The beginning of time on Askeron is marked by The First Age. The start of life is referenced as F.A. 100.
Mana, the energy source that expels throughout all that exists, inside all living things, is a force that governs the world. Magic is the force placed on this energy to manipulate and use it to one's intent. Wizards and witches are the masters of this ability and it is their birthright.
Mana can become light or dark, an identifier to describe a force for good or evil. Wizards and witches held the key to this idea and thus controlled Askeron's fate. Unfortunately, they were not the only beings capable of magic.
By the Second Age civilizations were established. High Elves became ruling class citizens, with all other elves at their footsteps. Elves were the most populated beings on Askeron and thus became the universal rulers.
By S.A. 1700 a small establishment of wizards and witches became known as The Great Council. These were the most powerful beings to ever exists, holding enormous weight to their names all across Askeron. One high elf was invited to join the council in order to bridge the gap and give the elves leverage that, at the time, they thought they deserved.
Mana, the energy source that expels throughout all that exists, inside all living things, is a force that governs the world. Magic is the force placed on this energy to manipulate and use it to one's intent. Wizards and witches are the masters of this ability and it is their birthright.
Mana can become light or dark, an identifier to describe a force for good or evil. Wizards and witches held the key to this idea and thus controlled Askeron's fate. Unfortunately, they were not the only beings capable of magic.
By the Second Age civilizations were established. High Elves became ruling class citizens, with all other elves at their footsteps. Elves were the most populated beings on Askeron and thus became the universal rulers.
By S.A. 1700 a small establishment of wizards and witches became known as The Great Council. These were the most powerful beings to ever exists, holding enormous weight to their names all across Askeron. One high elf was invited to join the council in order to bridge the gap and give the elves leverage that, at the time, they thought they deserved.
Ailios: The Philosopher of Prosperity (wizard)
"Do nothing without profit or benefit."
Orome: The Philosopher of Order (wizard)
"The world is vast and we must experience it all under the correct lens."
Swaninya: The Philosopher of Faith (witch)
"Your belief is the only truth that matters."
Glinda: The Philosopher of Harmony (witch)
"The entire galaxy exists within us all."
Hex: The Philosopher of Force (wizard)
"The world can only be claimed by the strongest."
Wen: The Philosopher of Life (witch)
"We are protectors of nature, those who attempt to exploit or corrupt it must be withheld."
Elroth: The Philosopher of Chance (high elf)
"The world is your personal playground."
"Do nothing without profit or benefit."
Orome: The Philosopher of Order (wizard)
"The world is vast and we must experience it all under the correct lens."
Swaninya: The Philosopher of Faith (witch)
"Your belief is the only truth that matters."
Glinda: The Philosopher of Harmony (witch)
"The entire galaxy exists within us all."
Hex: The Philosopher of Force (wizard)
"The world can only be claimed by the strongest."
Wen: The Philosopher of Life (witch)
"We are protectors of nature, those who attempt to exploit or corrupt it must be withheld."
Elroth: The Philosopher of Chance (high elf)
"The world is your personal playground."
The Great Council met irregularly and their purpose was to unite and direct the forces of light and good, the leaders of Askeron, in resistance to the dark. They were not rulers in their own right but they were powerful and wise and held great influence. The members attempted to guide and steer those who were in power of the thrones, offering advice and council in times of great despair or conflict. Ultimately, The Great Council were peacekeepers.
But the ruling high elves were becoming ill to their wealth and power. Their vision blurred and narrowed as they became fixated on personal greed. The Great Council struggled to convince them of anything, the high elves disobeying their warnings, falling into the pit of corruption. As The Great Council tried to gain some control, the high elves drove it all into the ground. Slavery gained popularity, all beings who weren't elves were being executed, and war spread.
But the ruling high elves were becoming ill to their wealth and power. Their vision blurred and narrowed as they became fixated on personal greed. The Great Council struggled to convince them of anything, the high elves disobeying their warnings, falling into the pit of corruption. As The Great Council tried to gain some control, the high elves drove it all into the ground. Slavery gained popularity, all beings who weren't elves were being executed, and war spread.
Lycan Disease Outbreak
Valhasy Vampire: a vampire who's ancestry dates back to Valhan. They have four sharp canines, two on both their top and bottom jaw. Their eyes are naturally yellow or a light brown shade, such as beige or caramel, when not in a hungry state.
