12-10-2020, 01:35 PM
INTRO
A huge expanse of snow capped mountains, and the green hills beneath, are a mystical place. The Gods and Goddess' cursed the ancestors of this land as punishment when they dyed the land red with the blood of their enemies. War-torn and cursed, they ended their ways against their will.
These lands still cry at the blood on them, and the Descendents of the mountains won't ever forget when they ruled the mountains with glory and blood. The Crystalline people still strive for the glory of war, one day they will return.
The Gods will pay for cursing us.
These lands still cry at the blood on them, and the Descendents of the mountains won't ever forget when they ruled the mountains with glory and blood. The Crystalline people still strive for the glory of war, one day they will return.
The Gods will pay for cursing us.
THE TERRITORY
The Crystal Bloods made their home eons ago over the expanse of a huge mountain system; from snow-capped mountains to rolling green hills below it. It is called the EMERALD ISLES.
FROZEN PEAK
A frigid and dangerous place when it's blizzard season. The Baron and the Council go to the Peak every month to discuss plans, people's unrest, and political things.
(Description or drawing of Frozen Peak)
GREEN HILLS
Farm area, and very rural. Has little urban development and tend to have huge dens/caves instead of homes they've sculpted from rock or minerals.
(Description or drawing of Green Hills)
SERPENTVALE
A small town that was said to have been where the First Baron established the Isles. Has a mix of dens/caves and small homes made of common minerals. A bit more urban development, but mostly in the shop/market area. Green Hills and Serpentvale work closely together.
(Description or drawing of Serpentvale)
RUBY'S CATHEDRAL
An ornate cathedral where lower income areas and middle income areas worship the gods. It is said it was built by Ruby. There is no proof to back this up.
(Description or drawing of Ruby Cathedral)
SAPPHIRE'S HOLD
A once beautiful fort/tower where Sapphire was said to have his last battle. It'd said pink Sapphire grew there after Sapphire was slain, his blood staining his own brilliant blue due to his greed for power.
(Description or drawing of Sapphire's Hold)
AMESPRING
A huge town where many mingle. A trade town more than anything. Has more middle income and homes of common and uncommon minerals and maybe a few gem homes. No dens/caves.
(Description or drawing of Amespring)
DIAMOND'S CREST
Said to have been where Diamond was last seen on this earth. Carved out of a mountain side, Diamond's Crest is home to the wealthy. Ornate gem homes or rare mineral homes. High class things. Operas, peacocking, and and such.
(Description or drawing of Diamond's Crest)
SPINEL PLAZA
A plaza with a huge Spinel carved into a rose. It is a larger area, where ceremonies, promotions, and such are celebrated. Meetings also happen here. Guild/Job Boards are here, as well as a few shops. All are welcome here.
(Description or drawing of Spinel Plaza)
QUARTZ ALLEY
Where select higher Guilds stay (the second Guild you would join to specialize further, say a warrior that decides to go further and become a paladin who can heal and use magic along side the sword).
(Description or drawing of Quartz Alley)
TIGER'S POOL
A pool of molten magma deep into the mountain. It is said to have been placed there from Tiger Eye's grief at Sapphire's death, a pool of her tears. It is unnatural as it burns so hot without help, and has no inflow or outflow. It just is. There are rumors Tiger's Eye left a piece of Sapphire in the pool. Many in the past have dived in to see in manic treasure hunting greed, none ever returned.
(Description or drawing of Tiger's Pool)
EMPIRE'S DEN
Not important, but the Empire Den is a huge cavern in the mountain where the Baron lives and sleeps. It is connected through many tunnels to the Isles, but none ever venture far into them. There is one tunnel each Baron treads for solitude to Tiger's Pool.
(Description or drawing of Empire Den)
MAIN MAP
(Drawing of entire Emerald Isles)
(Can be expanded but only town wise)
FROZEN PEAK
A frigid and dangerous place when it's blizzard season. The Baron and the Council go to the Peak every month to discuss plans, people's unrest, and political things.
(Description or drawing of Frozen Peak)
GREEN HILLS
Farm area, and very rural. Has little urban development and tend to have huge dens/caves instead of homes they've sculpted from rock or minerals.
(Description or drawing of Green Hills)
SERPENTVALE
A small town that was said to have been where the First Baron established the Isles. Has a mix of dens/caves and small homes made of common minerals. A bit more urban development, but mostly in the shop/market area. Green Hills and Serpentvale work closely together.
(Description or drawing of Serpentvale)
RUBY'S CATHEDRAL
An ornate cathedral where lower income areas and middle income areas worship the gods. It is said it was built by Ruby. There is no proof to back this up.
