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The Elliquian Herald & Post
Issue 74 (Autumn) ~ August thru October 2017

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Author Topic: The World of Atemnity: Sandbox; LGBT+ Friendly  (Read 487 times)

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Offline LunaJinxTopic starter

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The World of Atemnity: Sandbox; LGBT+ Friendly
« on: April 07, 2017, 10:35:09 AM »
**This thread is simply a thread all about a world I once role-played in on a, now, defunct website (www.hawthorneinstitute.com. I only had a partial hand in helping create bits and pieces of this world. The main chunks of knowledge come from Aria Winters, Evelyn Bell, Vivienne Scarlette - and individual kingdom leaders whom will be credited as the information is given. Regardless, it is a world I enjoyed role-playing in and has many story opportunities and I would love to do more, so I am introducing this world to E. Any information not re-worded for this and instead directly copied and pasted from documents will be in Courier font, and it will be indicated.**
*All credit names are the person's character name for anonymity*

*Notes*
- Any information that is not filled in/described can be created per each individual writing partnership. (Town details, names etc. (Unless a large group gets regular stories going, in that case I will add the info to the appropriate threads.)

- This world can be ERP or it could be on the Non-Adult section of the boards.

- The main ruling characters mentioned by name (Damien, Dimitri, Nathanial, Evelyn, Jasper, Madeline, Jessa, Kiara, Chase, and Vivienne) have had their faceclaim pictures included.

Current Role Play's
War on Atemnity


World:

Location: Sister planet to Earth

Key Characteristics:
Magic on Atemnity is divided into 3 entities known as Chaos, Equipoise, and Harmony. Although anyone has the ability to use magic, many people are born with a superpowerin lieu of being a magic user.

The entire world is separated into 7 very different kingdoms with a variety of ruling structure.

Like many countries on Earth, the legal age is 18-years-old time, interestingly time also runs very differently with the 16 month years on Atemnity.
For example: if someone is 30 on Earth they are only 22.5 on Atemnity.

The calculation for this is:  [Atemnity AGE] * 3 divide by 4 to get Age on Earth

Another interesting aspect of this world, and linked to the magic in the atmosphere, is the ability to portal (or travel instantaneously from one place to another). When Portalling a small amount of dust in a colour unique to each individual is left behind.

Lastly, due to this concentration of magic in the atmosphere, the grass is white and the sky is a bright blue colour.


Magic system

The Magic system on Atemnity is one in which a magic user aligns, or pledges, themselves to one of three deities.

Chaos
Dark Magic

Equipoise
Neutral Magic

Harmony
Light Magic
Son of Harmony: Jasper Tremain


Depending on which way a person pledges their magic, depends on how strong of spells they can use. For example, a Chaos pledged initiate has the possibility of using spells ranging from 0 to -10, Harmony 0 to +10 and Equipoise -3 to +3.

One can only use a maximum of a 3 power spell into the opposite magical type. (Chaos Max +3, Harmony Max -3), but to use the opposite force is to incur damage to one's self.

Magic is not "use what you want" the more powerful the spell used - the more exhausted you become and thus long to recover. Using to much magic, or when you are weak/sick, or the opposite force (Chaos => Harmony, Harmony => Chaos) can and will kill you - or if not bring you to the brink of death.

An interesting aspect of the magic on Atemnity is that it is actually in the atmosphere and thus is breathed in by all inhabitants. Thus, while some people are born with a super power that supersedes it, everyone *technically* has the ability to use magic.

Magic also has effects on the flora and fauna of the world, depending on the type of magic in a region. Chaos heavy areas contain flora that is darker hued and fauna that are more aggressive and violent.

Whereas Harmony-heavy areas are the opposite - lighter hued flora and more passive and friendly fauna.

Credit: Jasper Tremain


Currency

Currency on Atemnity consists entirely of coins, and people generally possess wallets that magically lighten the weight of said coins.

The coins are thus:
Name|Amount
Liton=$1
Hayten=$10
Kayut=$20
Cenx=$50
Bamagle=$100
Japton=$1000



Wars

The Atemnity War
The Atemnity War was the only world war where all of the kingdoms fought each other. The reason behind this war? The land to the North-West of the mainland land, now called Serelia. The kingdoms fought over this island chain because of the richness of a specific mineral seldom found on the mainland.

The eventual conclusion of this war was when Serelia claimed their sovereignty from the other kingdoms and was formally known as the Seventh kingdom on Atemnity.

The Battle of Dredal
The Battle of Dredal was the climax of the war that spanned, at least, 1000 years between the two beings Chaos and Harmony. Each of these beings represented the two sides of the spectrum, light and dark - good and evil, they were the original yin and yang.

Both beings, forces, despised the idea of balance, each wanting to have a world without the other. So, for 1000 years the two powers fought each other until they hit the climax of the eternal duel at the Battle of Dredal. At this climax, a new being was created from the clash of light and dark (Chaos and Harmony), Equipoise. Equipoise is the neutral force, whose powers were neither inherently good nor inherently bad.

Despite this neutral force being created, Chaos and Harmony continued to fight, each growing weaker and weaker until they finally destroyed one another. Although they were never truly gone, there were whispers that travelled the lands even as Equipoise slowly became part of the land itself.


Kingdoms - Quick Links

« Last Edit: August 24, 2017, 09:18:56 AM by LunaJinx »

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Re: The World of Atemnity - Thallian
« Reply #1 on: April 07, 2017, 01:04:36 PM »
Thallian



Pronunciation: Thal - ee -an

Name Origin: This particular name comes from two words in the native language of Thallian of Aukribic which are 'thal' and 'lian'. 'Thal' is the root word for success - usually found in Aukribic words like hardworking, victory, accomplishment, heroic and money. The word 'Lian' is directly translated to mean 'Saving Face' - being the root word for honour.

Tying these together this means that Thallian means Success and Honour - which are values the kingdom hold dear.

Flag Meaning: The flag is a representation of what the citizens deem important: work as well as success. The use of black over the red is meant to remind citizens of all the options and potential any individual can achieve. Where the red, shows how far one has come thus far.

It is the words of the former ruler,
Queen Vivienne Scarlette
that ring this notion in the minds of Thallian citizens.

"Limits exist only in the mind of the individual, opportunities are endless."

National animal: The Ulama, a quiet and strong bird that emits no sound thought to be a sign of personal strength.

Type of Government: Dictatorship
- The Queen's word is law and the power associated with this title are in the hand of whichever family name themselves to it.

Royal Advisor
Directly below the Queen, is the position known as  Royal Advisor. The person in this role is also always female. The Royal Advisor is in charge of the House of Elders.

House of Elders:
A group of 19 women and 2 men who aid the Queen as advisors. These are non-binding strategic advisors  who give the Queen advice as to how to act on various matters. In the end, however, it is the Queen alone who makes decisions.

Prime Minister:
Ranked directly below the Royal Advisor, the Prime Minister is responsible for the 13 departments within Thallian Government. Once every week like clockwork the Royal Advisor, Prim Minister and various departmental ministers meet to discuss issues and other matters. Following this meeting, it is the Royal Advisor and Prime Minister who meet with the Queen to give her advice and updates.

13 Government Departments:
  • Department of Education
  • Department of Business, Economy and Communication
  • Department of Employment and Work
  • Department of Art and Culture
  • Department of Environment, Climate and Food
  • Department of Travel and Transportation
  • Department of Health and Security
  • Department of Law and Justice
  • Department of Affairs (Internal and Foreign)
  • Department of Finance
  • Department of Magical and Mundane Maladies
  • Department of Flora and Fauna
  • Department of Balance (Villains, Heroes, Guardians - much fewer Heroes and Guardians)

Thallian is considered a darker territory and Chaos magic has more of a hold on the land, people, flora and fauna.

Cusine:
Much like the cultural and community values, the food is rather elegant, specific and peculiar. Fish plays a strong part in the cuisine.

Education:
Designed to produce warriors. Everyone goes to public schools, there are no private ones, and at 15-years-old you take an exam that determines what field you will go into.For the next 5 years, you study courses that pertain to that field so that once you reach 20-years-old you are ready to go out into the world to work.

Climate:
Dark, gloomy, humid and rainy.

Law and Justice and Correctional Service
- Only women are allowed to be in law, thus women are the judges and priests. This is due to one of the first rulers of Thallian, who was male, this person of whom it is against the law to speak his name nearly brought Thallian to ruin.
- Criminals are often used as test subjects of society and this is accepted by the society.
- Thallian does have the death penalty for severe crimes - Criminals are thrown into the volcano.
- Some crimes will result in the perpetrator being banished.
- Petty crimes will result in forced labour.
 
