venue
Do you have an event coming up and would like a classy venue to host at? The Flaming Chalice has plenty of seating to accommodate crowds, and the building can be rented out for either public or private events. Both commoners and nobility might find the atmosphere of this establishment perfect for their gatherings.
Demonic Employment
If you have a Demon character and want to enjoy some slice-of-life roleplay, you are encouraged to inquire and learn more. Bound Demons under the control of Suvial characters can work as waiters or chefs in the restaurant, giving them to opportunity to interact with a different crowd outside of Crookback.
Vanyastra Company Grounds
Jhavartal Rhuvanya is also the head of the Vanyastra Company, a Suvial mercenary group that takes up contracts to capture Demons around the city. You are able to interact with many of the Vanyastra Company's members here, whether you are interested in finding employment, reporting a Demonic sighting, or hiring any of the mercenaries for a case.

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| From the Ashes | Royalty | Crown | Burn It All Down |
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THE FLAME WEAVER
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Full Name | Beladara Alisha Rhuvanya
Heritage | Suvial
Age | 38 Years

Date of Birth | October 30th, 278 AC
Astrology | Scorpio
Gender | Female
Pronouns | She/Her; They/Them
Occult | Void, Exist, and God Magic

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Identity

Beladara is a battle-hardened Karamatologist and Artillery Mage who has spent many years fighting for the safety of her homeland, eventually bringing her to travel beyond the lands of Agnevaal in search for any resources to help her people win their war. She is an independent, loyal, and short-tempered individual who is readily prepared to rain down lashes of fire upon those who wrong herself and her allies. She is an adherent of the Estelley faith, primarily paying homage to Avinla, the Divine Hearthkeeper.

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Appearance
Beladara possesses a slim yet curvaceous body build, reaching a height of precisely six feet tall. Her skin is free of wrinkles and blemishes, and her face is framed by dark hair that is often stylized in an elegant bun. Her hands, arms, and legs are tattooed with elaborate henna patterns, and she is most often found dressed in traditional Suvial clothing made from patterned silks. Her appearance is often accented by an excessive amount of jewelry, with golden metal decorating her hair, ears, wrists, and neck.

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Attack Stat is Dexterity | Defense Stat is Magic
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7 Dexterity

Ranger | Ranger Stance (Free)
Ranger | Ranger Tag
Ranger | Ranger Wallop
Ranger | Ranger Blur
Ranger | Hook Shot
Ranger | Ranger Trap
Ranger | Ranger Cut
Ranger | Ranger Splash
5 Magic
Magic | Magic Snare (Free, Suvial)
Magic | Magic Resist (Free, Suvial)
Magic | Magic Cleanse
Magic | Magic Bolster
Magic | Magic Warp
Magic | Magic Shove
Magic | Magic Summon
1 Strength
Athletic | Steady Body
1 Constitution
Mounted | Cavalry Summon (Free)
Mounted | Mounted Armory

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Heritage Mechanics

Heritage Traits | Suvial Mechanics [x]
Special Mechanic | Karamatology [x]
Special Mechanic | Flames Unending [x]

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Hobbies and Talents
Magical Talent | Beladara is a skillful mage who draws upon multiple planes to fuel her fiery spellcraft.
Cleric Talent | Beladara can perform religious rituals in the name of her patron, Avinla.

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Linguistics
Fluent | Agasi
Proficient | Common, Altalar
Conversational | Katharic, d'Ithanie
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From a Land of Fire

Beladara was born and raised in the southeastern region of the Agnevaal, a land heavily scarred from the Void-Outs wrought by the Dread Empire. She holds great pride in her heritage and remains loyal to her homeland first and foremost. Those who are sympathetic to the plights of her people will earn her favor, while those who align with the motives of Rokhaval will be quick to face her bitter hatred.

Seasoned Battlemage

She is a graduate from the Kë'Akaad Doorë-Darabaad, a magical academy in eastern Agnevaal that specializes in teaching students powerful, combative magic that can be used to defend the shores of the Suvial Princedoms. Shortly after graduating, she joined the military with her newfound skills, raining down hellfire upon those who would seek to invade Agnevaal's shores. Perhaps your character has fought alongside her━or, perhaps you found yourself at the wrong end of her bow.

Spirit Tamer

Beladara fashions herself as a skillful Spirit Tamer, one who has a vested interest in collecting all manner of Demons that may prove themselves useful as combatants in their deathless war against the Dread Empire. This skill has turned into one of her most prominent occupations, leading her to travel the continent of Daen for several years to investigate and combat Demonic incursions in various communities. Perhaps you encountered her during her travels, before she traveled from Daen to the city of Regalia at the behest of her family.

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| HEADER | MAIN PAGE | EXTRA INFO | RELATIONSHIPS | CUSTOM KIT |
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THE DEEPWATER WARLOCK

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THEME MUSIC
[ No Rival | Bloodmoon | Born for This ]
[ Unsinkable | Ship in a Bottle | Monster ]
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Full Name | Sylas Marevaal Atlacamani Sylphaalor Bel-Saal Solleria-Regalia
Heritage | Half-Fin'ullen
› Recessive Heritage | Maquixtl​
Age | 26 Years
› Date of Birth | December 11th, 285 AC​
› Astrology | Sagittarius​
Gender | Male
› Pronouns | He/Him​
› Sexuality | Pansexual, Polyamorous​
Occult | Void Mage and Spirit Summoner
› Permanent Affliction | Vampire Brood​
› Temporary Affliction | Fledgling Vampire (Valhersir Bloodline)​
Occupations | Demon Broker, Dark Mage, Mercenary, Bartender

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Identity
Sylas is a hedonistic, slum-born brood with a lust for power and influence, seeking out new means to improve his status and strength by any methods necessary. Born and raised in the Crookback borough to a family of ill-behaved Sanguine, both nature and nurture have molded the halfling into a violent and morally-ambiguous person. Possessing a natural charisma and an aptitude for combat, Sylas fights a ceaseless, uphill battle to ward off the dark urges that accompany his blood curse. He is a worshipper of Evolism, with a particular bias towards Morrlond.​
› Character Alignment | Chaotic Neutral​
› Personality Type | ESTP-A | The Entrepreneur​

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Appearance
Sylas stands at a height of six feet and five inches, possessing a fit and muscular build from years of athletic experience. Dark, curly hair of medium length and striking blue eyes indicate his Fin'ullen heritage, and aquatic features accent his body―from the black fish scales that splotch his shoulders, to the matching horns that extend out from the top of his skull. Elaborate tattoos are inked along his right arm and part of his chest, featuring a combination of geometric patterns and Void Script runes that function as a conduit for his dark magics.​
› Art Gallery | Click Here

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Attack Stat is Strength | Defense Stat is Magic
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7 Strength
› Bruiser | Bruiser Slam​
› Bruiser | Bruiser Feint​
› Bruiser | Bruiser Agony​
› Bruiser | Bruiser Tackle​
› Bruiser | Bruiser Rampage​
› Melee | Technique Parry​
› Melee | Diving Tackle​
› Melee | Weapon Throw (Free)​
› Athletic | Steady Body (Free, Fin'ullen)​
7 Magic
› Magic | Magic Snare​
› Magic | Magic Resist​
› Magic | Magic Cleanse​
› Adapt | Magic Shapeshift​
› Adapt | Magic Mind Control​
› Adapt | Magic Oceanic (Free, Fin'ullen)​
› Adapt | Magic Wardrobe​
› Mounted | Magic Familiar Disrupt​
› Mounted | Magic Cavalry Summon (Free)​

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[Custom Kit Information]
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  • Fin'ullen Mechanics
    › Mechanic I | Fin'ullen can Transform into Daphalar, turning part or whole parts of their body into Aquatic humanoids (think Merfolk), this is not a Disguise.
    › Mechanic II | Fin'ullen can apply non-Magic aesthetics of deep-sea creatures and coral to their body without becoming Occult. This also includes clothes and weapons.
    › Mechanic IV | Fin'ullen can perform great feats of strength out of Combat (carry multiple people, throw boulders etc.). They also gain +5 in out of Combat dice roll Strength competitions.
    › Mechanic V | Fin'ullen, when using Persuasion Dice Rolls on Spirits, Arken, Arkenborn, gain +2 to their Persuasion Dice Roll, and the Persuasion Cap is also increased by +2.
    Maquixtl Mechanics
    › Mechanic I | Maquixtl can (with OOC consent) read emotions from other Characters, and suppress their own from being read.