(Description or drawing of Ruby Cathedral)
SAPPHIRE'S HOLD
A once beautiful fort/tower where Sapphire was said to have his last battle. It'd said pink Sapphire grew there after Sapphire was slain, his blood staining his own brilliant blue due to his greed for power.
(Description or drawing of Sapphire's Hold)
AMESPRING
A huge town where many mingle. A trade town more than anything. Has more middle income and homes of common and uncommon minerals and maybe a few gem homes. No dens/caves.
(Description or drawing of Amespring)
DIAMOND'S CREST
Said to have been where Diamond was last seen on this earth. Carved out of a mountain side, Diamond's Crest is home to the wealthy. Ornate gem homes or rare mineral homes. High class things. Operas, peacocking, and and such.
(Description or drawing of Diamond's Crest)
SPINEL PLAZA
A plaza with a huge Spinel carved into a rose. It is a larger area, where ceremonies, promotions, and such are celebrated. Meetings also happen here. Guild/Job Boards are here, as well as a few shops. All are welcome here.
(Description or drawing of Spinel Plaza)
QUARTZ ALLEY
Where select higher Guilds stay (the second Guild you would join to specialize further, say a warrior that decides to go further and become a paladin who can heal and use magic along side the sword).
(Description or drawing of Quartz Alley)
TIGER'S POOL
A pool of molten magma deep into the mountain. It is said to have been placed there from Tiger Eye's grief at Sapphire's death, a pool of her tears. It is unnatural as it burns so hot without help, and has no inflow or outflow. It just is. There are rumors Tiger's Eye left a piece of Sapphire in the pool. Many in the past have dived in to see in manic treasure hunting greed, none ever returned.
(Description or drawing of Tiger's Pool)
EMPIRE'S DEN
Not important, but the Empire Den is a huge cavern in the mountain where the Baron lives and sleeps. It is connected through many tunnels to the Isles, but none ever venture far into them. There is one tunnel each Baron treads for solitude to Tiger's Pool.
(Description or drawing of Empire Den)
MAIN MAP
(Drawing of entire Emerald Isles)
(Can be expanded but only town wise)
THE TRADITIONS
DUEL OF HELL
Every 7 years, a new Baron is chosen by a fight to surrender. All competitors and current Baron all fight at the same time. Mercy is dependent on the competitor. Not all go for a surrender, but to the death, those are usually killed or exiled by the crowd. There is also a rule used to invoke a forceful eject of a Baron, you can invoke a one-on-one Duel of Hell with the current Baron should his rule be unsatisfactory or dangerous for the populace. This invocation is to the death, not to surrender, and is called the Writ of Hell.
HUNTER'S REPRIEVE
A lesser version of the Hunt. Used as a small festival during things to celebrate, games are had, and there's festivities afoot. Most common after Duel from Hell, new Guild Masters, and other such things. Used to celebrate promotions as well. Anywhere from a day to 3 days depending on the cause of celebration.
JEWELRY & MASKS
Jewelry is extremely important to the Emerald Isles. It celebrates your achievements and gives you identity as a member of Emerald Isles. If you are born in the group, you receive a necklace as soon as possible. The Guild Leader of the Blacksmith guild forges a necklace for every child born. Every important life event gets added to the necklace or they have multiple necklaces. If inducted into the Isles, they must prove they are worthy to be a member, then can they receive their necklace. The Blacksmith will forge the necklace based on how they proved their worth.
Masks are for the deceased, "remains" if you will. Every house or den will have at least one Mask. These are considered the spiritual remains of their family. Masks are forged by the Crafting Guild and blessed by the High Priestess.
GODS/GODDESSES
》Crystal
》Emerald
》Sapphire
》Tiger's Eye
》Spinel
》Diamond
》Amethyst
CURRENCY & OTHER
The official currency of the Isles is the Rubee. It is relatively easy to obtain them, you can get them by taking jobs at the Guild/Job Board, by doing Guild tasks/missions, and by doing odd things here and there. It's very easy to exchange previous currency for Rubees.
Shops can offer food, trinkets, games, or just about anything. These are for the ones who trek out to them. Shops and other stalls are incredibly common in more lower class areas or towns. Farmer markets, butchers, etc.
Every 7 years, a new Baron is chosen by a fight to surrender. All competitors and current Baron all fight at the same time. Mercy is dependent on the competitor. Not all go for a surrender, but to the death, those are usually killed or exiled by the crowd. There is also a rule used to invoke a forceful eject of a Baron, you can invoke a one-on-one Duel of Hell with the current Baron should his rule be unsatisfactory or dangerous for the populace. This invocation is to the death, not to surrender, and is called the Writ of Hell.