Clothing:
- Dark, professional colours - patterns are kept to a minimum and bright colours are never seen.
- Clothing in Thallian varies greatly as the general consensus is to dress to show off whatever the individuals best asset is so as to better achieve goals.


Geography



There are 9 Islands of varying sizes as well as a piece of the main continent that make up Thallian.


Mainland
Cities
Eleva
Towns
Nikiski
Villages
Papilion
Ivesgarth
Ponderosa

Islebury is the main and largest island - this is where the capital city of Fallholt lies.
Bellimare
Cities
Alnwick
Towns
Andalusia
Villages
Mirfield

Sang
Cities
None
Towns
None
Villages
Thorpes

Naporia
Cities
None
Towns
Carran
Villages
Selmer

Cumdivock
Cities
None
Towns
Lallana
Villages
None

Hwen
Home to Mount Zenith, the volcano of Thallian
Cities
None
Towns
Veritas
Villages
none

Caelfall
Cities
Kelna
Towns
None
Villages
Ecrin

Lyn
Cities
None
Towns
None
Villages
Rayan

Trystim
Cities
None
Towns
Trudid
Villages
None

Credits to Chase Langsworth
« Last Edit: July 09, 2017, 07:58:07 PM by LunaJinx »

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Re: The World of Atemnity - Caivia
« Reply #2 on: April 07, 2017, 01:07:00 PM »
Caivia



Caivia is pronounced as Cav-ia coming from the word cave and the suffix 'ia - which means 'pertaining to or of'. This references the dragons that reside within Cavia, calling it the Kingdom of Caves.

The flag represents the two regions of Caivia, North and South, with the red bands of colour with the blue band dividing them. The green triangle with the crown represents the rule of the king and is displayed in Castle Donaen at all times.

Type of government: Absolute Monarchy

Current Ruler:
King Nathaniel Platt

Administrative Divisions:
North-
Damianus (Damien) Platt

South-
Demetrius (Dimitri) Platt

Climate:
- Mediterranean or subtropical dry
- Warm to hot, dry summers
- Mild, rainy winters
- Close to the coast of the Zynyn Ocean temperatures are more moderate and contrast less between summer and winter.

Clothing:
- Simplistic styles
- Neutral colours
- The women of the royal family wear silken dresses that contain exquisite embroidery and brooches, the men overcoats and buttoned shirts.
- The general population wears similar clothing to the royals, though in more muted colours.
- Typical colours include ivory, royal blue and light brown

Law and Justice:
Northern: Loose laws towards law breaking and wrongdoing, most punishments entail community service. There is also no death penalty, the strictest punishment is life imprisonment.

Southern: Stricter laws for minor crimes, and has the death penalty for larger crimes including treason.

Correctional Facility:
Located in Pamplin, South Caivia

Defensive Capabilities:
Caivia's army and navy are one of the strongest among the kingdoms. The Caivian army is called the 'Lozelin' and the navy is called the 'Olgarids'.

Cuisine & Diet
Caivians are generally known to be omnivores, although the bakers of Caivia are well known and respected for a special type of bread pudding called Caivoriat. Caivoriat, is a bread pudding that has been infused with saffron and raisins. This dessert is considered special and a must to present to guests as a welcome to Caivian lands.

Education: 
School - Rosepine (for normal citizens)
Royal School of Caivia (Royals)

Children in Caivia begin school at age 7 (age 5 for royals), the metropolis'have many colleges and universities. These colleges and universities prefer those who have studied at Rosepine.

92% literacy rate

Foreign students from other kingdoms are welcome to study in Caivia, their tuitions are often subsidised by the Chambers of Finance.


Geography


Legend:
Star = Capital City
Circle with dot = Cities
Dot = Villages


Cities, Towns and Villages as written by Damien Platt


CAPITAL - Duncaster
The capital city of Caivia where Castle Donaen is situated is one of the most beautiful cities in Caivia. It is bordered by the river Ducas on one side and the smaller Dedukk Loch on the inner side, the latter of which is famous for its annual dancing festivity and is known to be a tourist spot. The city is mapped on an undulated terrain and has distinct demarcations of various social classes. The layout of the city is linear and almost overpopulated. Perhaps the best feature of the city is its tower of Master Duncaster, a legendary magical hero who is said to have been the one to discover the place.
 
Castle Donaen:
Eleven narrow, round towers form a protective barrier all around the castle and are connected by giant, massive walls made of dark green stone.
Wide windows are scattered here and there across the walls in a seemingly random pattern, along with symmetric holes for archers and artillery. A moderate gate with hefty wooden doors, a regular bridge and large crenelations guards the only place with water within these hot, dry lands and it's the only way in.

Huge statues of heroes and kings decorate the bridge outside, memories of glories of the past. This castle has clearly been around for at least a thousand years, but it doesn't seem like it will collapse anytime soon.

CITIES

Stratham
Built at the base of a mighty volcano, the city of Stratham is a future oriented sight. Its allure is matched by the backdrop of grand forests which have helped shape the city to what it is today.
Besides the resources these forests brought, they were also influential when it came to architectural designs, as the vast majority of buildings have been built with many natural elements to keep in line with the forests.

The skyline is scattered with soaring skyscrapers and they look astonishingly beautiful all together. Stratham is the technological hub of Caivia. Recreation is impeccable in Stratham and it has attracted a lot of attention. Various cultures have left their mark not just on the architecture, but also upon the city's identity. What historically was a city of plain, ordinary people has grown into a fusion of everything and it's this that unites the 8 million people to this day.

Marlow
Built atop the rugged walls of a fjord, the city of Marlow is a modest trade center. Its beauty is matched by the backdrop of mighty mountains which have helped shape the city to what it is today. Besides the materials these mountains brought, they were also influential when it came to architectural designs, as the vast majority of buildings were designed with shapes and elements found in the mountains.

The skyline is growing with impressive buildings and a new one seems to pop up every other week. Education is superb in Marlow and it has attracted a lot of attention. Countless cultures have left their mark not just on the city's history, but also upon the city's identity. What historically was a city of few differences has grown into a new culture of variety and it's this that unites the 7 million people to this day.

It's this multicultural identity that has truly left its mark. Hundreds of cafes and bistros offer a plethora of culinary choices and those who feel hungry for something else can enjoy city exploring, libraries, musical activities or one of the many other recreational venues.

Cullfield
This modest city is well-populated.  It stands astride a river and is mainly constructed of timber.  It is defended by a standing army, and its most noteworthy feature is the museum of ancient treasures.

Tergaron
This is a modest, sparsely populated city built predominantly of yellow brick and defended by arcane spells.  It is well known for its remarkably beautiful women.  Most of its revenue comes from magic, both of dark and light nature. The Department of Home Affairs is situated here.

TOWNS

Baliatar
Consisting of mixed human and magical races. The town is defended by a wooden palisade and moats. It is governed by a consortium of wealthy merchants, known as the House of Seven. Baliatar was struck by an earthquake recently, and many buildings are empty or in ruins.

Aquarin (DCEP)
A town made entirely of glass and home to some of the most magnificent minerals in Cavia, Aquarin is heavily guarded to disallow any non magical being in its premises. The Department of Caivian Environmental Protection is also situated in Aquarin and is run by the guardian, Candice Rowland. Among the minerals, those possessing qualities well suited for elemental form of magic have been victim to thievery in the past, however, current security arrangements have improved ten folds. Visitors to this town are only allowed on special permission from the Royal family.

Timeston
Based on top of a grotto, the hamlet of Timeston is home to the sorcerer lead by Director Evatt. This hamlet wasn't built by a grotto by accident, as it has magical properties, which is of great importance to the people of Timeston and its success.

The hamlet itself looks ordinary. With its blackened rooftops, murky wooden walls and scavenger birds, Timeston has a grisly atmosphere. The main attraction is the dueling arena, which was built 42 years ago and designed by the higher sorcerers.

Timeston has a thriving economy, which is mainly supported by armorsmithing, wine brewing and herbalism. But their biggest strengths are master engineering and rare dragon breeding. However, Timeston lacks people skilled in dragon training, the lineage having been cut off by the ruthless dragon Razylym.

Despite its strengths and weaknesses, Timeston is most likely headed towards a enjoyable future under the leadership of Director Evatt. But this remains to be seen, Timeston is one of the three localities in Caivia that allow the open practice of magic.