  • Catheron Mechanics
    › Mechanic I | Evolists can invoke the Law of Catheron's Reflection, which causes any Curse directly placed on an Evolist to also be mirrored back on the (non-Greater Entity) that did it. This does not make the Evolist immune to the Curse, it just means an identical Curse is placed on the Curser (that they cannot remove themselves).
    › Mechanic II | Evolist worshipers are granted by Catheron the ability to subtly influence people around them, by either heightening their 6 Devotions of the Void or heightening the 6 Defects of the Void for their own purposes.
    Morrlond Mechanics
    › Mechanic I | Any Evolist who participates in an Event-Calendar noted Tournament that involves Combat Roleplay, and should lose, gains +2 Attack Stat (breaking cap up to 11) for the next Event-Calendar noted Tournament. This effect can stack (increasing the cap by 2 each time also), until they win, after which it is removed.
    › Mechanic II | Morrlond allows all Evolists to breathe underwater, but does not grant them underwater Combat Roleplay Mechanics or Abilities.
    Apotheon Mechanics
    › Mechanic I | Evolists are able to manifest or have Apotheon's golden tail (or in other aesthetic) by which they are able to extract the essence of a person by drawing blood, or consuming them wholly by draining all the liquid from their body and leaving behind a husk.
    › Mechanic II | Evolists can choose to manifest parts of the extracted/absorbed person's appearance, skills (like being good at art or cooking, but never Proficiencies) and in essence fuse them into their being. Changes applied to appearance never count as Disguise, and cannot imitate a person.
    Ravaal Mechanics
    › Mechanic I | Evolists can bless their weapons in the Glacial March, becoming ghostly and see-through. Any would-be lethal wounds they inflict will not kill, instead when if expire, they fall into a glacial coma, a Curse requiring 3 Mages with 7 Proficiency in Magic to break to awaken.
    › Mechanic II | Ravaal grants Evolists the means to produce Soul-shards, which are small ice-like crystals in which they can capture the souls of those that they do end up killing, where they can choose to keep them, or let them pass on without the Malefica getting close.
    Gahan Mechanics
    › Mechanic I | While in a Spirit Duke summoning, Evolists can call upon the insight of Gahan to peer through potential lies and double-speak of a Spirit Duke, to uncover hidden intentions. This won't allow a worshiper to fully understand the scope of the summoning interaction, but ward against unexpected traps or misleading that the Spirit Duke may be using to deceive the summoner. This Mechanic must be actively called upon during a Spirit Duke negotiation but can be called upon any number of times, though only by the person negotiating.
    Ventra Mechanics
    › Mechanic I | Ventra allows Evolists to incorporate aspects of natural creatures, plantlife, or geology into their own body, for example by manifesting a bear's arms, a deer's antlers, a feline tail, rock plating, or floral patterns in their hair, all of these changes being purely aesthetic.
    › Mechanic II | If an Evolist witness a person violating nature in opposition to Ventra's teachings, they can summon Ventra's bow and glowing arrows, to mark a person. From then on, until they repent to Ventra, any Evolist that meets them will know they are a sinner.
    Int Mechanics
    › Mechanic I | Through Int, Evolist followers can use non-generated Divinium to empower Artifacts in their ownership which unlocks extra tiers (Mechanics, and sometimes Abilities) on them each time it is performed (capped once per month), also Void-Corrupting it with the power of Int. If the Artifactspark is removed, or the Artifact is lost to the Evolist who owned it, the tier upgrades are removed and the Artifact is de-powered.

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Heritage Mechanics
› Fin'ullen Mechanic I | Daphalar Transformation
› Fin'ullen Mechanic II | Deep Sea Aesthetics
› Fin'ullen Mechanic IV | Feats of Strength
› Fin'ullen Mechanic V | Demonic Persuasion Bonus
› Maquixtl Mechanic I | Emotion Reading

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Religious Mechanics
› Catheron Mechanic I | Law of Catheron's Reflection
› Catheron Mechanic II | Devotions/Defects of the Void
› Morrlond Mechanic I | Calendar Tournament Bonus
› Morrlond Mechanic II | Water Breathing
› Apotheon Mechanic I | Life Essence Absorption
› Apotheon Mechanic II | Skill Copying
› Ravaal Mechanic I | Glacial Weapon Enhancement
› Ravaal Mechanic II | Soul-Shard Collection
› Gahan Mechanic I | Spirit Duke Guidance
› Ventra Mechanic I | Plant/Animal Bodily Aesthetics
› Ventra Mechanic II | Mark of Ventra's Bow
› Int Mechanic I | Artifact Enhancement

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Affliction Mechanics
› Common Vampire Mechanics | [x]
› Valhersir Mechanics | [x]

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Hobbies and Talents
› Athletic Hobby | Sylas has endured years of physical training, resulting in great athletic strength.
› Alchemy Hobby | Sylas has dabbled in the field of alchemy, creating recreational substances and poisons.
› Magical Talent | Sylas is a skillful (Tier Five) Void Mage who draws on themes of the ocean, shadows, and illusions.

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Linguistics
› Native Languages | Common, Altalar
› Learned Languages | Nātl, Katharic, Sign Language
› All other languages fully understood due to being a Valhersir Vampire.

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Crookback Native
Born to two Vampires in the slums of the Regalian Capital, Sylas has spent the majority of his life in his home city. He was coaxed into a life of criminal activity at a young age, learning the skills to survive in Regalia's criminal underworld.

› | Perhaps your character has established relationships with him in the city already―whether that be on friendly terms at a bar, or at the wrong end of his blade in a dark alleyway. Friendships, rivalries, romantic relationships, or animosities are welcomed.

A Blood Curse
Sylas is a Vampire Brood who struggles to control some of the innate Sanguine cravings that run deep in his blood. In some instances, it makes him cruel and short-tempered, and exposure to the scent of blood can incite a gnawing hunger. He finds solidary and kinship with other Broods, and is loudly supportive of expanding rights for Broods in the Regalian Empire.

› | Sylas sometimes has trouble controlling his behavior due to the ever-present curse of his bloodline―perhaps you can help him, or perhaps you can make him worse.

The Deepwater Warlock
The halfling fashions himself as a Warlock: an expert on the summoning and controlling of Demonic entities and their boons. He possesses extensive knowledge on dark magic, curses, and summoning rites―and those who are interested in dabbling in the more illicit magical arts are welcome to approach him. However, he often expects fees or favors in return for his services.

› | Sylas sells his skills in dark magic and demonic rituals to other characters, and is especially knowledgeable on Spirit Duke summonings. Perhaps your character has similar interests, or would like to purchase his services.

Regalian Corsair
Sylas has been involved with a band of seafaring mercenaries for the last five years of his life, participating in morally-ambiguous misadventures both within and beyond the Regalian Archipelago. Life at sea has allowed him plenty of opportunities to travel to coastal cities; perhaps his character has met yours during one of his journeys.

› | Sylas traveled overseas from 306 AC to 311 AC. Perhaps he encountered your character elsewhere in the world during that time, or even adventured together as pirate mercenaries.

Friends and Foes
Though Sylas serves his personal agendas above any loyalties to specific groups, he tends to align himself with and support the endeavors of the people of Crookback. He feels a sense of responsibility for ensuring the territory's safety against those who would threaten it, leading to potential hostility with vigilantes or Occult-hunting characters who would disturb the peace. Despite his criminal tendencies and his choice of worship, he is still generally supportive of the Regalian Empire, and considers expressly anti-Regalian groups (like the Argentum Order) to be enemies.

