Post by EriChar on Sept 9, 2015 13:36:49 GMT -5
Created by TorinName: Aria
Size: Medium
Location: South Blue
Magnetic Shift: Five Day Intervals
Appearance: Aria is a majestic half and half island of reasonable to extreme geography with its entirety being of a desert biome, and a vast majority of its landmass being desert plains. A single gigantic river flows through the center of arguably two separate islands, collecting in a reservoir like hub around the combined lands central point. The two support near mirrored balances of pointed high-rise hills and mountains, rocky cliff walls and occasional lush green locales amongst the vast sandy landscape. riddled cave networks and naturally illuminated underground refuges for cooler plant and animal life consume the underbellies of both islands from glorious waterworks of streams and waterfalls long past, instead replaced by sand-based counterparts. Ruins litter the view of any high point, from small shrines and village remnants to gigantic collective burial grounds and spires of religious beliefs washed from history, Massive bridges avoiding dunes and valleys once awe inspiring left treacherous to cross unless experienced for fear of losing your way in a constantly mimicking scenic surrounding. To the extreme lays entire cities tallest points left sticking out of the sand, lower to ground level areas sport huge monoliths and temples, homes architecture dating back thousands of years reduced to rubble and shadows of their former selves.
To the extremes, the islands highest points span tens of thousands of feet into the sky, the tallest peaks housing man-made walls and bridges to better traverse the harsh snowy atmosphere from the steep change in altitude and climate. Frozen tundra-like straights and rocky caverns riddle the larger mountains of the area, once again littered are signs of civilisation long gone in the form of idols and checkpoints towards the highest tops. In the small and diverse sections of oasis type nature back on the surface settles the daring and the hardened, those who have generations of their family living here as well as those looking for tranquillity before braving the more unforgiving natures outside these zones in search of treasure and glory. few and far between dock towns make small business on the islands shore-lines, experienced enough to avoid the brutal sand-storms that lay to rest on the edges of the island after rolling through its depths. And towards the body of water most central to both halves of Aria remains a city submerged in sand, the weather a deciding factor in how much of this remarkable civilisations work is revealed in any given time, but a gathering point for architects and explorers alike, with small settlements positioned as checkpoints for when the weather becomes too extreme.
Climate: The island supports no real means to protect itself from the sun, and in its location is more often than not warm or unforgivably hot. Sandstorms and heat waves are common-place, but due to the islands drastic depths and heights, weather and conditions in each place drastically change. The deep Caverns of the island provide moisture, which occasionally brings the surface a fair amount of rainfall, while at the same time keeping the tunnels and caves of the deep constantly cool or to the point of chilling.. Where as in the other direction the highest peaks of the island are vastly beyond the cloud-line, the extreme altitude adjustment makes for very cold environments, snow and hail are frequent though much like the surface level below provides scattered retreats of greenery and clear waters. Back on the ground this is more frequent, large patches of grassland mixed in the the sand-scape supports sometimes heavy rainfall, and maintains a constant humid temperature unless caught in the many heat waves that pulsate throughout the two islands. A unique blend of environments comes from the two islands center points, the body of water large enough to usually ward off storms and heat with enough uninterrupted mass to support a fairly breezy area. Though all of which are constantly under threat of extreme conditions in their own respective biomes.
Flora and Fauna: Near non-existent, each area of the islands collective are usually too harsh to support any real life outside of those accustomed and often few in number, plants and wildlife are small in range of species and smaller still in the likelihood that you'd find them, though in more extreme cases the mountainous peaks and river-sides of the islands cut-through water source does house species of flora and fauna specific to the habitat, though their zones of inhabitance are fairly small. Three creatures however stand out from the typical range and pride themselves on being millennia old creations tailored specifically for the vast barren stretches of sandy hills and brutal climates:
Upua are massive canines with a similar body size to that of a small bull, slender and streamlined features however have them with peaked back ears and a narrow muzzle, usually notably muscular and thin furred, females differentiate with lesser emphasis of muscle mass on the front legs, the males in which sport near complete muscle dominance on their front. These hounds of the desert thrive off its few and far between sand-burrowed meals or move to the islands edges or river areas where they hunt for fish. Incredibly protective of their hunting grounds, and usually quite impatient with human presence. These massive dogs rely mostly on the frontal muscle man to catapult themselves across large spans of land in moments, and usually catch pray by simply launching towards them in one recoiled pounce. Alphas are prominent, and packs are quick to conflict with so many of them present on the island. Despite their density and size Upua are capable of burning through the smallest of meals at an incredibly slow rate, and often switch in and out of hibernation methods to maintain health and hunger during harsh weather conditions.