Westray
Raised on the Northern side of a canal, the town of Westray is home to humans lead by Director Shepherd.
This has ancient burial grounds, which is of great importance to the people of Westray and its success. The town itself looks ghastly. With its decaying rooftops, worn limestone walls and thick smoke, Westray has a bizarre atmosphere.
The main attraction is the wishing well, which was built 41 years ago and designed by dark wizards, or villains as many call it.

Westray has a feeble economy, which is mainly supported by jewelcrafting, alchemy and thieving. But their biggest strengths are advanced medicine and prosperous trade.

Pamplin
The town was primarily human, with sporadic magical races back in the 70s, the reason it looks dismal and devoid of any light magic is because the humans were driven off by the dark sorcerers in the late 80s. The king had tried to enter a peace treaty with them, the gist of which was that should they wish to remain in Caivia, they will need to adhere to the peace of the land and all their dark magic will be restricted to this region only. Dracgre, keeper of the correctional facility resides in Pamplin.

Englewood
Laewaes


VILLAGES

Burnsley
The village sits in the fork of a river. It is governed by the priests of the village temple. Burnsley was devastated by warfare long ago, and there are rumours that tormented ghosts haunt its streets at night.

Requin
Beckton
Arona
Redwater
Bellenau



There are several geographical features within Caivia, this includes forested areas like the Grirs woods, Cryst Plains (which is occupied by Razylym and covering both ends of northern and southern Caivia. Heavily rich in magical prowess.)

The Fryr Grasslands also lay within Caivia and is commonly called the "Floating Forest" since the trees literally float some 20 feet off the ground. It is a completely natural forest.

The bodies of water within Caivia include:
- Trawils River
- Iks Stream off the Trawils river
- Dedukx Loch, which is home to water dragons
- Frals Depth

Being known ad "Kingdom of Caves" Caivia is home, of course, to mountain ranges. These include:
- Corlkyp Highlands: This is where Caivia guardian dragons live and have several deep caves specific to different breeds of dragons.

Dragon Breeds:
- Corags: Most dangerous breeds. Ruthless when hunting and controlled by a handful of sorcerers that only the royal family know,
- Calagazis: These range from fierce to docile depending on the bond formed with their master. All dragons in Cavia are bound to those born in Caivia. For a dragon to bond with someone from outside Caivia, makes this person a second master while the first is the Caivian.
- Drakgoris 

Credits: Damien Platt
« Last Edit: June 23, 2017, 06:54:47 PM by LunaJinx »

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Re: The World of Atemnity - Chellearenth
« Reply #3 on: April 08, 2017, 05:32:05 AM »
Chellearenth



The name Chellearenth, is pronounced as Shell-e-heir-enth and comes from the very founding of Chellearenth. Two brothers, one coming from the Northern Waters and one from the Southern Winds came together to build a kingdom, and as such this name literally translates to 'From wind and sea'. Being deeply rooted in the kingdoms widely practised culture of elemental magic.

Flag: The flag for Chellearenth changed depending on which family is in power. The two blue diamonds, representing the islands of Botines and Rhinecliffe, are always blue - as is the outer blue stripes. But the grey stripe and yellow diamond, which represents the main land, change colours depending on the ruling families colours.

Type of government: Absolute Monarchy/ Diarchy
That is to say, Chellearenth is both ruled by the King and Queen as one unit as well as the Council of Chellearenth.

Current Rulers: Queen Charlotte Kinsley and King Daniel Wellard-Kinsley
Children: Prince Charles

Interesting facts:
An interesting fact about the royal family of Chellearenth is that the first child in a family traditionally has a name beginning with a 'C'.

A 2nd heir who marries, or when the first heir takes the throne, becomes known as a Grand Prince or Princess of Chellearenth. Subsequent heirs become Grand Prince or Princess of Aetherbury.

Woman of the royal family do not take their husband's name upon marriage, their husband takes the ruling families last name.

Climate:
The mainland for Chellearenth has a climate that consists of lots of rain and is warm throughout most of the year, around 15.5C - 26C (60's - 80's F).  Whereas the islands, except for the Blade desert, tend to have more of a Mediterranean climate.

Clothing:
Women:
Dresses and skirts are generally considered mandatory wear for those of a  higher social status. The lower status women have begun to wear pants more throughout the years. All social classes tend to have embroidery along the edges of their clothing.

A common piece of embroidered cloth worn around the waist to create a more individualised look to simple clothes is called a Tabilya. Girls begin to embroider their own Tabilya, hence the individual looks, at a very young age.

Men:
Men typically wear very simple coloured tunics or chemises, with shorts being the popular accompaniment to a chemise and pants to a tunic. Generally, the only place that men's clothes have embroidery is on a belt or an embroidered vest.

Both men and women generally wear lightweight cloaks at all times due to the constant rains - with the council robes being longer than most and royal blue being the colour reserved very strictly for the Council of Chellearenth

Law and Justice:
Those accused of an Unpardonable Act, are tried by the Royal Court of Chellearenth. Other crimes are handled by smaller courts. in towns and cities.

Chelleraenth also does not have a death penalty, but punishments do vary depending on the severity of the crime. Life imprisonment being the general sentence for unpardonable acts.

Unpardonable Acts
Thes acts include murder and treason and can only be pardoned by the current King and/or Queen or where a two-thirds majority vote occurs within the Council of Chellearenth.

Punishments, depending on severity include:
Minimum - Stripped of all titles, forfeiting any claims of nobility.
Prison of varying lengths
Loss of Citizenship
Banishment
Fines

Council of Chellearenth: Also known as the Council of Advisors
The identifying marks of a council member are the blue cloak and a white circlet with a blue jewel (which symbolises the unity between the kingdom and council.)


Positions: As Written by Madeline Kinsley

High Council

Composed solely of the previous rulers of Chellearenth. Offer guidance to the new king/queen until they themselves die and the High Council will cease to exist until the current king and queen resign from the throne and move to the High Council.
Do not actively participate in the Council of Chellearenth meetings but when they do it is often to bestow wisdom and past knowledge of their own mistakes to the general group. Usually, have a private meeting with the King and/or Queen once a week.

Current members of the High Council include High Lord Alexander Dearisid-Kinsley and High Lady Catherine Kinsley of Chellearenth.

Head Advisor

The most trusted advisor of the king and/or queen. A highly regarded spot on the Council and will often lead the discussions alongside the king/queen. Accompanies the king/queen for a good portion of the day and keeps them updated on the happenings of the kingdom, reports, emergencies, as well as the happenings of other kingdoms. Offers advice and their thoughts on the matter.

Past holder(s) of this position: Duke Jacoby Duvall of Edona, Grand Princess Madeline Kinsley of Aeberuthy.
Current holder of this position: Councilman Keelyn Provinski

Advisor
The general title for those who serve on the Council of Chellearenth. When in Council attire or while meetings are in session the proper title for members is either Councilman (Last name) or Councilwoman (last name).


Advisor of Interkingdom Relations
Specialises in foreign affairs, foreign policy, diplomacy, and interkingdom relations. Directs ambassadors, diplomats, and is in charge of communications between kingdoms.
Current holder of this position:
Grand Princess Madeline Kinsley of Aeberuthey

Advisor of Intra-kingdom Relations
Specialises in how the kingdom itself is doing as a whole. Works closely with the advisor of interkingdom relations. In charge of the postal system.

The current holder of this position: Councilwoman Creighton

Advisor of Economy and Trade
Focuses on the economy of Chellearenth and directs imports and exports with permission of king/queen.

The current holder of this position:

Advisor of Law and Order:
Head of the justice system and directs the Royal Court. Gathers information from the “police” forces around Chellearenth as to how the kingdom is doing in terms of maintaining order and on crime trends.

The current holder of this position:

Advisor of Science and Technologies
In charge of all scientific prospects and technological developments in Chellearenth.

The current holder of this position:

Advisor of Military Forces
Advises King and/or Queen on matters of national security and military. Directs the General of the Chellearenth military forces.
Previous holder(s) of this position: Duke Jacoby Duvall of Edona
The current holder of this position: Count Grayson Maydolis of Runswick

Advisor of Agriculture and Natural Resources
In charge of helping the king/queen make decisions based upon knowledge of how Chellearenth agriculture is doing as well as the state of the natural resources, they have to offer.

The current holder of this position:

Power

Can only advise the King and/or Queen. Do hold a special standing in the kingdom though and are generally members of nobility and well-respected by all. Considered higher than nobles but lower than the royal family.