› | He acts as an antagonist to anti-magic groups, vigilantes, anti-Regalian organizations, and the Argentum Order. He favors Crookback denizens, Evolists, Vampire Broods, and the Void-aligned.

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The Mystic Court is a Magical Guild that operates both within the main city and within the Crookback borough, allowing magically-inclined individuals from all walks of life to join together and exchange their findings, investigate arcane anomalies, and protect Regalia's Mage population from violent, anti-Occult forces. The organization was founded by Valenia Aetris in the July of 311 AC, created with the purpose of providing care and community for those who might be shunned or hunted for their gifts.

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Arcane Defenders
Members of the Mystic Court are expected to act as the first line of defense against Occult marginalization, whether that be by politically campaigning for softer Magic Laws and more Occult rights in the Regalian Empire, or by physically protecting innocent Mages from the clutches of magic-hunting groups. No Mage deserves to be persecuted or discriminated against solely for being a Mage.

Mindful Magic

Members of the Mystic Court acknowledge that the art of spellcasting has the potential to be dangerous and chaotic, even if wielded by a Mage with good intentions. Mages should take great care to remain focused, disciplined, and mindful with their casting so that others do not risk being harmed by a rampant spell. The physical world should also be nurtured, and Mages should avoid casting Sinistral Magic that allows planar essences to corrupt and pollute Aloria's flora and fauna.

Controlling the Damage

Not all Mages in the world take the precautions necessary to prevent unbridled essences from leaking out into the world, and some unruly spellcasters use their magical gifts to intentionally sow destruction to other people and their surroundings. Members of the Mystic Court are tasked with investigating regions of Regalia (and elsewhere) that are infested with high concentrations of Sinistral Magic, and cleanse these areas to decrease the risk of rogue Demons appearing. The Mystic Court's members should act to subdue Demons attracted to areas where magical energy is concentrated.

Knowledge is Power

Members of the Mystic Court are encouraged to investigate any supernatural phenomena occurring within the city, as being knowledgeable about a situation is the first line of defense to any impending threat. It is crucial to examine a situation from all angles to determine all the benefits and detriments, and to always approach the appearances of Gods, Arken, or other powerful entities with suspicion and caution. Furthermore, the Mystic Court's members should take the time to educate the populace about the benefits and utilities of magic, and correct common misconceptions about the Occult.

Preserving Freedom

To the Mystic Court, the concept of free will is paramount. All individuals in society should have the full capabilities to determine their own thoughts and actions, and anyone or anything that infringes on an individual's ability to enact free will should be stopped. This does not mean that this organization encourages lawlessness; rather, it blatantly opposes individuals that would utilize mind control enslavement, mind-altering chips, collaring, or anything else to try and strip someone of their own willpower. Even the worst of criminals should not have their minds forcibly reprogrammed.

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The Arbiter

The leading figure of the Mystic Court, expected to provide guidance to the guild's members and enforce proper conduct when necessary. They are responsible for organizing events, handling internal promotions, and maintaining function of the guild.
Current Arbiter | Valenia Aetris

The Advisors

Exceptional members of the Mystic Court who have proven themselves to the guild through dedication, meaningful contributions, and adherence to the guild's core values. These individuals are capable of making decisions for the guild in the absence of the Arbiter, and are allowed to recruit new Initiates into the guild.
Current Advisors | Violeana Aetris

The Members

The fully-inducted members of the Mystic Court who have passed the initial trial period. This is the standard rank that makes up the majority of members in the guild. Upon reaching this rank, members may pick one of the following specializations:
Enchanters | The healers and of the Court. They are most often responsible for cleansing corruption and tending to the wounded.
Arcanists | The scholars and researchers of the Court. They are most often interested in discovering arcane secrets and lost knowledge.
Sentinels | The warriors and protectors of the Court. They are most often responsible for defending the Occult from violent threats.
Emissaries | The diplomats and the politicians of the Court. They are most often interested in campaigning for Occult rights.
Innovators | The alchemists, engineers, and inventors of the Court. They are most often interested in non-magical pursuits.

Initiates

New members to the Court who undergo one to two weeks of a Trial Membership before either being fully promoted, or being dismissed from the guild, based on general activity and behavior. All individuals begin at this rank, unless an exception is made by the Arbiter.

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Regular Activity
The Mystic Court exists as a way to facilitate magical roleplay between characters from all backgrounds and niches, and is very welcoming to new recruits. There is a public Discord Server available for the guild, open to members and non-members alike, for the purpose of chatting and arranging roleplay. Regular events will also be hosted to keep members feeling engaged, including activities such as weekly quests, social calls, and Demon/monster hunting.

Center of Learning

If you are interested in learning magic in-character, or have a character that simply wants to be more involved in Occult events on the server and engage in magical deeplore, then this guild would be a perfect choice for you. Characters of all magical skill levels are welcome to join, including those with no magical powers at all. Anyone with a drive to learn can sate their thirst for knowledge here.

Clear Conflicts and Alliances

As a magical guild, the Mystic Court is generally seen as an enemy force to groups like the Red Hunters and the Lothar Order, creating conflict roleplay for those who are interested in pitting themselves against anti-Occult forces. In contrast, the guild acts as a valuable ally to Occult characters from all walks of life. Perhaps you are not interested in fully committing to joining the guild, but would rather like to associate as a guild ally.

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━━━ BLUE-BLOODED ARISTOCRATIC FAMILY ━━━
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House Name
Rosengarde (Rohs-en-guard)
Family Type
Blue-Blooded Nobility
Main Cultures
Leutz-Vixe Ailor and Teledden
Spoken Languages
Main Languages | Lëtz, Common
Secondary Languages | Altalar, d'Ithanie, Calem
Dominant Religion
Unionism
Political Stance
Progressive-Leaning Hiltfronts
Holdings
County of Ennas, Lorhaus
Current Patriarch
Count Valentin Rosengarde of Ennas
Wealth and Trade
Major Sources | Glassware, Taxation
Minor Sources | Fruits, Jellies, Perfumes, Wines
House Colors
Burgundy, Black, White, and Gold
House Symbols
Owls, Roses, Fruit Trees, Stained Glass
Family Motto
"Prosperity through diligence."
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Advancement
Members of the Rosengarde family are expected to never be content with what they have, and always to strive for achieving greater and greater heights. Whether that be politically, financially, or through improving one's skill, to be stagnant is to be considered a disappointment. Many Rosengardes are known to harbor selfish and ambitious natures, though never to the extent of being traitorous to the family.

Dignity
Rosengarde members must always conduct themselves with dignity and grace in public, especially in accordance with Leutz-Vixe culture. This extends to attire, too; Rosengardes are encouraged to dress more conservatively, wearing long-sleeved clothing that must always be accompanied by gloves. Appearances, both in the literal sense and in the reputational sense, must be carefully preserved.

Intellect
Education is largely valued among the Rosengardes; not only does the Lorhaus province have an excellent public education system, but individual family members are also taught by private tutors and often move on to attend various colleges across the Archipelago and beyond. Being wise and well-studied is considered ever more important than being a thoughtless brute, and the city of Regalia serves as the prime atmosphere to gather knowledge.

Confidentiality

As expected of a Leutz-Vixe family, the Rosengardes value keeping their true intentions and opinions behind closed doors. Withholding information is often more advantageous than carelessly dispensing it, especially when it regards the affairs of the family. Rosengardes should be careful to whom they disclose their secrets; only their own blood can truly be trusted.
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House Rosengarde prides itself as having been one of the founding families of the Leutz-Vixe culture in the Lorhaus province after Ithanian and Wirtem settlers drifted into the uncharted province to monopolize over new land. The Rosengardes themselves have an Ithanian and Teledden ancestry, beginning as a middle-class family from Vixhall that rapidly grew wealthy during the Ithanian Gem Boom, eventually migrating to the County of Ennas and purchasing a plot of land for themselves, being granted the Barony of Artrila. This became the starting point for the Rosengarde family's rise to fame, with Baron Severin Rosengarde being the first of the House to secure a noble title.