Osir are diverse birds in which their female line grow only to the size of a raven in comparison, yet their males, especially older generations tend to not stop their spurt for a very long time.. Some decades old becoming as large as eagles or vultures. Despite their large or small sizes, these beige and black commonly coloured creatures thrive from the untapped species of the islands higher points, quick to also forage through the river systems or trees, but ultimately feasting on the islands harder to catch lizards and insect life that life deep beneath the sand. These narrow birds when perched mask their large wing-spans into a bullet-shaped physique, and via building critical momentum from their high flying natures are able to turn themselves into drills, piercing the sand in an arcing fashion to catch things burrowed beneath it and with the same momentum rocking out further across. Very accepting of human presence as they often dont consider them threatening, when tested the Osir can quickly dismantle agitating combatants with pointed beaks, sharp joined claws and massive speed potential to drive into a threat.
Juva are to scale and form much like that of a Meerkat, upright to all fours cross-between their usual go to comparisons and felines due to their larger ears and incredibly long tails that, depending on age spans longer than the creatures entire body length and more-so. These creatures are considered the most humanoid in nature, creating small comes and rock collectives in caves or just away from underground entrances for quick escape from larger predators. They will inhabit land-mass across rivers, up trees or on the ruins of human presence long forgotten in order to stay out of sight when resting or eating. They will gauge a dozen mile radius's around them in which to forage, and are known to actively steal and beg for food should encampments or civilisation be within their hunting grounds. Mostly eating plant-life or fish, they will clean up after disputes between the larger animals of the island, and use their large ears, eyes and tails to maintain incredibly high area awareness. Often pets without masters, these slender and often cute creatures will adopt a human before the other way around, and will be smart enough to find refuge with a collective should they be accepting of its presence. Juva are incredibly family based, protective and closely connected, separation or solitude often results in rabid tendencies or desperation when forced to be alone.
The Silk, as locals would call it, and everyone else would deny, is a remarkable creature of unknown genders or true form. Its fur or what at least is considered its fur resembles a red sheen much to that of furnished silk, and is apparently riddled with jagged white and gold patterns on its body. Whether a collective or singular animals or creatures, older generations of the island speak of a deity brought to form through taboo processes, that has the ability to disperse itself and reform in different shapes and sizes. More commonly seen by speculative adventurers as large feline akin to that of a leopard in shape, others have claimed it has taken the shape of a paper-like arrow with wings and taken to the skies upon discovery, or large waving silhouettes of dangerous creatures to ward off threats. Locals claim it is incredibly rare to witness with your own eyes, yet its noises resemble chimes or bells collectivity ringing in unison, sometimes frantic or melodic. Whether its alone or there are more is unknown, a mystery never truly solved.
Inhabitants: Locals are often age-old families dug in for hell of high water on their birth land, or adventurers looking for coin or fame in the depths of the ruins given massive acclaim. The ruins of untold riches yet the island of harsh conditions brings a unique few to the islands more inland areas. And starting from the outskirts villages and fishing towns are incredibly common yet dont last more than a couple of months before they move on. Arias fishing system has the sand-storms constantly shifting fishing grounds, the beaches are completely different in layout by the years end, making it near impossible for a consistent business to thrive. Areas immune to this change are covered in solid ground, rock faces and ridges on their backs back for an area that fish usually collect to as opposed to escape from, families again of acclaim to these lands often remain through blood-lines and sons of the same craft. They're remarkably prosperous, though due to the islands small pull outside of its unique audience and locals makes overseas trade of large masses of fish a more common practice. These are usually the starting point for adventurers and seafarers, and a small yet lucrative business is selling the valuables and vessels left behind by those who never return once they have travelled further into the island.
Inland introduces the vast dead plains and harsh wildlife coupled with unforgiving natures, leaving the only people to go this far being those who have made settlements across the river-line, the central body of water on the island or the small pockets of oasis like escapes that riddle the landscape. Miners looking for minerals, adventurers seeking fortune and daredevils attempting to scale the highest peaks are nearly as frequent as the locals who have lived there their whole lives. Each with a story to tell and as those who have seen hundreds like them before a short life expectancy. The island is ever changing, making it near impossible to map out the less obvious routes to locations or even being able to go back to a trove you have discovered the day before. Salesmen often higher small parties to collect rare fabrics left behind, gems or plant-life that can fetch a fair few beri, and Mercenary establishments go hand in hand with the fishing businesses.