Zorilla Vampire: a vampire who's ancestry dates back to Zethea. They have only two sharp canines on the top of their jaw. Their eyes are naturally black or a shade of dark brown, such as walnut or chocolate, when not in a hungry state.
Leech: also called a blood junkie, is a derogatory term used to describe vampires.
Donor: a person who allows vampires to feed on them.
Feeder: a derogatory term used to describe a donor or Renfield Syndrome sufferer.
Daybreaker: a derogatory term used to describe a vampire who tries to blend in with human appearances and lifestyles
Blood Frenzy: also known as "seeing red," it is the point at which a vampire has gone too long without consuming blood causing them to lose control, entering a euphoric state that erases everything from their mind aside from the desire to reach blood.
Malicious: a mindless monster that exists when a vampire's blood frenzy lasts more than 12 hours, transforming them permanently into an unknown, bat-like creature.
Renfield Syndrome: a group of symptoms that categorizes a condition where a being becomes vampire and/or blood obsessed. It is caused by a malicious bite given to any humanoid other than a vampire.
Monster Hunters: vampires who protect(ed) a city during the night, seeking out and killing monsters that lurked in the perimeter of the city.
Clans/Houses: a group of vampires who organize together under a common principal or belief, named independently as the leader's surname and commonly residing together in a large house.
Donor Clan: a group of vampires who provide housing and protection to Renfield Syndrome sufferers in exchange for the opportunity to feast on them, convincing the sufferers there was nothing medically wrong with them. Some have similar characteristics of a brothel.
Backer: a member or supporter of a Donor Clan.
Retribution Clan: a group of vampires who may or may not have the same characteristics of a donor clan but with the added aspect of revenge, murdering vampire hunters as they see necessary. Often times run in secret operation.
Retributionist: a member or supporter of a Retribution Clan.
Absolution Clan: a group of vampires who commit their acts to monster/malicious hunting and/or vampire hunting, focusing their efforts on murdering donor and/or retribution clan members because of the bad name they bring to the vampire community.
Absolutionist: a member or supporter of an Absolution Clan.
Vampire Hunter: a person who likely fears vampires and hunts them down for sport, profit or personal gain.
Zorilla Vampire: a vampire who's ancestry dates back to Zethea. They have only two sharp canines on the top of their jaw. Their eyes are naturally black or a shade of dark brown, such as walnut or chocolate, when not in a hungry state.
Leech: also called a blood junkie, is a derogatory term used to describe vampires.
Donor: a person who allows vampires to feed on them.
Feeder: a derogatory term used to describe a donor or Renfield Syndrome sufferer.
Daybreaker: a derogatory term used to describe a vampire who tries to blend in with human appearances and lifestyles
Blood Frenzy: also known as "seeing red," it is the point at which a vampire has gone too long without consuming blood causing them to lose control, entering a euphoric state that erases everything from their mind aside from the desire to reach blood.
Malicious: a mindless monster that exists when a vampire's blood frenzy lasts more than 12 hours, transforming them permanently into an unknown, bat-like creature.
Renfield Syndrome: a group of symptoms that categorizes a condition where a being becomes vampire and/or blood obsessed. It is caused by a malicious bite given to any humanoid other than a vampire.
Monster Hunters: vampires who protect(ed) a city during the night, seeking out and killing monsters that lurked in the perimeter of the city.
Clans/Houses: a group of vampires who organize together under a common principal or belief, named independently as the leader's surname and commonly residing together in a large house.
Donor Clan: a group of vampires who provide housing and protection to Renfield Syndrome sufferers in exchange for the opportunity to feast on them, convincing the sufferers there was nothing medically wrong with them. Some have similar characteristics of a brothel.
Backer: a member or supporter of a Donor Clan.
Retribution Clan: a group of vampires who may or may not have the same characteristics of a donor clan but with the added aspect of revenge, murdering vampire hunters as they see necessary. Often times run in secret operation.
Retributionist: a member or supporter of a Retribution Clan.
Absolution Clan: a group of vampires who commit their acts to monster/malicious hunting and/or vampire hunting, focusing their efforts on murdering donor and/or retribution clan members because of the bad name they bring to the vampire community.
Absolutionist: a member or supporter of an Absolution Clan.
Vampire Hunter: a person who likely fears vampires and hunts them down for sport, profit or personal gain.
City Giant: a giant who has quietly adapted to the influence of human lifestyles.
Nomadic Giant: a giant who lives in isolation and moves frequently.
Nomadic Giant: a giant who lives in isolation and moves frequently.