The Rosengarde family's wealth continued to accumulate over the years, profiting from expansive fruit plantations that covered the valleys surrounding Artrila. Clever political arrangements and diplomatic deals resulted in the Rosengarde family securing more and more land, absorbing nearby Baronies into the fold, and even overtaking the County that had initially ennobled them. Within two decades, all of the Ennas County was under Rosengarde reign, and the various towns and cities dotting the land would continue to develop. Taxation on trade in the County, coupled with elegant glassware products that uniquely combined Ailor and Teledden crafting styles, became the main source of income for the Rosengardes, though they still continue to profit from the fruit farms outside the family's capital city.

Like most Leutz-Vixe families, the Rosengarde's line of succession was a patriarchal one in which all the land and finances would be passed to the current titleholder's firstborn son―outside of a singular instance. The title of Count Ennas made its way through generations of Rosengardes, with the latest Count, Valentin Rosengarde, rising to power in 309 AC after the untimely murder of his parent, Lavelle Rosengarde, by an unknown party from Tirgunn. Count Valentin, alongside many relatives of his family, have since made the move to journey to the Regalian Empire's capital to further House Rosengarde's influence, secure new alliances, and stand witness to the abundance of political and magical intrigue within the city.

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Capital City of Artrila

Artrila is a scenic, lakeside city with peaceful views and active trading ports spanning the coastline. Many artisans make a living in this town, with tourists arriving from all across the Archipelago to vacation in the city and purchase the unique crafts produced here. Castle Beaufort, the ancestral home of House Rosengarde, is located in the valley outskirts of the city, surrounded by acres of fruit orchards.

City of Ennasberg

Ennasberg is located south of Artrila, though is still positioned on the coastline. Being located close to the Lorhaus-Vultaro border, a great deal of trade occurs here, a significant military and diplomatic presence. Multiple academies and universities dot this town, attracting students from smaller villages to study by the lakeside.

City of Vatra-Dornei

Located in the northwest valleys of Ennas, Vatra-Dornei is a quaint town surrounded by forests and orchards, acting as a trading post between many of the other surrounding Lorhaus provinces. The architectural designs of the town are highly inspired by Ithanian Elven architecture, with a rather notable Teledden population occupying the town. It is surrounded by orchards and vibrant flower fields, known for producing fruit-based products, wines, lotions, candles, perfumes, and the like.

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235 AC - 259 AC
Severin Rosengarde, Baron of Artrila, Count of Ennas
Son of Florent Rosengarde
Born in 202 AC | Died in 259 AC

259 AC - 281 AC
Adrian Rosengarde, Count of Ennas
Son of Severin Rosengarde
Born in 224 AC | Died in 290 AC

281 AC - 284 AC
Antonel Rosengarde, Count of Ennas
Son of Adrian Rosengarde
Born in 260 AC | Died in 284 AC

284 AC - 309 AC
Lavelle Rosengarde, Countirh of Ennas
Sibling of Antonel Rosengarde
Born in 262 AC | Died in 309 AC

309 AC - Present
Valentin Rosengarde, Count of Ennas
Son of Lavelle Rosengarde
Born in 286 AC

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Members will be added to this section as they are created.
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Lavelle Rosengarde | 47 | NPC (✝)
The previous Rosengarde titleholder, having inherited the lands of the family after the early death of their brother. They were known to be a skillful diplomat and politician, and despite not being a male, was ultimately determined to be more worthy of the title than any of their other siblings. It is said they were the Rosengarde family's most successful leader aside from Count Severin, though they kept their true identity a secret from the public due to social stigmas against females being in positions of power.

Valentin Rosengarde | 26 | @Saaber

The current Patriarch of the family and the eldest son to the late Lavelle Rosengarde, Valentin has attracted mixed feelings from his peers due to his status as a Pride Arkenborn. He is a secretive yet charismatic man with an interest in magical studies, and is a member of the Scribe Order.
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Recruitment is selectively open.
Contact me through Discord (username: saaber) if you are interested.
Please do not apply through the Forums.

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━━━ THE UNDERCITY TAVERN ━━━

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OVERVIEW
The Emergency Exit is a sewer bar located in the beneath the streets of Regalia, centered in the middle of the Rogue Court district. Unofficially controlled and operated by the Serpent's Hollow guild, the establishment serves as a sanctuary for those who are shunned from or discriminated by the citizens of the surface. Misfits, criminals, Afflicted, and anybody else brave enough to transverse the sewer tunnels can find cheap drinks and interesting company here at the Emergency Exit: where being abnormal is considered the status quo.

DIRECTIONS
You can reach the Emergency Exit by teleporting to /tp Sewers and heading south.
IN-CHARACTER RULES
1. | Bartenders have the right to refuse service to anyone, for any reason.
2. | If you're going to fight each other, do it outside of the tavern.
3. | Those who have come to disturb the peace of the Undercity will be met with great violence.

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NON-ALCOHOLIC DRINKS
Purified Water | 2 Regals
› | Water run through a purifying machine, free of any sewer filth or disease.
Juice | 3 Regals
› | Available flavors include apple, orange, strawberry, watermelon, and lemonade.

ALCOHOLIC DRINKS

Anglian Wheat Ale | 4 Regals
Brown Ale | 4 Regals
Regalian Beer | 4 Regals
Apple Cider | 4 Regals
Honey Mead | 5 Regals
Krai Vodka | 5 Regals
Sielroca Rum | 5 Regals
Girobalda Red Wine | 6 Regals
Girobalda White Wine | 6 Regals
Blood Wine | 6 Regals
Gallovian Whiskey | 7 Regals
Sollerian Brandy | 8 Regals
Loiree Cognac | 8 Regals
Salvatore Fruit Wine | 10 Regals
Custom Mixed Drinks | 5 to 15 Regals

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Each night of the week, a special event will occur at the Emergency Exit in an effort to attract more roleplay to the sewers! These events are not guaranteed to be held every single night, and largely depend on the availability of Emergency Exit employees to occur. This is a trial system in order to generate consistent sewer roleplay, and may be discontinued if there is a lack of interest.

How do I get notified when an event is planned/an event is starting?
Pings and notices will regularly be put out in the Roleplay Community Discord and the Serpent's Hollow Discord as events are planned. There is currently not an Emergency Exit Discord, but one may be made in the future if the bar has enough persistent roleplay.


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Sunday: Potluck Night
Each Sunday, a selection of food will be made available for a community dinner. Crookback and Undercity denizens are encouraged to stop by and try different foods, while also donating their own meals to add to the potluck. Occasionally, catering from another restaurant may be utilized.

Monday: Gambling Night
Each Monday, patrons of the Emergency Exit will be encouraged to come and enjoy different games of luck and skill with each other―and patrons are further encouraged to enhance the stakes of these games by wagering away coin or other valuables. Cards, dice, and other materials will be provided.

Tuesday: Entertainers' Night

Each Tuesday, entertainers with any degree of talent are encouraged to visit the Emergency Exit and show off their skills to the patrons present at the bar. Mages, musicians, poets, acrobats: anybody and everybody with a good show to offer, is invited to come and preform. Payment, of course, will be offered to those who dedicate their time to put on a performance.

Wednesday: Black Market Night

Each Wednesday, the Emergency Exit invites any and all merchants, mercenaries, and businessmen to set up shop at the Emergency Exit and offer their goods and services to the bar's patrons. This night of the week is ideal for anyone who is looking to acquire illicit contraband, or for brokers who would like to hold an auction in front of a sizeable crowd of sewer denizens. As usual, drinks will be provided in the background.

Thursday: Story Night

Each Thursday, patrons are invited to sit around the bar and share their greatest stories―whether it be retelling their own personal adventures, or sharing a frightening folktale, or recounting some fantastic piece of mythology. Those who have the most entertaining stories to share will be compensated with free drinks.