Special Circumstances

If something happens to both the King and the Queen (illness, get stuck in another kingdom, death, ect.) then the Head Advisor with the assistance of the High Council can overrule the power of the King and the Queen and make emergency decisions for Chellearenth on a voting system. 2/3rds approval from the Council of Chellearenth is required for any decision to be made without the King or the Queen’s approval.
Selection

Selected by the rulers themselves. Usually highly educated. Many times the regular advisors will not change when a new ruler takes over but the Head Advisor often times will. Occasionally if the ruler has built a strong relationship with the previous Head Advisor they will stay but often times a different Head Advisor is chosen from the ranks of Advisors already on the Council.

The time right before a new leader takes over is one of the most important times for a Council member because if the new ruler does not like the advisor then they will most likely be replaced by somebody else. Council members have been known to significantly improve their behaviour and try their best to create a good impression with the future king/queen. There have also been rumours of Council members using this time to make other members that they aren’t particularly fond of look bad.

Council-Aides

This position is an introductory role to the Council. Often times held by someone who aspires to become an official Council member or is looking for a career in the government. Council aides can either be assigned to a specific advisor (typically those who hold an official title such as Head of Foreign Affairs) or be assigned to the general Council. Their duties may include passing out papers, taking notes, helping whomever they are assigned to, setting up meetings with other Council members, or observing. Council aides are not permitted to speak during Council meetings unless spoken to or asked to speak.
Attire
They wear similar cloaks to the Council members except that they are grey.
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Defense:
The army for Chellearenth has shrunk quite significantly since the Atemnity War since the kingdom has strong alliances with both Caivia and Relerian who both have sizable armies.  They do have quite a bit of pride in their Royal Navy, however, due to their advanced sailing techniques.

Cuisine and Diet
Mostly fruits, vegetables and grains.



Geography




CAPITAL
Aeberuthey

Cities
● Edona

● Wimborne

● Loukussa

● Balerno (Botines)

Towns
● Vladena

● Moling

● Kinallen

● Alverton

● Aldridge

● Runswick (Rhinecliffe)

Villages
● Marclesfield

● Faydenn

● Vandemere

● Caerleon (Rhinecliffe)

Other Features
Green Areas
Jyyll Grove (Rhinecliffe)
Ylep Woodland
Lynx Woods

WATER
The Forbidden Tides
Srilm Lake

● Desert
Blade Desert (Rhinecliffe)

Credits: Madeline Kinsley
« Last Edit: July 19, 2017, 01:29:10 PM by LunaJinx »

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Re: The World of Atemnity - Relarian
« Reply #4 on: April 08, 2017, 09:32:24 AM »
Relarian



Relarian is pronounced thus: Reh - lar - an

Etymology: The name is derived from 'Reler' meaning peace and the suffix '-ian', meaning to bring up or about in an ancient language transcribed by sacred priests. When Relerian was founded, the kingdom had a very strong desire for peace between all kingdoms; something the royal family still believes in today.

Flag:
The idea behind the flag of Relerian is to display hope, even in the darkest times. The red present reminds the people of the bloodshed during the civil and world wars- to remind them that every lost life is one that will never reach its full potential. The yellow on the opposite side is the reminder that even with war and conflict, peace still comes. Finally, the sun overlaying both colors symbolizes the idea that there is always light to be seen - if not in the sky, in the people.

Type of Government: Absolute monarchy
While typically the King has the absolute say in all matters, recent years found the Council of Atanus founded to ensure all of the people had a voice.
- The royal family is typically protected by Protection Guardians, although the Kings Guard aids these solitary protectors, generally protecting the kingdom as a whole while the guardians will often be seen shadowing a member of the royal family.

Current Ruler(s):
King Delvin Jameson Bell with
Queen Evelyn Maraiel Bell
at his side.

Heir to the throne:
Prince Adrian Theodore Bell

Council of Atanus:
- Consists of 6 members of the common public and 6 members of the nobility.
- Everyone within the council has equal status regardless of titles.
- The council was formed after the last civil war in an effort to ensure all of the people's voices were heard so as to prevent future revolts.
- Council members retain their seat for 2 years before they are replaced.
- The council is given leave to review any potential laws and their opinions are taken into account when making the final decision.

Climate:
The weather in Relarian is generally quite warm but the mixture of water sources and forested areas can bring intense rain storms.

Clothing:
Clothing is what you might find typical in a feudal society, dresses, and skirts for women and suits, and other more regal looking clothing for men.

Commoner's clothing typically takes on lighter shades of colours as reminders of what Relarian stands for.

Defense:
- Military divided into Naval and Land
- Land further divided into Magical Guard, Scouts, the Army itself.
- Land forces divided into squadrons consisting of soldiers, 1-2 magical guardians, and a few scouts.
- The Naval force only came about after Relerian was attacked via the Tlir bay where the army marched through the Ceslon Jungle surprising them.

Correctional Services:
The laws in Relarian were once loose and flexible - but after numerous wars both within the kingdom and the Atemnity War, things became stricter.

Misdemeanors:
Things like putting the safety and security of the kingdoms people  in danger or at risk - Short imprisonment or community service.

More serious Crimes:
Murder being paramount among those crimes deemed more serious than a misdemeanor. To be charged with a more serious crime will see longer imprisonments or possibly banishment from the kingdom.

Death Penalty:
The only reason a person will be put to death is for committing Treason against the Crown or kingdom as a whole.

Those imprisoned will be taken to a prison facility in either the Capitol of Ruoplork, or the city of Beckton on the small island of Marcielle.

Education:
- The most well-known school in Relerian, and in fact all of Atemnity, is Hawthorne Institute of Legends where students choose to study under one of four tracks (Hero, Villain, Guardian and Royalty) for six years.

National Symbol:
An Animal known as a Maarzell, it is distantly related to an Earth Panda and is one of the most peaceful creatures in Atemnity. They used to be hunted for their furs and as such suffered a decrease in their population until the CEE (Council of Environmental Enrichment) stepped in to put a stop to them being hunted. As a result they have begun to thrive once again.



Geography



Relarian is almost entirely part of the main continent except for the small island of Marcielle on the northern tip of the Nyns summit. Much of the kingdom is taken up by the Forest of Mist which protects Hawthorne Institute to the north, with the mountains protecting it on the other side. the only city anywhere near the school is Faolens and many students spend weekends in the small city.

The capital is Ruoplork, south of the Forest of Mist. Other cities, towns and villages are as follows:

Cities:
Trocleah

Towns
Ezlane
Beckton, on the isle of Marcielle
Cesphia
Lullin
Helmfirth

Villages
Daipison
Resa
Suavon, also on the isle of Marcielle

The kingdom is one that is strongly in touch with Harmony magic and as such the two large green areas in the Forest of Mist and the Cesoln Jungle have a lighter hue to them.

There is, of course, several sources of water both on its borders and within Relarian's borders in the Enchanted Basin,  the River of Promises which runs through the Forest of Mist, and Tlir Bay to the south.

The only mountain range is the Nyns Summit boardering Hawthorne Institute to the north. 

Credit to: Evelyn Bell/
« Last Edit: June 23, 2017, 06:58:28 PM by LunaJinx »

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Re: The World of Atemnity - Stoniel
« Reply #5 on: April 08, 2017, 09:34:56 AM »
Stoniel



The name Stoniel is pronounced: Stone - eel

Entymology: The kingdom received its name because the original rulers of the kingdom held on to ideas that centred around fortitude of the kingdom - their idea being that the kingdom would never fall to another or be affected negatively by circumstance. Thus the name 'Stoniel' came about because similar to the stone covering the region, they were to be steadfast and unyielding.

Flag: The flag's meaning is relatively simple and ties in with the meaning of the name of the kingdom. A tower of steadfast stone on a green background, representative of the strength of the rainforest to the south.

Type of Government: Monarchy - the line of the rule is passed through the royal family.

Current Rulers:

Climate:
Much of the kingdom is blanketed by desert and as such the climate is generally hot and dry during the days - followed by cold nights. During the nights the temperature's can drop to extreme lows which makes the moniker of the kingdom being the "Land of Extremes" quite fitting.

Those cities and villages near the sea generally experience a higher than average humidity where the most severe of storms generally occur bringing high winds and frequent rain.

This is in contrast to those living in the desert portion of the kingdom where sand storms are prevalent. There are occasions where the extreme cold of neighbouring Serelia will penetrate Stoniel and create a phenomenon known as a high storm. This is where the extreme heat of the desert in Stoniel and the extreme cold coming from Serelia will meet and create highly damaging winds that can be lethal if caught out in them.

Clothing:
Clothing in the desert areas tends to be thin, lightweight and loose to allow for any breeze, even created from walking, to create a cooling layer underneath the material. Black is the usual colour worn among those in the desert as it absorbs the heat from your body. Clothing also typically covers arms, shoulders and chest very loosely and is often accompanied by some sort of a hat to protect the head.