The locals themselves are a quiet sort, stories of giant glorious civilisations of old and their ancestry are rampant, and though most see them as fables or children's tales, many know truth behind the catastrophe that only years ago fell upon a kingdom looking to rise from their heritage. very culturally clothed in robes and body concealing fabrics and constructing buildings very similar to the ruins that surround them, these men and women and few children seem to live in tranquillity, and often practice strange rituals and chants of what they claim was their mother tongue, since converted to audible speech as symbolism for the fall of their old ways.
Organisations: Besides businesses of their own agenda or locals looking to live peaceful lives, there is no real governing body on Aria, and though many have findings deep within the dunes and sandy reaches of the island, none have ever truly lay claim. Years ago a civilisation stood on the backs of supposed Gods of ancestors, and the locals are remnants of that kingdom fallen, and even they saw the errors of their royalties ways and in a ritualistic fashion 'Gave back' the island to its Harmonic deity that they worship. Though despite this being a literal no man's land of many wonders and possible discoveries, many small groups or up starting turned big time communities have settles upon the islands less harsher terrain in hopes to live a humble life, or delve into the history long forgotten.
- The Desperadoes: A Mercenary Corporate run by no one man, considered a musketeer group with a finders keeper initiative that arguably contradicts their notion of the organisation. Originally a small band of adventurers who would play Indiana Jones to the most harsh environments to recover artifact's for the highest price, again their notions highly contradicting so bare with them.. They scoured the globe for big pockets looking to find big treasure, no real evil intent about them until an individual in the group called Buck, known as Buckshot, pointed out a fallen civilisation upon the island of Aria, small close-by rumours had let on that those arguably in command of the island and its resources had since fallen due to a freak storm. He was given a small party to investigate, and those who remained on the island confirmed first hand of the freak storm that erupted the kingdom into a wasteland of scattered populace. Buck was appointed 'Expedition Manager' for his discovery and has been recruiting solo adventurers to the island ever since in hopes to start his own private business.
- Arian: Inhabitants to the island before, during and after the great calamity, Grandchildren to the great Godlike beings that originally brought what they call 'The Voice' to this patch of sand in the ocean. The Voice in which being a deity of sound that watched over their civilisation and taught them the means of communication without words. This quickly became recognised as their native language, and the originally elitist community formed a near world changing civilisation on the brink of out-running common technology and intelligence. And as Icarus flew too close to the sun, they misused the power they had been granted, becoming close to a military state with the rumoured supernatural abilities they had mustered.. And where people not living in the supposed fairytale would tell of nature itself saving the blues from dominance from a extraordinary country, the people present will tell you that the Voice saw the error of their ways and crushed them into oblivion with the island that surrounded them. They to this day reside in settlements on a much smaller scale to these ruined kingdoms that now lay feet under the sand, but are very accepting, welcoming, and genius' in certain medical practices.
- Razorfinn's: A Fishman group turned fishing troop after finding wealth off the coasts of Aria. Originally having no claim to the fishing grounds, the group began to steal through superior ability to capturing the fish over its locals, being then taken in by an older fisherman claiming that these were his lands. Ready to dispute and fight for the lane via a hostile take-over, the man expressed his desire to join forces after the King that ruled the island had vanished. He was quick to pass away there-after, but much to the Fishmen's surprise has left ownership of his business to them. They re-branded the site to the Razorfinn's and began to produce such an effective horde in such a productive sector of the sea they attracted residence and other tradesmen. To the point Razorfinn as a company became Razorfinn village. Their leader, A Manta Fishman named Ray, leads a collective that not only single-handedly support the entire village to profit, but also control multiple hunting parties across the ocean.
Trends:- Fashion is varied, as expected from three different affiliates with three different intentions walk the lands.. And that's excluding the wild-cards of those who come to the island on a whim. The warm and humid temperatures steer clear any excessive or heavy clothing, often keeping to Hawaiian inspired dress amongst the locals of Razorfinn village, where the mercenaries that come to the island for treasure hunting often dress in light leather and baggy or loose concealed clothing. Scarf's or goggles are a massive fashion commodity though the likeliness of sandstorms and the clear water for swimming, and those looking to trek into the desert are ready and prepared for the storms that could ravage them. This adjusts accordingly depending on location, the Arian locals remain clad in their traditional attire, concealing as much as possible of their person under age-old beliefs that they bodies are simply vessels to project their song. These vary from browns to greens and whites in colour, and where some reside in the desert other's stay on the river lines and even in the snowy peaks of the mountains.Notable Occupants:
- Politics maintain their own zones, and upon the realisation that there would arguably be at least three factions upon the island the leaders of each quickly got together to organise and understand one another's viewpoint. Though depending on where you are on the island bares no drastic change, Razorfinn is fairly strict compared to the 'One Rule: no rules' hardy nature of the mercenary complex across the way. Locals maintain the teachings of their people, and for those daring enough to travel inland to be under their jurisdiction, habitat clause of maintaining the food chain is first and foremost.. Where in regards to the treasures of their civilisation past, finders keepers, but preferably the Desperadoes would prefer you run your discovery by them first. Razrofinn in specifics enacts a no tolerance policy, and though the Desperadoes are mainly a treasure hunting organisation they're also mercenaries by nature, and the Fishmen who protect the village happily hand over ne'er do wells to them for acquisition and reward.