Friday: Wild Card Night

Each Friday, a unique event will be held that differs from week to week. On an OOC level, these are group activities that require several players to be present (and a lot of time and effort on our end) to be enjoyable, so details of the expected weekly event will be released on the Monday of the same week to give players time to prepare. Some anticipated events may include Capture the Flag, scavenger hunts, tournaments, and Murder Mystery storylines―the more people who attend, the better!

Saturday: Sewer Assembly Night

At 7:00 pm EST each Saturday, the Sewer Assembly will be held in the Emergency Exit, where all denizens of Crookback and the Undercity are encouraged to gather together to discuss their grievances, important ongoings in Regalia, and plans of action for the future. These evenings serve to help unify the people of Crookback and preserve their interests in the face of any repressive treatment enacted upon the borough.

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The Emergency Exit is always in need of bartenders and bouncers. If you are interested in working here, you are encouraged to apply in-character by approaching any of the leading Emergency Exit staff. Alternatively, you can set up a meeting through Discord by contacting either kitchenrefugee or saaber.

(Note: The Emergency Exit is still a public roleplay location, and you are still more than welcome to act as a bartender there without being employed through the Serpent's Hollow!)

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I love your template style. It looks really nice while still giving all the essential details plainly.
 
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━━━ THE WARRIOR PRIESTESS ━━━
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Full Name | Mereya Sälysa Saleyaal ul-Elana Elyraal
Titleage | Countess Mereya Saleyaal of Leisarannaar
Heritage | Life Isldar (Dramarys Dragonkin)
Age | 36 Years

Date of Birth | December 30th, 278 AC
Astrology | Capricorn
Gender | Female
Pronouns | She/Her
Sexuality | Bisexual
Occult | Dragon Mage
Occupation | Dragon Priestess, Lifesinger


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Identity
Mereya is the current Matriarch of the blue-blooded House Saleyaal, an aristocratic family of Isldar presiding over a region of Solleria. She is a Dragon Priestess of Regulus, known to present herself as a graceful and benevolent mentor to anyone in need of protection or guidance―though when her wrath is incurred, she is more than capable of demonstrating to her enemies that kindness must never be mistaken for weakness.
Personality Type | AAA | AAA
Character Alignment | Lawful Good

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Visual Information
Mereya bears many traits of the typical Wyrmborn Isldar, including the sky-blue eyes irises and the blue-lilac scales that are indicative of her Dramarys heritage. She rarely allows the full extent of her Dragonborn features on display, and is most often only found with these Draconic scales covering her ears, arms, and hands. Her long, bone-white hair is frequently stylized with an elaborate bun and braid, and her attire usually includes free-flowing blue fabrics and leather accessories that combine elegance with practicality for combat settings. Her forehead is accented by a crescent moon tattoo, and the back of her neck and her spine are decorated with cosmic iconography.
Art Gallery | [x]

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Attack Stat is Faith | Defense Stat is Magic
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7 Faith
Shaman | Shaman Stance (Free)
Shaman | Shaman Aura
Shaman | Shaman Pounce
Shaman | Shaman Quake
Shaman | Shaman Darkness
Shaman | Shaman Ancestor
Shaman | Shaman Earth
Shaman | Shaman Brutality
5 Magic
Magic | Magic Cleanse
Magic | Magic Barrier
Magic | Magic Shove
Magic | Magic Revive
Adapt | Magic Safeguard (Free, Dragonkin)
Adapt | Magic Wardrobe
1 Constitution
Training | Rage Counter
1 Dexterity
Roguery | Sharp Reflexes
0 Strength
Athletic | Steady Body (Free, Dragonkin)

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Common Isldar Mechanics
Mechanic I | Cold Immunity
Mechanic II | Superior Vision

Life Isldar Mechanics
Mechanic I | Life Song
Mechanic II | Isldar Farsight
Mechanic III | Soul Rivers

Dramarys Dragonkin Mechanics
Mechanic I | Snow/Ice/Starlight Manipulation
Mechanic II | Mystech Resistance/Ordial Vulnerability

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Hobbies and Talents
Alchemy Hobby |
Magical Talent |
Cleric Talent |

Languages
Common |
Altalar |
Anglisch |

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A Historied House
Clan Elyraal is an expansive family of Wyvern breeders and trainers hailing from the Meyranlēy region of Ellador, the name as ancient as the Isldar themselves. The House of Saleyaal is a branch of this clan who migrated to the Regalian Archipelago approximately two centuries ago, taking with them their culture and knowledge to cultivate in the mist-blanked lands of Solleria. The family's influence grew over the centuries, eventually covering the entire County of Leisarannaar. Mereya acts as the current Countess of this region, and is more than eager to talk about her ancestral home.
The Benevolent Lifesinger
First and foremost, Mereya is a Dragon Priestess who preaches the teachings of Regulus, seeking to act as a mediator not only between the opposite spectrums of Dragon Worshippers, but also between conflicting groups beyond the scope of Draconism. She offers guidance and aid to faithful and outsiders alike, operating as a healer, a cursebreaker, and a defender of the living. Much of her skillset is influenced both by Isldarrin tradition, and by the secretive practices of the Anglian Witches.
A Green Thumb and a Golden Voice
Outside of her political obligations and her spiritual pursuits, Mereya has an appreciation for botany and music. The former is a hobby she picked up during her time being mentored by Anglian Witches, gifting her with a green thumb and a recognition for the medicinal properties of unsuspecting flora. As for the latter, she was tutored in both choral and instrumental music to carry on the customs of her elders―and these teachings have allowed her to flourish into a skillful musician. She will gladly pursue these hobbies alongside her likeminded peers.
No Damsel in Distress
Despite Mereya's preference to pursue diplomatic solutions to conflict as opposed to physical combat, she is by no means a helpless pacifist. She is a trained combatant who calls upon the strength of the Dragons to bolster herself and her allies during a battle. Those who would mistakenly label her as a helpless highborn and an easy target for crime may find themselves sorely regretting their assumptions after being confronted by icy claws and Draconic fury. She is willing to duel with others to sharpen her skills, and is equally willing to violently oppose those who would desecrate Alorian life.

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━━━ A REGALIAN COURT FAMILY ━━━
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House Name
Saleyaal​
Family Type
Regalian Court Family​
Main Heritages
Life Isldar, Dramarys Dragonkin​
Minority Heritages
Anglian Ailor, Solvaan, Some Others​
Spoken Languages
Common, Altalar, Anglisch​
Dominant Religion
Draconism​
Political Stance
Progressive​
Holdings
County of Leisarannaar in Anchal, Solleria​
Current Matriarch
Countess Mereya Saleyaal of Leisarannaar​
Wealth and Trade
Medicinal Alchemy, General Alchemy, Taxation​
House Colors
Cornflower Blue, Midnight Blue, Amethyst Purple, Black​
House Symbols
Wyverns, Stars, Moons, Mountains​
Family Motto
"Born of scales and snow."​

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  • Brief Family Summary
    The House of Saleyaal is a blue-blooded family of Life Isldar hailing from the County of Leisarannaar, a mountainous and misty region in northern Solleria. For centuries, this family has closely honored the traditions and practices of their forebears, serving the Regalian Empire as dedicated healers, soothsayers, soldiers, and guardians. The Saleyaals have been adherents of the Draconism faith for as long as their family history has been recorded, and are driven by the duty to protect and preserve Alorian life. Although hundreds of years have passed since the House of Saleyaal splintered off from its origins in Ellador, they are still wholly invested in ensuring the Bene Vixit triumph in the brewing Civil War―and many family members have taken to the Regalian Capital in an effort to propel this ambition forward.​

  • Family Religion
    Loyalty to the Dragons has been a cornerstone of House Saleyaal's century since long before its official founding. Though they historically began as Aurora worshippers, the family experienced a gradual shift towards Regulus worship following their migration to the Regalian Archipelago. Even while the Dragons were thought to be gone from the world, the Saleyaal family's faith remained steadfast, and their loyalties were only strengthened when the Dragons made their return. All members of House Saleyaal are raised into the Draconist faith, and those who turn their backs on the Draconic cause are outcast from the family.