The difference in the southern half of the kingdom near the sea is that clothing will be tighter and thicker to provide protection against the hard winds and cold rain.

Defense:

Correctional Services:

Education:



Geography



CAPITOL
Irragin

CITIES
Bellanau
Grasmere

TOWNS
Ziebury
Grimsby
Archensheen
Mesauskalio
Ecawood
Orilon

VILLAGES
Daemarrel
Laenteglos
Swindmore
Evobridge
Penkarth

OTHER FEATURES
Greens
Kynzol Rainforest
Abandoned Thicket

Water
Ryquish Lake
Rakun depths
Pryll Cove
River of Broken Glass
Tylhr Gulf

Credit: Emilia Drew
« Last Edit: July 19, 2017, 01:32:20 PM by LunaJinx »

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Re: The World of Atemnity - Everagil
« Reply #6 on: April 08, 2017, 09:38:00 AM »
Everagil



Pronounced as ever - ah - jill

Entymology:
The name Everagil comes from the old English word "ǣfre" which is broken down into two versions which mean "ever in life" and "ever alike". These meanings speak to those born in the kingdom and the way they feel for of a caring connection to their countrymen than to outsiders.

Flag:
The flag of Everagil stands for growth, strength and bravery. The current iteration of the Everagil flag is the second version in the history of the charter. Formally bearing the symbol of a fist crossed with a star and often bearing the phrase "Magic is Strength, Strength is Magic". When the Haspertus Charter came about it was found that this took away from the "ever alike" attitude and so it was changed to the tree on the red and gold striped background with the blue cross.

Type of Government:
Constitutional Monarchy - The monarch's powers are restricted by the Haspertus Charter of 1459 and the Public's Proclamation of Equity of 1829.

Current Rulers: Queen's
Jessa
and
Kiara
Bhatia

Former Rulers: King Geoffrey and Queen Marianne Shawcross

Haspertus Charter by Jessa and Kiara
“An iron fist, an iron foot, an iron rule! With this, the king sings and screams. The trills are sounded and the brass is blared…. For the blemish on our history.” In 1458, King Horatio IX was given the throne due to his father’s death. His father, King Horatio VIII the Great, was held on a pedestal. He settled many disputes with Stoniel and gave aid to the kingdom across the water, Serelia. Horatio VIII also spoke more with Caivia to strengthen trade relations.

When his son came to rule, most subjects rejoiced due to seeing a fresher face that would lead their kingdom. Shortly after his coronation, the young ruler became ill. During this time, his uncle came to assist him in ruling Everagil. The two had very clashing views which often led to many arguments causing the subjects of Everagil to take sides. With sectional divides in the kingdom, armies were put together and soon lead to civil war. Those who sided with King Horatio IX were called the Teramies and those who sided with his uncle were called Marinites (having much control overseas). This started the series of battles in Everagil, commonly titled the “The War of Ever Rule.”

Due to the Teramies gaining the support of the Stoniel army, the civil war was won by King Horatio IX but many peasants had sided with his uncle. Going into hiding in fear of persecution by the king, they wrote the Haspertus Charter. This document stated that if in the case of civil war, the loyalties of all will vanish after the war has ended. It also stated that the ruler must give power to the peasants by establishing a law making body they gave power to both the elite and the commoners. A group of all peoples in Everagillian society confronted the king with this charter, forcing him to sign. This was soon to be known as the Panel of Peace.


Public's Proclamation of Equity by Jessa and Kiara
“It has come to the attention of the Public that the family that which worships the crown and not Fato has greatness blessed upon them….. The Panel of Peace rules that the Crown of Spirit will be established in all parts of the kingdom for unity and happiness.” The 1800s was a rough time for the kingdom of Everagil. The technology was changing all around them but they could never keep up. They watched as Caivia began to work on their portaling program and how Relerian, one of their enemies due to the exclusion of magical kind, began to develop an agricultural technology. Everagil was not able to keep up due to their location and problems with the economy.

The Panel of Peace went to Queen Esmerelda Avington but she was too consumed with herself to help the people.  She had commissioned at least 10 statue building projects, 5 museums, 3 schools, and 12 monuments all for her glory. The people had cried and said she was no true Everagillan. The Panel of Peace had written three letters to the queen which had extended an olive branch to her. The last resort was the Public’s Proclamation of Equity.  All four were ignored and the Panel of Peace came to a unanimous decision to suspend the monarch’s power. Avington was ousted and exiled to the isles of Stoniel.

Many had no idea what do without a ruler. The Panel of Peace took advice from a visiting Thallain sorceress named Belinda. She created, with help of the Panel of Peace, the Spirit Crown. This crown was made of crystal, reflecting the personality of the monarch, light magic, and a tree branch that acted as a cover. It chose its first monarch, Queen Fiona Farrell, the unofficial leader of the Panel. It continues to this day to choose rulers.


Panel of Peace:
- Group of 30 Everagillians
- Kingdom divided every year into 6 sections (including the island of Haspertus), within these 6 sections elections are held for 5-panel members.
- The elections are dictated by popular vote with no electoral college applied.
- On the day of the election, each candidate must give a speech to the voters.
- Panel member's terms last 3 years.
- Once the panel members are elected by the people, a Panel Commissioner(Head of the panel) must be chosen. This person must have served at least 6 years on the pane, be a minimum of 20 years of age. and have lived in Everagil for at least a decade. This person acts both as the head of the panel as well as the top advisor to the current monarch. (they break tie's in votes)
- Panel members are also the judicial side of the kingdom. Laws and court cases are presented to the panel with the commissioner acting as Chief Judge. Said laws and cases are voted on with the best interests of the kingdom in mind.

The Panel's word  is the final word
 
- Everagillian's are masters of both creative and magical arts. The kingdom mainly exports vases, portraits and woodworks.
- A significant amount of their creative works are related to the Battle of Dredal

Correctional Services:

Clothing:
Similar to Stoniel, in that clothing tends to be thinner in desert areas. The clothing worn by royals tends to contain relatively simplistic embroidery and natural colours such as greens, blues etc

Clothing of the common Everagillian has more muted versions of the same colours and the same thin material.


Geography:



PARTS:
the main island
the island - Haspertus

CAPITAL
Vri

CITIES
Kilkenny
Phoria
Fallholt

TOWNS
Ayroywood (Haspertus)
Myralfe
Cirrane
Ballatre
Nearon
Venzor
Haran
Nancledra

VILLAGES
Izawell
Lobecester
Trugenth
Garigill
Tegaron
Azmar

OTHER FEATURES
Greens
Jalst Forest
Desert
The Great Barren Lands (very famous feature)

Water
Sycast Bay


Credit to: Jessa and Kiara Bhatia
« Last Edit: July 19, 2017, 01:34:54 PM by LunaJinx »

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Re: The World of Atemnity - Serelia
« Reply #7 on: April 08, 2017, 09:39:09 AM »
Serelia

The following information was written completely (without Re-wording) By Chase Langsworth. It was simply too detailed to do it justice otherwise.


Pronounciation of Serelia is: Seh - rel - ee- ah

Etymology: Formed by the contraction of Seran (sea) and Reli (bond, also means ‘piping’).

Type of Government: Oligarchy
The government of Serelia is stratified in a hierarchical organisation:

1 - The Council of the Lords
The Council of the Lords is composed by a group of three people that work in a harmonic manner to ensure that Serelia maintains its sovereignty and strength. In the case on which one of the Lords (this name is subject to change) dies, the remaining two members of the Council selects a person of the society to fill the empty space. Titles in Serelia are not passed by blood, but by strength.

2. - The Governing Council
The Governing Council is composed of thirteen members that take care of specific functions. They report directly to the Council of the Lords, although they have enough functional independence to operate on their own.
The thirteen divisions of the Governing Council are Justice /
Strategy and Tactics
Current Head:
Chase Langsworth
/ Agriculture and Logistics / Finances / Communication and Surveillance / Military / Foreign Affairs / Health / Education / Internal Security / Technology / Commerce and Industry / Social.

3 - Governing Council Advisors
Each member of the Governing Council can have up to three people working under him as an advisor. The advisor reports directly to the Governing Council members (and indirectly to the Council of the Lords) and their main functions involve the implementation of plans and measures that might or might not be approved by the member of the Governing Council he works for.
All acts of the Governing Council Advisors must be ratified in order to be valid.