- Industry relies mainly on the fishing that the Razorfinn's practice day in day out, with enough of an income to maintain the fairly large village and even the Desperadoes keep into a profit and more so. Despite their size and humble nature they're very wealthy, and the occasional spike of gold or expensive minerals found by the adventurers of the ruins doesn't go amiss either. Tailors, Chefs, Shipwrights even, make healthy business within the village.. And even look to the Arians deeper in the island for medicinal herbs and advanced medical compounds for profit when off-shore traders come into town. This forms a close to chest circulation of profits amongst the trinity, and despite all their welcoming and humble natures, its hard to jump into the loop as an outsider.
- Cuisine focuses entirely on fish based products, Sushi's and other delicacies are in rampant popularity alongside the spices and herbs that entice their flavours. Chefs of rather high acclaim run fairly profitable businesses within the village, while in the encampment of the mercenaries, sea-king meat and otherwise exotic meals are shipped back and forth via their business ties daily in exchange for a percentage of their profit. The iconic meals of the village is their crab and lobster dishes, and are renowned amongst the thousands that live there.- Ray: A Manta-Fishman of a rather young age who took up the mantle of the originally smaller villages fishing business after its owner welcomed their work with open arms. Showing them as opposed to stealing, a hard days work and healthy profit are foundations for a great community. He leads a group of hundreds of Fishmen who, daily, venture into favourable waters and beyond to catch the most healthy and exotic fish-life for the village that had grown around them from their profit. With an eye for small business and a family code to protect all who live under his wealth, he is a force to be reckoned with should one decide to interrupt the tranquil prosperity he had worked hard to uphold.
- Buckshot: A rugged cowboy-like Bounty hunter turned adventurer who loves nothing more than the fantasy of exploring things long forgotten and coming out the other side with knowledge no one has but him. Part of an off island renowned mercenary industry, he recently took off in his own stride.. Where as though he still deals with them and often, much to his own annoyance, takes orders from them, he is very much his own corporation with a loose commanding over those under him. He believes in manifesting destiny, and that what people find should be credited to who found it, yet its earnings shared amongst those who helped them along the way. He's taken cave hunting and ruin searching to an art, to the degree he believes he can predict the possible dangers of the island before they even happen. He has an eye-patch that he wears on either eye on the fly for no reason, and is never without a cigar.
- Riri: A daughter to the original king of the Arian Empire, and the last remaining royalty upon the island, she took charge of the remnants of the kingdom after the calamity and believes personally that they were to blame for the natural disaster that befell them, and constantly seeks for redemption in the eyes of their ancient deity and original protector. Her sense of harmony and knowledge in their old ways is near textbook, and though she originally was not aware of the poverty that befell the lower populace of the original civilisation, she now teaches young and elders alike the history of their people. She is aided by hands of the original Royal family guard and maidens, and seeks to rebuild piece by piece in means to recompense to the Voice that she believes governs them all.
History: Legend tells, thousands ago of a group of seafarers cast from their homes in search of prosperity in the worlds unknown, ambitious and committed, this group dreamt of beyond, the discoveries that would befall them and that wonders they could create out of it. To them came what had no form, no being or identity, a sound a cross the sea that grew louder with each passing moment. It shone no light or no grand arrival, but each individual would say that this entity appeared to them in a way they'd each imagine it would take form. This was known as The Voice, a harmonic identity apparently descended from a realm where only imagined Gods would reign, though said first hand that it was no God. Simply there to produce an answer to a catastrophe that would shatter that earth as they knew it, it was by choice that The Voice had arrived to save the humans, and believed that by progressing them beyond their natural means would they be able to halt the coming tide of chaos.