    Regulus is often chosen as the Patron Dragon for many family members, though preferences in Patrons can certainly vary. Because of House Saleyaal's generally progressive views regarding the Occult, most members tend to support either the faction of Consolidation or the faction of Succession, depending on individual preferences. While all members of the family are raised into Draconism, it is not unheard of for family members to explore other faiths through religious syncretism, largely due to the exposure of many different cultures and heritages occupying the lands of Leisarannaar―though the majority of Saleyaal members are exclusively Draconists.​

  • Tradition
    House Saleyaal has always considered it deeply important to pass on the customs and traditions of one's ancestors, and they have been carefully preserving Isldar culture long since they left Ellador behind. From stories of Isldarrin history, to lessons in the art of Lifesinging, to the skillful practice of Wyvern riding―the Saleyaals have always done their best to honor their origins, and refuse to allow their Isldarrin culture to wash away in the Regalian Empire's cultural melting pot.​

    Service
    All members of the family are expected to provide service to the Regalian Empire, to their House, and to the Life Isldar as a whole. Having the fortune of being born into comfortable luxury is no excuse for incompetence and laziness, and each family member is expected to demonstrate their capability and worth in one form or another. Honing one's skills―whether that be in combat, medicine, diplomacy, or something else―and applying them to a cause greater than one's own self is encouraged from a young age.​

    Grace
    House Saleyaal is a blueblooded family of the peerage, and its members are expected to act like such. Family members should do their best to follow noble conduces and carry themselves with dignity and grace, especially in public settings. Dressing appropriately, speaking professionally, and behaving graciously are all components to maintaining the family's reputation.​

    Faith
    It is likely no surprise that religiosity is considered one of the keystone family values of House Saleyaal. Anyone fortunate enough to be born with the Saleyaal name will surely be taught that adhering to the tenets of Draconism is the most virtuous way to live. Family members ought to reflect on each choice and decision they must make, and how it may earn or lose the approval of the Dragons. Connecting with other Draconism faithful is encouraged, and efforts should be made to foster a welcoming and inclusive community amongst local Draconists.​

  • Wyvern Bonds
    When a new Saleyaal is born, the infant is given a Wyvern egg that will eventually hatch and mature alongside them as lifelong companions. Family members deeply treasure the bonds created with their Wyverns, using these creatures both as means for travel across difficult terrain, and as mounts to ride into battle.​

    Archon Affinity
    It is not uncommon for members of House Saleyaal to become Archon―especially among those who pursue roles as soldiers or guardians. The Warden lineage is a popular choice among family members due to House Saleyaal's associations with the Grey Witches of Anglian culture. Some of these Grey Witches live in Saleyaal territory, and are said to have helped the family develop some of their alchemical medicines.​

    Aelrrigan Supporters
    House Saleyaal is known to particularly favor the Aelrrigan Order over other Knight Orders, which may be partially due to the cultural significance of the Order in Solleria. Multiple members of House Saleyaal have joined the Order, with the Hechiceros and Llynburh Chapters being the most favored due to their close representations of House Saleyaal's values.​

    Enchanted Greenhouses
    While Solleria is known to have mountainous lands and a lack of arable soil, the Saleyaal family works around this by growing alchemical ingredients in greenhouses enchanted by magic to create suitable growing environments. These greenhouses act similarly to the facilities used by the Isldar in Ellador to successfully grow their fruits in the frigid weather conditions.​

    Ellador Expeditions
    All Isldar of House Saleyaal are heavily encouraged to journey to Ellador so that they may reconnect with the Clan of Elyraal and experience the customs of the native Life Isldar firsthand. These pilgrimages can last from months to years at a time, and all family members typically make their first visit when they come of age. Some members of the Saleyaal family offer their services on the battlefield, volunteering in the wars against the Vampires and the Death Isldar who also occupy the frozen continent.​

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  • ━━━ Chapter I | Founding ━━━​

    94 BC - 37 AC
    House Saleyaal traces its beginnings back to the Clan of Elyraal, a clan of Isldar and Dragonkin living in the Meyranlēy region of southern Ellador. This clan had formed towards the end of the Dregodar-Dwarven Wars in 94 BC, where the first Isldar were created and the Dramarys Dragonkin first fell upon the continent following the death of the Purple Creation Dragons. This clan came together out of necessity to survive and rebuild after Ellador had become frozen in a powerful cold snap, and the faction became locally recognized as skillful Wyvern riders and breeders. They carefully bred Frost Wyverns for their strength, speed, and endurance, creating lineages of Wyverns suitable for the constant conflict that brewed over the vast, snowy plains. Equally, the riders of these Wyverns were well-trained in aerial combat, forming especially close bonds with their mounts.​

    As the centuries came and went, some members of Clan Elyraal grew curious about the world beyond their isolated home, while others were motivated by the hope of a more comfortable life being discoverable elsewhere. A short time after the Cataclysm, a group of these Isldar and Dragonkin took to their Wyverns and flew south, ultimately stopping in the misty and mountainous regions of northern Solleria in the Regalian Archipelago in 37 AC. They had come to land in Leisarannaar, a place primarily populated by Solvaan and Anglian Ailor, with a significant Dragon-Worshipping population. In this place, the members of Clan Elyraal settled as migrants, adopting the surname Saleyaal.​

    37 AC - 100 AC
    At first, the newly-arrived Saleyaal family was viewed with suspicion and thought of as unwelcome outsiders, believed to be some strange variety of Teledden or Fin'ullen. However, the family integrated into the community over the ensuing years, finding solidarity with the other native Draconists while also carefully preserving the family's ancestral traditions and customs. The Saleyaals took their knowledge of alchemy, healing, and Lifesinging that had been commonly practiced in Ellador, and introduced new remedial techniques to their new Sollerian neighbors, eventually establishing themselves as reliable caretakers.

    In the many years that followed, these skills were employed at local clinics and apothecaries. In due time, the family was able to open up a business of their own, one that would steadily grow beyond their city, and even beyond Leisarannaar. The family founded an alchemy business, the Moonlight Apothecary, which provided medical services and alchemical supplies to surrounding communities. As a single business grew into a renowned company, House Saleyaal would soon find itself providing medicine to hospitals, markets, and Regalian armies.​

  • ━━━ Chapter II | Claim to Fame ━━━​

    100 - 122 AC
    House Saleyaal's name grew to be known as one associated with alchemy and medicine. Their production and distribution of medicinal and recreational alchemy began to spread beyond the province of Solleria, even opening a location for the Moonlight Apothecary in the Empire's capital city to expand their reach. The current Matriarch of the family during this time, Reyana Saleyaal, had moved to the City of Regalia to oversee the operation of this company, and she gradually proved herself to be an especially talented physician.​

    122 AC - 124 AC
    In 122 AC, Reyana Saleyaal was employed by the Imperial Palace as a court physician due to her success in the medical field. Just two years later, in 124 AC, she was credited with saving one of the Imperial Family members from a grave illness that would have otherwise brought certain death. As a reward for her lifesaving service, she was ennobled by the current Emperor, Blessed Henri III, being titled the Countess of Leisarannaar in exchange for continued service to the Empire.​

    124 AC - 201 AC
    In the decades that followed, House Saleyaal sought to establish peaceful relations with both the inhabitants of their land, and the rulers of surrounding regions, and locally became known for their benevolence towards commoners, their progressive worldviews, and their appreciation for the existing cultures and traditions of the land. It was not uncommon for the locals to refer to the Saleyaals as "miracle workers," and citizens would regularly travel to Leisarannaar from surrounding regions to receive exceptional medical care.​

  • ━━━ Chapter III | Recent History ━━━​

    201 AC - 308 AC
    The seat of Leisarannaar was passed down from generation to generation, with the eldest child of the previous Matriarch or Patriarch ascending to the head of the family after the death or abdication of their parent. While each ruler of Leisarannaar could claim to have had a fruitful and long-lived career through the scope of a typical Ailor's lifetime, the truth rested in each Count or Countess being dethroned through an untimely, violent death after reigning for decades at a time.