Agriculture and Land Affairs:
Due to space constraints, most of the agricultural goods of Serelia must come from the Jishem Ocean or be imported from other Kingdoms. With regards to the goods that are locally produced, most of them encompass crops that can stand saltier soil, such as olives, rye, sugar beets, asparagus and spinach.
Serelia has a rather interesting manner of dealing with land. Rather than going to direct war, the Governing Council members responsible for Communication and Surveillance, and Agriculture and Logistics join efforts in order to make an infiltration plan towards Everagil and Stoniel yearly.

When a person is infiltrated, he or she attempts to become influential on the infiltrated area. This gives them enough opportunity to use the land of the “invaded” Kingdom as if it was part of Serelia, which culminates with the redirection of part of the products (such as crops) back to the Kingdom of Serelia.

Architecture:
Houses in Serelia are very simple and pragmatic. These houses are usually assembled with cut pieces of stone (which are extracted and prepared by the prisoners in Serelia) placed together and bound by a substance similar to cement reinforced with magical properties.

The rooftops on Serelia are very pointy, in order to prevent any snow from collecting on the rooftops. The collection of snow could increase the pressure on the roofs of the houses and result in a structural collapse - for that very reason, a Kingdom ordinance was passed, demanding every house to have a specific angle of roof inclination in order to prevent any disasters from happening.

Arts, Culture, Science and Technology:
Serelia is not a civilisation with a strong artistic tradition - most of the paintings and sculptures depict scenes of war and fighting, although some artistic sense is also provided to the weapons crafted by the people that live in this Kingdom.

Technology, on the other hand, is taken seriously. Due to space constraints, the Technology departments attempt to develop scientific approaches in order to better use the land, energy and food available. Part of the Technology departments also focuses on the creation of better weapons and technologies, both magical and mundane.

Communications:
A great emphasis is placed on communication in the Kingdom of Serelia since CommOps (Communication Operations) are often conducted to bring external information that might aid the Council of the Lords in the taking of decisions.

The members of the Governing Council also remain in constant communication with the other Kingdoms in the context of diplomacy. For that reason, the people that are inside the Governing Council (or their advisors, if ratified by the official member) constantly travel in diplomatic missions to capital cities, specially when specific information is sought.

Correctional Services:
Serelia has a very strong correctional service, and, as a matter of fact, one of the greatest correctional facilities of Atemnity is located in the Kingdom of Serelia - more specifically, in the city of Shiloh.

Criminals are often treated in a harsh manner and forced to work - since one of the tenets of the Serelian civilization is the growth through work and power. The work done by the prisoners (such as mineral extraction and crop harvesting) is reverted to the society’s benefits. This system also ensures merit rewards - the prisoner who works the most in a determined month gets (slightly) better accommodations and food.

Defence:
The Defence system of Serelia is very strong and divided into four branches - the Infantry, the Navy, the Magical Squads and the Land Defence. Because of the small space of Serelia, they do not have a Cavalry or any other sort of military power that fights with the use of horses or other animals.
With regards to the Land Defence branch, it is composed of strategically located towers and outposts that are supposed to deter any invasions and attacks. The other squads, however, have both an offensive and defensive reasoning.

The Magical Squads and the Infantry have very similar functions in attack and defence, with the main difference between them residing in the manner of fighting. The infantry makes use of mundane weapons, while the Magical Squads use powers and magical techniques offensively and defensively.
Lastly, the Navy is responsible for the patrol and the control of Serelia’s frontiers besides from the usual defensive and offensive functions. Because of the geographical location of Serelia, the higher functions of the Navy are of utmost importance, and in many occasions Admirals or other highly-ranked officers became part of the Council of the Lords based on their protection of the land.

Education:
As it is expected, Serelia’s education system is highly competitive and based on reward and punishment. Students are divided into two tracks after the first cycle of elementary education (ages 5-9), and being placed on the lower track is often a reason for teasing and discrimination among students.

The rationality beneath this system is to make students flourish according to their potential and strengths. Students that excel on the lower track can be transferred to the higher track, whereas students that are falling behind on the higher track might be placed on the lower track.

After the second cycle of elementary education (10-14), the three final years of education encompasses a blend of theoretical and practical elements. Students continue having classes in school, preferably catered to their strengths and desires, although they are also forced to complete a series of practical works in official institutions (such as the Navy, the lower ranks of the Government or their own school). These works, similar to internships, aim to prepare the student for reality - and, as a matter of fact, they are often the first door to employment upon completion of their education if they presented outstanding characteristics during the execution of their work.

Environmental Affairs and Tourism:
Serelia has some landmarks that are beautiful, but tourism is not strong at all in this Kingdom. The distance of Serelia to other places, the protectiveness of Serelian culture with regards to territory and the secrets that the Government aims to hide from the other nations are three of the reasons why tourism is discouraged in the territory of Serelia. It must also be stated that the immense walls which surround the Serelian territory also discourage any travellers from entering this Kingdom - thus, owing to that fact, the touristic appeal of Serelia is virtually nonexistent.

Not much attention is also given to Serelia’s environment, since a small part of its territory is covered by forests - which is not enough to demand a greater attention from the governmental bodies. The constantly ice-cold climate in Serelia allows the growth of a few species of trees, such as oak and pine trees.

Finance:
The acquisition of money in Serelia has a series of interesting implications.
Firstly, Serelia does not have a large inequality in payment when it comes to function disparity - a great doctor will be paid, in general, as well as a great blacksmith. On the other hand, there is a huge pay inequality in Serelia based on work quality. A great blacksmith, for instance, will be paid exponentially better than an average blacksmith. It is expected that this unique mentality with regards to trade and finances also stems from the competitive scenery that runs across Serelia.

Foreign Affairs:
The Government of Serelia is very protective about its secrets, and for that reason it tends to not accept any diplomatic missions, except if strictly necessary into its borders - and, even on these cases, only a handful of people are allowed to enter in Serelian territory.
Serelia is also a relatively peaceful land, despite its militarized focus. It is a part of the mentality of Serelia’s Government that a combat should not be fought unless there is a tangible reason for it to be done. In terms of diplomacy, Serelia usually holds a middle ground, refraining from creating too many alliances or enmities.

Health:
There isn’t anything noteworthy about Serelia’s medical treatments. This Kingdom has average medical procedures, some based on traditional medicine, whereas others are based on the newest technologies developed. However, doctors in Serelia, in an average panorama, are not any more remarkable than the doctors from any other Kingdom, neither positively nor negatively.

Home Affairs:
The internal control of the Kingdom is regulated does not have a centralized organ - rather, it delegates the functions to each city, which needs to keep track of its citizens’ births, marriages and deaths. There is a clear distinction between home affairs (which are not strictly controlled and up to each town’s discretion) and external affairs (which is extremely regulated and defined by Kingdom laws, rather than simple regulations passed by each component of the territory).

Housing:
The common paradigm of housing roles does not apply in Serelia. It is part of the traditions of this Kingdom that the most skilled in a couple works while the least skilled takes care of the domestic chores and upbringing of the children. This is tied in directly with the financial aspect of Serelia, since a more skilled worker gets a better revenue for his/her work.

The upbringing of children is not perceived as a demeaning task or least honourable, however - the Serelians believe that a skilled worker comes from an appropriate creation and nurturing, and for that reason, people that stay at home are not seen as inferiors to their couple counterpart.

Intelligence:
The system of Serelia, when it comes to intelligence, is connected by a deep network that is based on the infiltration tactics. All people that are put in infiltrations in other Kingdoms are also tasked with the writing of yearly comprehensive reports; in return, they receive payment from the Government of Serelia.
This generates a system that is highly intertwined with many Kingdoms, although more sensitive information (such as governmental secrets) cannot be uncovered by the infiltrated agents on their own. In order to get hold of this information - which is done only in cases of war expectation or declared war - the Serelian Government attempts to use technological approaches (such as bugs) in order to acquire crucial pieces of intel.

Justice and Constitutional Development:
The system of Serelia, in judicial matters, is highly strict and demanding. Many conducts that are not perceived as crimes on other Kingdoms might be punished in Serelia, and some conducts hold very hefty punishments, which can range from severe prison time to life imprisonment and the even death penalty.

Crimes against the country’s sovereignty are regarded as treason and punished with summary execution.
The legal system in Serelia is very similar to Earth’s Common Law - in other words, the legal codes of Serelia act as a baseline for the expected conducts, whereas the rulings enacted by judges or juries (named ‘precedents’) shape the understanding of the laws imposed by the Kingdom.