She took them to an island, even fabled amongst man and explorer alike to be natures monstrous beast through sand and storm, fabled to actively force wind and rain upon its journeyman to prevent any living being from walking on its shores. The Voice submitted the unfathomable beast as evidence of Its potential, and upon directing the group to the island ordered them to build under its harmonic prosperity. Though they did not ever fully understand, they began to take different form. Still within the vessel of their bodies yet awakened to acknowledge and act beyond mortal means. They constructed cities within months, Kingdoms within years, The Voice cracking the island in two to produce a water source beyond the natural sea, and creatures of massive proportions and capabilities to aid in building and feeding the constant flow of people The Voice brought from all around the sea.
The people began to raise majestic creations through simple thought, farmlands and wealth formed a self-sustaining kingdom in mere years.. They began to realise that they communicated with one another as they did to the Voice, the need for spoken languages quickly subsided, and their connection with one another grew to supernatural capacities. This was known to the Arian people as the Resonance, the ability to connect with all living things in harmony and understanding. However The Voice did not consider the biggest flaw of all humans.. Their greed. They began to question The Voices intent, were they simply slaves bending to its will? Why, when they were as strong as if not better than this deity were they exacting its judgement and command? They began to fight agaisnt it, though futile they did not falter, tearing down symbolisms they had created and instead deeming themselves Gods of the earth, preparing military means through their advanced technology to dominate the planet under their rule.. It was feeble and childish.
In one horrific white noise to the island, sands and storms erupted never since seen past the years ago that they had arrived, they could not fight the ground they stood on, and in mere moments the prodigies of the world that no one yet knew, were gone before anyone even could. The Voice remained, it didn't see reason to give up on the entirety of the world because of a collective of self-obsessed individuals, and thus according to the Legends end it mustered the power of the island once more, and unleashed the beast to protect its shores until someone worthy of this islands powers could come and claim it for the sake of their future. Emerged closer to this day was a man and his wife, a small tribe who had no choice but to brave the islands horrors as they were about to have their first-born. They committed self-less acts, sacrificing themselves as a community in order to ensure the mother would survive, and the small dozen of the tribe that made it to the islands safe-havens were met with the same beckoning Voice. They had shown the capacity to be as great as those on the island before them, and case aside the curse of the island and its sands to reveal the civilisation left before, and told them to do as you will with it.
Nine generations of what was titled the Chu dynasty from an original small tribal cult maintained their roots of worship and thanks to providers they had never seen in the skies above, and The Voice whistled on snippets of aid and assistance, or so the Great Grandfathers would tell their later generations one child at a time. The temperament of the island made it so they could never truly leave, though they felt destined to prosper until given a sign to go beyond the perfection that was their island. The Voice saw hope, though the disaster of the Pirate Era was long enacted and wreaking havoc on the world, to rise as a single unified empire and bring balance was all The Voice ever needed them to do. It is said that through this, the Children of the Ninth generation were blessed with individual powers of The Voice, the capacity to together accomplish great things. And to the twelfth daughter an embodiment of the Voice itself, to finish the Daughters of Harmony. Churl, the Tribal king at the time, slowly witnessed his daughters gain powers that they had only seen in glimpses of their entire time on this island. And though saw it as the sign to leave this island and bring balance to the world.. He like his predecessors did it with wrong intent. He demanded power from his youngest daughter, understanding she could not provide as the supposed vessel of this Great Harmonic entity. And despite thinking his actions were for his people, he influenced them all to darker intentions.
Riots consumed the Empire, demanding that the power be used to fight agaisnt the world as opposed to unify it, Churl himself to the point of desperation seeks to sacrifice his daughter to the Voice to in turn bless himself with all combined power to enact his true calling. Fickle, pitiful, the storms that they had written scripts of for generations became reality.. And in the same flash that the Harmony had spoken to them had happened thousands of years ago, the civilisation was left to the depths of the sands. The islands curse was lifted, The Voice was said to have abandoned hope, leaving whatever daughters survived the sole responsibility to being true harmony to the earth in times of war and conflict. They were on their own.
With the islands temperament subsided, which weather-experts would tell you was simply a shift in the islands natural wavelengths with islands around in, resulting in a more habitable locations.. People inevitably began to look into the island that was shrouded in mystery for years, finding remnants of a kingdom who claimed a God had ruined their civilisation that was only mere years ago capable of bringing down the world.. Insanity it was deemed, fisherman took to its shores, adventurers to its ruins and explorers to its peaks as biomes began to produce beyond simple head and sand with the dome of horrific weather no longer present.. And the third birth of Aria was so.