    For hundreds of years, the existence of the Isldar was not widely known―though House Saleyaal had always offered their support to the Life Isldar still living in Ellador, regularly sending family members to the frozen wasteland to provide resources or provide service in the wars against the Death Isldar and the Vampires of Dorkarth. As more Isldar have branched away from Ellador in recent years, the Saleyaal family has been more vocal at court in encouraging other members of the peerage to directly aid the Life Isldar.​

    308 AC - Present
    The current Matriarch of the family, Mereya Saleyaal, rose to power after the recent passing of her mother, Elana Saleyaal, in 308 AC. Elena was well-loved, both at court and by the local commoners as a charitable and merciful woman―and for all her kindness, she was afforded an untimely and violent end during a visit to Ellador, slain at the hands of the Death Isldar. In the following years, many family members have ventured beyond Solleria, with a sizeable number of them arriving to the City of Regalia to take advantage of the ever-changing political climate, to secure new alliances, and to help ensure the Life Isldar win their Civil War.​

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  • Town of Veleïa
    Veleïa is a serene, mountaintop village overlooking a sea of mist and clouds rolling beneath the peaks. Featuring elegant, spiraling structures of pale stone that are designed to seamlessly incorporate the surrounding trees and flora, the architecture of this scenic town seems to have been heavily inspired by old Allorn designs. Several breathtaking waterfalls cascade down the sides of the mountains, and various monasteries, temples, and hospitals dot the town. Due to its remote location and difficult surrounding terrain, the village is almost exclusively inhabited by the Solvaan who are accustomed to navigating the magical mists.​

  • City of Leisalaan
    Leisalaan is the capital city of Leisarannaar that is situated upon the eastern coastline of the region. It is the center of trade for the County, with ships entering and exiting the harbor on a daily basis to transport goods. A significant portion of House Saleyaal's alchemy is produced and distributed from this city, and the County's largest hospital is also located here. Stone walls and towers protect the borders of the city from the dense, mist-shrouded woodland that can be found further inland, and opulent spires rise up and disappear behind low-hanging clouds. Leisalaan is a center of cultural diversity; while Solvaan still make up the majority of the population, there are sizeable minorities of Anglian Ailor, Fin'ullen, and Kathar who live in and around the capital.​

  • City of Rosalya
    Rosalya is another major city located on the eastern waterfront. While many other settlements in Leisaranaar have stood for several centuries, Rosalya is a somewhat modern settlement that was constructed within the last hundred years. Its development was primarily overseen by House Saleyaal, intended to be a beautiful and gracious center for the Draconism faithful. The graceful architecture of the city was inspired by the Spire-Cities of Ellador, and it has served as a refuge for migrating Isldar in more recent years. The ancestral home of House Saleyaal, the Moonstone Castle, is located at the top of a hill that overlooks the city.​

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124 AC - 212 AC
Reyana Saleyaal, Countess of Leisarannaar
Daughter of Vylan Saleyaal
Born in 22 BC | Died in 212 AC

212 - 273 AC
Vasilaan Saleyaal, Count of Leisarannaar
Son of Reyana Saleyaal
Born in 115 AC | Died in 273 AC

273 AC - 308 AC
Elana Saleyaal, Countess of Leisarannaar
Daughter of Vasilaan Saleyaal
Born in 204 AC | Died in 308 AC

308 AC - Present
Mereya Saleyaal, Countess of Leisarannaar
Daughter of Elana Saleyaal
Born in 276 AC

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Members will be added to this page as they are created.



  • Mereya Saleyaal | 36 | @Saaber
    As the eldest child of the late Elana Saleyaal, Mereya was next in line to assume the title of Countess of Leisarannaar after her mother's passing. She's described as a patient and benevolent Wyrmblood Isldar who offers aid and guidance to those in need. She is a Dragon Priestess of Regulus, having sought the approval of the Central Matron in Anglia.
    Alarys Saleyaal | 36 | @KitchenRefugee
    Description TBA.
    Lyana Saleyaal | Age | @Gabigailll
    Description TBA.
    Daelor Saleyaal | Age | @Mystiluu
    Description TBA.​

  • Velrahn Saleyaal | Age | @_Pebs
    Description TBA.​

  • Relevaan Saleyaal | 32 | @5eaweed
    Relevaan is an Orion who fell from the stars and landed in the countryside outside the city of Rosalya, where he was found by the late Elana Saleyaal and taken back to her castle to be raised as one of her children. Despite not being of noble status, the family still treats him as one of their own. He's currently an Aelrrigan Knight of the Llynburh Chapterhouse.​

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  • Recruitment for House Saleyaal is selectively open.
    If you are interested in playing a member of House Saleyaal, do not reply to this thread. Instead, you should DM me through Discord (username: saaber) if you wish to join the family, and we can discuss character concepts and eligibility together. You are also welcome to reach out if you wish to work as an employee of House Saleyaal, or have any general questions about the family!​

    Requirements for Eligibility
    In order to join the family, I must first be familiar with your roleplay conduct and reputation on the server. Somebody who regularly breaks server rules or has a negative attitude will not be accepted into the family―and those who do exhibit poor behavior on an OOC level after being accepted into the family may be removed. It is encouraged to only apply if you are serious about playing a Saleyaal; I do not want this family to be filled with a bunch unused and shelved characters.​

  • Mainline Family Members
    All members of the main family line (siblings to the Countess) must be full-blooded Life Isldar and Dramarys Dragonkin. All mainline family members must be below the age of 35.
    Cousin Family Members
    All first-cousins, aunts, and uncles must be at least half Life Isldar, though a variety of other heritages can be picked for a secondary heritage. Being a Dramarys Dragonkin is optional for those outside of the main family line. Extended family members do not have to be Isldar at all, though it is still recommended. Viable options for secondary heritages can be discussed in DMs. There are no age restrictions to extended family members.
    Character Affinities
    Archon are a viable choice for players who wish to play an Affinity. Daiana Godborn are an excellent choice for those who wish to play a Godborn that is adopted into House Saleyaal. Being an Arkenborn can be discussed as an option for extended family members, but mainline family members cannot be Arkenborn.
    Character Religion
    All Saleyaal members should be Draconists. If your character is discovered to have abandoned the Draconism faith, they will very likely be expelled from the family and treated as a traitor. Religious syncretism is possible with other religions, with Unionism and Estelley being the most viable options based on the family's geographic location.
    Character Behavior
    Your character would have been raised to follow courtly protocol, and will be expected to act with a basic level of decorum in public. Generally, characters should avoid acting immature, petulant, or unprofessional, especially when in the company of other members of the peerage. Characters are also expected to be loyal to the Emperor and generally interested in following the law.​

 
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Full Name | Sylas Marevaal Atlacamani Sylphaalor Bel-Saal Solleria-Regalia
Heritage | Half-Fin'ullen
Recessive Heritage | Maquixtl​
Age | 26 Years
Date of Birth | December 11th, 285 AC
Astrology | Sagittarius​
Gender | Male
Pronouns | He/Him
Sexuality | Pansexual, Polyamorous​
Occult | Void Mage and Spirit Summoner
Permanent Affliction | Vampire Brood
Temporary Affliction | Fledgling Vampire (Valhersir Bloodline)​
Occupations | Demon Broker, Dark Mage, Mercenary, Bartender