There are five types of judgement in Serelia: singular judgement, jury, Governing Council’s judgement, Council of the Lords’ judgement and popular judgement. Most decisions can be appealed - however, you are only allowed to appeal once, to the immediate higher judgement body.
Singular judgement - in the cases of minor infractions, the crime or tort will be judged by only one judge. This decision can be appealed to a jury.

Jury - in the cases of average criminal infractions or torts that involve more than two people, the case will be judged by a jury. This decision can be appealed to the Governing Council.
Governing Council’s judgement - in the cases of severe crimes, such as murder, or torts that involve a large group of people, the case will be judged by the person in the Governing Council that holds the Justice department. This decision can be appealed to the Council of the Lords.

Council of the Lords’ judgement - whenever a crime that affects society as a whole is committed, or a tort that would affect all citizens is instituted, the competence of judgement is in the hands of the Council of the Lords. This decision, as a general rule, cannot be appealed.

Popular judgement - this is not a judgement per se, but a way to overturn any decisions (regardless of original judgement competence). In case more than 50% of all of the citizens in Serelia disagree with a judgement, they can sign a formal document attesting their desire to overturn the judgement. In that case, if the necessary quorum is reached to rectify what was decided, the popular decision prevails.

Due to the number of people required for this to happen, a popular judgement was only successfully reached two times during Serelia’s history.

Labour:
Serelia’s labour force is often very specialized due to the competitiveness presented in this civilization. Since one person of a couple, however, always stays at home to take care of their children, the labour force in Serelia has relatively low numbers - 40% or so of the population produces what is considered as “external work”.

This lack in number, however, is mitigated by the quality of the work provided, since only the top-notch professionals are able to thrive in the Serelian market. For that reason, products that are crafted in Serelia often last longer and require less repositions, reducing the demand for a constant output of merchandise.

Minerals and Energy Affairs:
The minerals used in this Kingdom are extracted by the prisoners during their compulsory work., being the most common extracted materials iron and copper. Precious metals are not common in Serelia at all, due to the geological formation of the area and the limited space, which makes the production of jewellery nearly impossible in this Kingdom.

Energy, on the other hand, is plentiful in this part of Atemnity. Serelia obtains its energy from two main sources: the motion of the waves and the maritime winds. Certain pieces of technology (such as wave modulators) were created in order to convert the mechanical energy contained in the waves and the wind into electric energy, which is then distributed to the houses, industries and commercial buildings in the Kingdom.

National Symbol:

The symbol of Serelia is representative of two of the main aspects of the Kingdom: its cold climate and focus on intelligence/observation.
The curved lines presented in the symbol are supposed to represent the icy winds that are customary in the country, while the intertwining with the barren land emulates the icy territories contained in this Kingdom.

The intertwining winds, however, also form a tornado-like shape with a hole in its middle. As it could probably be surmised, this shape is supposed to resemble an eye - both the eye of a tornado and a human eye - which, in turn, holds a significance both to the climate’s country as well as the focus placed in Serelia when it comes to information, spying and intelligence.

Provincial and Local Government:
Apart from the centralised system of government, each island of Serelia has a Central Government Directory. The functions of each C.G.D. is to regulate activities of local impact, such as the distribution of resources within the island, the funding redirected to each public service (education, health, safety…) for that geographic region, the definition of regional taxes and much more.

Furthermore, each city and town in Serelia has a City Directory, which works in the same fashion as the Central Government Directory in matters that pertain to that city alone (such as internal transportation and construction of roads, city zoning and other matters).

Public Service and Administration:
The public services of Serelia follow the same stratified system of governing and law-making: services that have local incidence, such as public transportation, are regulated by the City Directory; services that have regional effect, such as health care, are regulated by the Central Government Directory; lastly, services that have effect throughout the whole Kingdom, such as the prison system, are under the control of the Council of the Lords and the Governing Council.

Safety and Security:
The safety of Serelia is rather reinforced through a series of repressive and protective measures. First, the strong protection of the Serelian borders acts as a crime deterrent, preventing the entrance of criminals that come from other Kingdoms. Second, the existence of hefty legal penalties, as already discussed, is also a manner to discourage the execution of criminal acts.

The security services are provided by an organ named as the Serelian Safety Corporation, which is similar to the concept of ‘police department’ existing in some countries on Earth. Despite its similarities, members of the Serelian Safety Corporation must complete a period of training in the Military before they are relocated to this group of service.

Sport and Recreation:
Serelia has two activities of recreation that are regarded as “official” - wrestling and war games. The rules of wrestling are very similar to the general wrestling rules, with a single twist: fighters can decide to fight “light” (they can surrender and lose the fight) or “heavy” (the fight only ends when an opponent is knocked out). Deliberate killing of an opponent during wrestling is perceived as a grave transgression and punished with life imprisonment, however; for that reason, there are no wrestling matches “until death” in Serelian territory.

The war games, on the other hand, are a group of games that are devised to explore multiple components of battles, such as strategy, positional placement, territory conquest, melee fights, ranged fights, use of offensive magic and much more. War game sessions might take up to three months to be completed, although it is customary for them to be much shorter - around two weeks of time span, approximately.

Trade and Industry:
Nearly all the trade in Serelia is internal. With the exception of the goods that cannot be produced inside the Kingdom, no other products are imported from other places. This happens because of the suspicious nature of Serelia’s citizens, who are rather protective about their territory and information.
Serelia does not have a specially strong industry; however, the output of industrial goods is enough to fuel the economy due to the limited size of the islands in the territory. Since the shipment of products from island to island involves an extra cost, Serelian citizens tend to consume items that are produced in their own island - even though the inter-island trade is not prohibited in any form.

Transportation:
The transportation in Serelia must be divided in two major groups: intra-island transportation and inter-island transportation.

The intra-island transportation - that is to say, the transportation inside each island - is often done by foot or mechanical-aided technology, such as powered carriages. There is no use of animal traction in Serelian territory due to the lack of space required to breed and herd them. Some of the most recent technology for transportation in Serelia combines both mechanical and magical aspects, shortening the length of travel by approximately 35%.

On the other hand, inter-island transportation, or transportation between islands, is carried out by water vessels, such as boats and ships.

There is yet another form of transportation that can be used for both intra-island and inter-island trips - portaling. Citizens that are capable of portaling tend to favour this method of displacement due to the speed and the practicality of the action.

Water Affairs and Forestry:
The forests of Serelia are composed of trees that thrive in cold climates, such as pine and oak trees, with little biodiversity across the islands. The cold climate in Serelia prevents some of the more exuberant flora from thriving, which greatly culls the number of species that can be seen in Serelia.
On the other hand, water affairs are very important in this Kingdom due to its proximity with the sea. All of the water consumed by the inhabitants of Serelia is extracted from the Jisham Ocean and transformed in potable water through the process of desalination. For that reason, the conservation of the ocean waters is very important in this Kingdom, and water pollution is treated as a crime of grave implications - and thus, capable of being punished even with death penalty.

Welfare and Population Development:
Due to the space constraints in this Kingdom, the population development is strictly regulated through city zoning and urban planning - failing to uphold the city zoning directives might result in a hefty fine for the citizen, while failing to create an appropriate urban plan is enough grounds for the power destitution of the responsible authority.





ISLANDS
Braedon (the main island)
Kita
Myrefall
Arkaley
Dalery

CAPITOL
Cleora (Braedon)

CITIES
Shiloh (Braedon)
Moravian (Dalery)
Rozel (Kita)

TOWNS
Narka (Braedon)
Melvern (Braedon)
Axbriar (Arkaley)
Elbridge (Arkaley)
Kedaldeen (Myrefall)

VILLAGES
Treece (Braedon)
Sorona (Braedon)
Basbire (Dalery)
Carin (Dalery)
Rosepine(Dalery)
Redell (Myrefall)
Zilah (Myrefall)
« Last Edit: August 02, 2017, 08:35:28 AM by LunaJinx »

Offline LunaJinxTopic starter

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Re: The World of Atemnity - Guardian Angels
« Reply #8 on: April 08, 2017, 09:43:20 AM »
Guardian Angels



General Knowledge:

All guardian angels are considered sons and daughters of Equipoise - not in the literal sense but more spiritually.

Guardian Angels are an interesting being and do exist on both Earth and on Atemnity - there are just a few differences. First, we will discuss any angel on or that comes to Atemnity.

To begin with, while on Atemnity every person can of course portal - the difference with Guardian Angels is that their portal is more of a shimmer in that the portal dust left behind is less and it is meant to be less noticeable. This comes in handy because an angel also has the ability to become invisible to all but their charge. One thing, however, is that guardian angels do not get paid, it is not a career it is a calling. It is such that there are children who are quite literally born into the life and identified at a young age to begin training.