HUNTER'S REPRIEVE
A lesser version of the Hunt. Used as a small festival during things to celebrate, games are had, and there's festivities afoot. Most common after Duel from Hell, new Guild Masters, and other such things. Used to celebrate promotions as well. Anywhere from a day to 3 days depending on the cause of celebration.
JEWELRY & MASKS
Jewelry is extremely important to the Emerald Isles. It celebrates your achievements and gives you identity as a member of Emerald Isles. If you are born in the group, you receive a necklace as soon as possible. The Guild Leader of the Blacksmith guild forges a necklace for every child born. Every important life event gets added to the necklace or they have multiple necklaces. If inducted into the Isles, they must prove they are worthy to be a member, then can they receive their necklace. The Blacksmith will forge the necklace based on how they proved their worth.
Masks are for the deceased, "remains" if you will. Every house or den will have at least one Mask. These are considered the spiritual remains of their family. Masks are forged by the Crafting Guild and blessed by the High Priestess.
GODS/GODDESSES
》Crystal
Spoiler:
Spoiler:
Spoiler:
Spoiler:
Spoiler:
Spoiler:
Spoiler:
The official currency of the Isles is the Rubee. It is relatively easy to obtain them, you can get them by taking jobs at the Guild/Job Board, by doing Guild tasks/missions, and by doing odd things here and there. It's very easy to exchange previous currency for Rubees.
Shops can offer food, trinkets, games, or just about anything. These are for the ones who trek out to them. Shops and other stalls are incredibly common in more lower class areas or towns. Farmer markets, butchers, etc.
THE RULES
1. Abide by Beasts of Beyond Rules.
2. Do not make nice with enemies, to do so is treason and will result in exile.
3. Any treason is subject to either exile or death or character assassination.
4. In-fighting is punishable by outside bans, or temp exile.
5. Anyone may join but are _heavily_ encouraged to prove themselves in a heavy spar to be awarded their necklace. Those who wish not to fight may state what they can bring to the Isles in terms of usefulness or abilities and shall receive a necklace.
6. Failure to listen to supeiors or go against orders in anyway is usually heavily punished, the lighest sentences are housing bans and unable to attend festivals for x amount of time.
2. Do not make nice with enemies, to do so is treason and will result in exile.
3. Any treason is subject to either exile or death or character assassination.
4. In-fighting is punishable by outside bans, or temp exile.
5. Anyone may join but are _heavily_ encouraged to prove themselves in a heavy spar to be awarded their necklace. Those who wish not to fight may state what they can bring to the Isles in terms of usefulness or abilities and shall receive a necklace.
6. Failure to listen to supeiors or go against orders in anyway is usually heavily punished, the lighest sentences are housing bans and unable to attend festivals for x amount of time.
THE RELATIONS
Emerald Isles is a neutral group, so everyone is neither an enemy or an ally unless specified as in good, or bad, standing.
✦ ALLIES - NONE
✦ NEUTRAL - NONE
✦ ENEMIES - NONE
✦ ALLIES - NONE
✦ NEUTRAL - NONE
✦ ENEMIES - NONE
THE RANKS
BARON
Leader of the Emerald Isles.
nord holland - played by quietlysilent
LIEUTENANT
Second in command. Only leads if the Barom died unexpectedly (will continue until next Duel of Hell). Can run raids/battles, promote/demote members, sets up Call of the Hunt, and greet/initiate newcomers.
Lavender Swirl Flóki - played by fleur.
COUNCIL
Council to the Baron. Passes bills after Baron approval and helps with advising the Baron. Declares war and law.
open - council of war
open - council of land
open - council of law
open - council of common
HIGH PRIESTESS
Speaks to the Gods and Goddesses. Has the magic to bless and to curse. Carries a lot of sway, and is necessary to the Isles. Sets up Soltice, Equinox, and Lament festivals.
open
SCHOLAR
A special Guild where those interested in Healing train. Responsible for healing of body and mind.
open
trainee open
GUILD LEADERS
Leaders of their respective Guild. Keeps track of each trainee's training and the Guild itself. Gives quests/monthly/weekly tasks, lead small raids/battles, and can hold small festivals.
PARAGONS
A stepping stone rank. This rank goes to those who are most active, help others, and greet others the most. They are actively considered for semi and higher ranks if they so wish.
open
TRAINEES
Those training in Guilds or by Council.