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Identity
Sylas is a hedonistic, slum-born brood with a lust for power and influence, seeking out new means to improve his status and strength by any methods necessary. Born and raised in the Crookback borough to a family of ill-behaved Sanguine, both nature and nurture have molded the halfling into a violent and morally-ambiguous person. Possessing a natural charisma and an aptitude for combat, Sylas fights a ceaseless, uphill battle to ward off the dark urges that accompany his blood curse. He is a worshipper of Evolism, with a particular bias towards Morrlond.​
Character Alignment | Chaotic Neutral
Personality Type | ESTP-A | The Entrepreneur​

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Appearance
Sylas stands at a height of six feet and five inches, possessing a fit and muscular build from years of athletic experience. Dark, curly hair of medium length and striking blue eyes indicate his Fin'ullen heritage, and aquatic features accent his body―from the black fish scales that splotch his shoulders, to the matching horns that extend out from the top of his skull. Elaborate tattoos are inked along his right arm and part of his chest, featuring a combination of geometric patterns and Void Script runes that function as a conduit for his dark magics.​
Art Gallery | [Click Here]

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[Custom Kit Information]
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  • Combat Stats
    Attack Stat | Strength (1d17)​
    Defense Stat | Magic (1d15)​
    7 Strength
    Bruiser | Bruiser Stance (Free)​
    Bruiser | Bruiser Slam​
    Bruiser | Bruiser Agony​
    Bruiser | Bruiser Tackle​
    Bruiser | Bruiser Rampage​
    Melee | Technique Parry​
    Melee | Weapon Throw (Free)​
    Athletic | Steady Body (Free, Fin'ullen)​
    7 Magic
    Magic | Magic Snare​
    Magic | Magic Resist​
    Magic | Magic Cleanse​
    Adapt | Magic Shapeshift​
    Adapt | Magic Oceanic (Free, Fin'ullen)​
    Adapt | Magic Wardrobe​
    Invoke | Duelist Invocation​
    Mounted | Magic Familiar Disrupt​
    Mounted | Magic Cavalry Summon (Free)​

  • Heritage Mechanics
    Fin'ullen Mechanic I | Daphalar Transformation
    Fin'ullen Mechanic II | Deep Sea Aesthetics
    Fin'ullen Mechanic IV | Feats of Strength
    Fin'ullen Mechanic V | Demonic Persuasion Bonus
    Maquixtl Mechanic I | Emotion Reading​

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    Religious Mechanics
    Catheron Mechanic I | Law of Catheron's Reflection
    Catheron Mechanic II | Devotions/Defects of the Void
    Morrlond Mechanic I | Calendar Tournament Bonus
    Morrlond Mechanic II | Water Breathing
    Apotheon Mechanic I | Life Essence Absorption
    Apotheon Mechanic II | Skill Copying
    Ravaal Mechanic I | Glacial Weapon Enhancement
    Ravaal Mechanic II | Soul-Shard Collection
    Gahan Mechanic I | Spirit Duke Guidance
    Ventra Mechanic I | Plant/Animal Bodily Aesthetics
    Ventra Mechanic II | Mark of Ventra's Bow
    Int Mechanic I | Artifact Enhancement​

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    Linguistics
    Native Languages | Common, Altalar
    Learned Languages | Nātl, Katharic, Sign Language
    All other languages fully understood due to being a Valhersir Vampire.

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    Hobbies and Talents
    Athletic Hobby | Sylas has endured years of physical training, resulting in great athletic strength.
    Alchemy Hobby | Sylas has dabbled in the field of alchemy, creating recreational substances and poisons.
    Magical Talent | Sylas is a skillful (Tier Five) Void Mage who draws on themes of the ocean, shadows, and illusions.​

  • Vampire Brood Mechanics
    Mechanic I | Vampire Broods can see through the Court Glamour of other Vampires, but are magically compelled not to reveal them.​
    Mechanic II | Vampire Broods are never affected by the mental changes of Vampirism while infected.​
    Mechanic III | Vampire Broods can have their Mind, Body, and Soul cured all at once at the cost of a single Divinium.​
    Mechanic IV | The blood of (an uninfected) Vampire Brood will sizzle when exposed to sunlight, and may even spark with a low flame.​

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    Vampire Design Mechanics
    Mechanic I | Vampires can transform into a monstrous Vampire Form, which counts as a Disguise.​
    Mechanic II | Vampires can instantly Weapon Summon a magical weapon into their hand, which is capable of changing weapon type.​
    Mechanic III | Vampires have any God Magic converted to Void Magic for the duration of their infection.​

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    Common Vampire Mechanics
    Mechanic I | Vampires can use their Court Glamour to hide Vampiric traits from non-Vampires, except during feeding.​
    Mechanic II | Vampires can use Magic Shapeshifting to hide Vampiric traits from non-Vampires, but Proficiencies are set to 0.​
    Mechanic III | Vampires can use Party Glamour at Server Events and Player Events.​
    Mechanic IV | Vampires can bargain with others to grant them immunity to Vampirism.​
    Mechanic V | Vampires can place a Curse on a victim (without OOC consent) that can last up to 12 Hours, and counts as +1 Magic for removing the Curse.​

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    Valhersir Vampire Mechanics
    Mechanic I | Valhersir Vampires can speak and understand every language, and gain insight when reading ancient/magical writing.​
    Mechanic II | Valhersir Vampires can receive visions of the past and future from those around them, either as visions, or by touching them (requires OOC Consent to be Hidden).​
    Mechanic III | Valhersir Vampires add +5 to out-of-combat Strength dice rolls, and have higher adrenaline production.​
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  • Crookback Native
    Born to two Vampires in the slums of the Regalian Capital, Sylas has spent the majority of his life in his home city. He was coaxed into a life of criminal activity at a young age, learning the skills to survive in Regalia's criminal underworld.​
    › | Perhaps your character has established relationships with him in the city already―whether that be on friendly terms at a bar, or at the wrong end of his blade in a dark alleyway. Friendships, rivalries, romantic relationships, or animosities are welcomed.

    A Blood Curse
    Sylas is a Vampire Brood who struggles to control some of the innate Sanguine cravings that run deep in his blood. In some instances, it makes him cruel and short-tempered, and exposure to the scent of blood can incite a gnawing hunger. He finds solidary and kinship with other Broods, and is loudly supportive of expanding rights for Broods in the Regalian Empire.​
    › | Sylas sometimes has trouble controlling his behavior due to the ever-present curse of his bloodline―perhaps you can help him, or perhaps you can make him worse.

    The Deepwater Warlock
    The halfling fashions himself as a Warlock: an expert on the summoning and controlling of Demonic entities and their boons. He possesses extensive knowledge on dark magic, curses, and summoning rites―and those who are interested in dabbling in the more illicit magical arts are welcome to approach him. However, he often expects fees or favors in return for his services.​
    › | Sylas sells his skills in dark magic and demonic rituals to other characters, and is especially knowledgeable on Spirit Duke summonings. Perhaps your character has similar interests, or would like to purchase his services.

    Regalian Corsair
    Sylas has been involved with a band of seafaring mercenaries for the last five years of his life, participating in morally-ambiguous misadventures both within and beyond the Regalian Archipelago. Life at sea has allowed him plenty of opportunities to travel to coastal cities; perhaps his character has met yours during one of his journeys.​
    › | Sylas traveled overseas from 306 AC to 311 AC. Perhaps he encountered your character elsewhere in the world during that time, or even adventured together as pirate mercenaries.

    Friends and Foes
    Though Sylas serves his personal agendas above any loyalties to specific groups, he tends to align himself with and support the endeavors of the people of Crookback. He feels a sense of responsibility for ensuring the territory's safety against those who would threaten it, leading to potential hostility with vigilantes or Occult-hunting characters who would disturb the peace. Despite his criminal tendencies and his choice of worship, he is still generally supportive of the Regalian Empire, and considers expressly anti-Regalian groups (like the Argentum Order) to be enemies.​
    › | He acts as an antagonist to anti-magic groups, vigilantes, anti-Regalian organizations, and the Argentum Order. He favors Crookback denizens, Evolists, Vampire Broods, and the Void-aligned.

  • To be written later.

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