To be matched to a Guardian Angel is often a lifelong attachment, however, the technical time span is thus "Until such time as destiny has run its course." A guardian angel goes where they are told to by whom they are matched to and this is typically made by the Archangel's council via the collective power to determine matches. On rare occasions a Guardian Angel can be requested by name, such occasions are taken under serious discussion to determine if such a match is meant to be - they generally are if it is requested.

Archangel's Council of Atemnity: Current (eldest to youngest)
  • Mathias Vitali
  • Tatianna Roskowick
  • Alden Weiler
  • Lynisha Sauver
  • Malik Leydon
  • Darius Sauer
  • Hailie Drescher

Archangel's Council of Earth: Curent (Eldest to youngest)
  • Michael Anastasius
  • Raphael Callixtus
  • Gabriel Pontian
  • Uriel Zosimus
  • Alessandro Francis
  • Samael Paschal
  • Metatron Damasus

Earth Angel Difference's
Guardian Angels on Earth are always invisible to their charges. Very rarely would an angel have reason to reveal themselves.

- As Chaos/Harmony Equipoise do not exist on Earth in the same way people who hear the calling are just as rare as people with magic. When the Archangel’s Council on Earth discovers a future guardian angel they are told in basic terms about the existence of these forces, that their powers come from Equipoise but not details.
 
- Earth angels are taught to remain invisible almost all the time, the schooling they receive focuses heavily on the consequences of revealing themselves. Often a Earth guardian angel’s charge may never see them.

- An earth-born guardian angel’s angelic name will, as usual, come to a charge if the bond is strong enough

- Due to the low number of people with magical abilities on Earth, a Guardian Angel on Earth will always have at least one charge with magical abilities but they will often have anywhere from a few to several non-magical charges at a time. 

- Non-magical charges may be assigned a Guardian Angel if a) their life's in danger, b) they are going through serious changes in their life, or c) they may stray from their own destiny.

- Earth Angels spend approx. 8 years training for their assessments of mentality and endurance

- For the rite of ascension, while an angel will train fully on earth, they often require additional training on Atemnity as well. Such training can take a year or more.

- The school earth-born guardian angel’s attend, if they do not receive a Hawthorne key, is called: Galante Academy for the Seraphim and Divine


Angelic Name
An angelic name is, in essence, akin to a true name. A person's true name is that which is not generally made public nor known by any but the person whose name it is. This is because this name is something that holds great power over the angel/person in question. It is such a sacred name that it takes both time and a deep connection before a charge will learn their angel's name, and so to the reverse.

To utter a person's true name is to control them completely. The person is question will have no choice but to comply with the demands of the person using the name; suffering intense emotional and sometimes physical pain until they relent. Depending on the phrasing of the order, that is if it is a continuous one, this pain can reassert its self as a reminder if the person forgets or tries to quit before ordered to.   

The Link:
The link is the deepest of connections between an angel and his/her charge. it is an incredibly emotional connection wherein the angel will actually feel the feelings and emotions of their charge. This connection includes a limited telepathic link between the angel and his/her charge to communicate without words. Save for actual telepaths, it cannot be used with anyone else. Again, with a deep enough connection, there is every chance that a charge will feel the angel's closely guarded emotions and feelings in return. As well a physical connection is often established between angel and charge in that when a charge is injured, so too is the angel; deep connections can make this work in reverse.

Formalities:
All guardian angels address their charges in a formal manner: 'Sir'; Sire'; 'Ma'am'; 'Madam' unless otherwise ordered by their charge.

To address an archangel or guardian angel ranked above:
To address any archangel it is "Archangel [last name]" Trainees or Ascendent's simply use the standard formal language.

Ranking:
Ascendent (Trainee) > Guardian Angel: [Type] > Archangel

Angel Blades and Wings:
An angel blade is a sword of some type with the true name of the angel inscribed on the blade. Now, what is special about this sword is generally where it is stored when not in use. Somewhere on the angel's body will be a ∞(infinity) symbol, similar to a small tattoo (usually on a shoulder).

Now because this weapon is not just any weapon but a part of the angels very soul, created during the ritual wherein the guardian angel first receives their wings, it is stored within the angel themselves. With only a small touch of the angel's hand and a conscious thought to call it forth or replace it. This blade is dangerous to the angel because it is the only thing that can actually kill them, through the limited healing abilities they possess. Every angel undergoes training to defend with their sword. The sword cannot be destroyed.

Angels Wings are not what you might expect in that they are not tangible. They are generally more ghostly in that they can glide right through solid matter. The thing about them though is because, like the sword, they are a part of their soul they also can connect the angel emotionally to anyone they touch.

Both Blade and Wings are as unique to the angel in question as their personality.

Last but not least is the "book" of rules surrounding Guardian Angels this book is called The Ethereal Doctrine

This is a comprehensive list of the rules, regulations and potential punishments for transgressions surrounding behaviours, powers and so much more.

Created by: LunaJinx & Camael Moon


Other types of Guardians:
Protection Guardians
Light Magic Guardians
Fairygodmothers/fathers
Evil Guardians
Confessors

« Last Edit: June 23, 2017, 06:59:49 PM by LunaJinx »

Offline LunaJinxTopic starter

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Re: The World of Atemnity - Hawthrone Institute of Legends
« Reply #9 on: June 11, 2017, 08:58:41 PM »
Hawthorne Institute of Legends

Hawthorne Institute is the school residing in Relarian that trains all manner of heroes, villains, an assortment of guardians and of course royalty. It was declared neutral ground where neither Chaos nor Harmony could have sole control. Students from both Atemnity and Earth receive a Faros key when they turn 13-years-old, with Earthborn students receiving instructions on where to find one of the several strategically placed portals to Atemnity.

There are 6 years of study and a variety of courses both mandatory and not these include:

Mandatory for All tracks
Combat Training (Year 1 – 6)
Psych Warfare (Year 1 – 6)
Magic Theory (Year 2)
An Advisement Class (Year 6)
Hero Students Cores
Law and Justice (Year 1 – 6)
Health and Healing (Year 1 – 6)
History of Heroes (Year 1 – 6)
Life of a Hero (Year 1 – 3)
Communication and Collaboration (Year 5 – 6)
Facing Fears (Year 5 – 6)
Villain Students Cores
History of Villains (Year 1 – 6)
Potions and Poisons (Year 1 – 6)
Evil Identity (Year 1 – 3)
Evil Ethics (Year 2 – 3)
Guardian Students Cores
Law and Justice (Year 1 – 6)
Health and Healing (Year 1 – 6)
History of Guardians (Year 1 – 6)
Concentration (Year 3 – 6):
Fairy Godmother Training
Recommended: Etiquette, Health and Healing, Elemental Magic
Guardian Angel Training
Required: Facing Fears
Recommended: Etiquette, Evil Ethics, Divination
Light Magic Guardian Training
Recommended: Elemental Magic
Protection Guardian Training
Prerequisites: Evil Identity, Life of a Royal, and Life of a Hero
Recommended: Etiquette, Evil Ethics, Foreign Affairs
Evil Guardian Training | Confessor Training

Royalty Students Cores
Law and Justice (Year 1 – 6)
History of Royalty (Year 1 – 6)
Foreign Affairs (Year 1 – 6)
Etiquette (Year 1 – 3)
Life of a Royal (Year 1 – 3)
Communication and Collaboration (Year 5 – 6)

*Divination, Elemental Magic and Weapons and Gadgets are all Electives unless stated that they are required*

There are 4 tracks of study: Heroes, Villains, Guardians, and Royalty that students must choose to study in - once a track is chosen there is no changing your mind. Each track has it's own seperate set of towers that surround a central courtyard and main castle. The main castle houses the training yard and core courses that all students must take: Combat Training, Psych Warfare and Magical Theory.

Not far from the Royalty tower's is a fair sized garden and there is of course the forest of mists that students arrive through.

While attending the school students are sorted into 1 of 5 different dorms that reside in specially carved out treehouses:

Tatylus - Home of the strong-willed and great leaders

Lynxan - Home of those who enjoy challenges and have unyielding passion.

Calyx - Home of the friendly, loyal and optimistic listeners.

Fractals - Home the quirky, artistic think outside the box types.

and
Balenti - Home of those who are logic driven, crave adventure and can find a loop through the use of wit alone.

For more detailed information visit the school itself: Hawthrone.

Mostly because i don't feel like typing out everything ;)
« Last Edit: June 23, 2017, 07:00:15 PM by LunaJinx »