Crystal Bloods
Common folk and those who have completed training. Those who completed training will have specialization next to their name.
Leader of the Emerald Isles.
nord holland - played by quietlysilent
LIEUTENANT
Second in command. Only leads if the Barom died unexpectedly (will continue until next Duel of Hell). Can run raids/battles, promote/demote members, sets up Call of the Hunt, and greet/initiate newcomers.
Lavender Swirl Flóki - played by fleur.
COUNCIL
Council to the Baron. Passes bills after Baron approval and helps with advising the Baron. Declares war and law.
open - council of war
open - council of land
open - council of law
open - council of common
HIGH PRIESTESS
Speaks to the Gods and Goddesses. Has the magic to bless and to curse. Carries a lot of sway, and is necessary to the Isles. Sets up Soltice, Equinox, and Lament festivals.
open
SCHOLAR
A special Guild where those interested in Healing train. Responsible for healing of body and mind.
open
trainee open
GUILD LEADERS
Leaders of their respective Guild. Keeps track of each trainee's training and the Guild itself. Gives quests/monthly/weekly tasks, lead small raids/battles, and can hold small festivals.
Spoiler:
A stepping stone rank. This rank goes to those who are most active, help others, and greet others the most. They are actively considered for semi and higher ranks if they so wish.
open
TRAINEES
Those training in Guilds or by Council.
Spoiler:
Common folk and those who have completed training. Those who completed training will have specialization next to their name.
THE HISTORY
Nord came into power 4 years ago, he has 3 years of Leadership left. He won the Duel by invoking the Writ to Hell. He dueled the last Baron, Jade, into submission before killing him. Exile was not enough, Jade had allowed several horrible things to happen during his reign. While Nord has his own motives, he still does his best to do right by his people.
Nord has spent the past 4 years cleaning up organized crime, trafficking allowed by Jade, and has changed many laws to punish criminals appropriately. He fixed a many other issues allowed under Jade, but that's for another day.
Nord is questionably beneovlent, and has been kind to his people.
Nord has spent the past 4 years cleaning up organized crime, trafficking allowed by Jade, and has changed many laws to punish criminals appropriately. He fixed a many other issues allowed under Jade, but that's for another day.
Nord is questionably beneovlent, and has been kind to his people.
EXTRA
✦ Crystal Growths on those born in the Isles grow until the animal reaches natural Adulthood (real-life adult time). Must have Earth Elemental or Aesthetic Elemental power.
✦ Crystal Growths on those inducted into the Isles eventually begin growing crystals (large or small), unknown if they are painful or ever stop growing. Must have Earth Elemental or Aesthetic Elemental power eventually.
✦ This is the thread for S/HP positions
✦ This is the thread for Festival Guide
✦ This is the thread for Mentorship Guide
✦ This is the Discord link
✦ Barons can override Council
✦ It's considered a high punishment (basically character assassination) to have a piece of your crystal growths broken off or completely destroyed. This is dealt in two situations: Exile and when Death (or Exile) is too extreme.
✦ God & Goddess names are not allowed for use
✦ There are "stats" but it's a hidden feature. It's assumed someone who has prowess in fighting has strength and vitality higher than magic if they cannot cast any magic. It's assumed stats, not actual figure out stats and sit down as your character learns. Just flavor.
✦ There are no written records left of Emerald and Sapphire and most beginning of the Isles (so a lot of those Gods/Goddesses). Records were lost but no one knows how. It's all passed by word of mouth and stories.
✦ Crystal Growths on those inducted into the Isles eventually begin growing crystals (large or small), unknown if they are painful or ever stop growing. Must have Earth Elemental or Aesthetic Elemental power eventually.
✦ This is the thread for S/HP positions
✦ This is the thread for Festival Guide
✦ This is the thread for Mentorship Guide
✦ This is the Discord link
✦ Barons can override Council
✦ It's considered a high punishment (basically character assassination) to have a piece of your crystal growths broken off or completely destroyed. This is dealt in two situations: Exile and when Death (or Exile) is too extreme.
✦ God & Goddess names are not allowed for use
✦ There are "stats" but it's a hidden feature. It's assumed someone who has prowess in fighting has strength and vitality higher than magic if they cannot cast any magic. It's assumed stats, not actual figure out stats and sit down as your character learns. Just flavor.
✦ There are no written records left of Emerald and Sapphire and most beginning of the Isles (so a lot of those Gods/Goddesses). Records were lost but no one knows how. It's all passed by word of mouth and stories.