<div align="center"><span class="bbc_size" style="font-size: 2em;"><strong><span class="bbc_u">Kingdom of Velar, home to the velerians, a race of humans</span></strong></span><br/><br/>(http://i782.photobucket.com/albums/yy103/TrashyMe/a6e8f8340219f84128a8099d52e61696-1.jpg)<br/><br/><div class="quoteheader"><div class="topslice_quote">Quote</div></div><blockquote class="bbc_standard_quote"><strong><span class="bbc_u">Kingdom Background:</span></strong><br/>Only the queen knows the cause of the curse and how it came to be and while she’s always been ready to accept responsibility for it, she has never gone into detail about its origins.<br/><br/>Velar, of course, existed long before the curse, with the kingdom starting more as a scattering of tribal chiefs. These tribes engaged in countless battles for dominance, locked in what seemed to be an everlasting stalemate, until the day a young, ambitious, chief was born. His name was Velar and his plan was simple, to take the battle to the huts of chiefs instead of the open field. His weapon of choice, words. Before long young Velar was convincing many of the chiefs of the advantages of alliances and how he’d kneel before each one as he made promises he knew he’d couldn’t, and wouldn’t, keep. It was like this that he set them against each other and, with the skill of a master puppeteer, played the chiefs into sacrificing their men in meaningless battles as he discretely mustered his own forces. It was a flawless plan but Velar didn’t count on one thing, the chiefs doing a little of their talking of their own. And so, while he thought himself to still be in control, the chiefs began a series of fake skirmishes at the behest of the wordy chief, bringing him the news he craved by reporting of the massive losses suffered in each battle until finally Velar struck.<br/><br/>Needless to say, he was trampled by the many “dead” men of the chiefs he thought he’d fooled, their combined might making it more of a slaughter than a real battle; a fact which didn’t escape their notice. And so, after Velar’s hanging, the Council of the Chiefs was born, with a single agreed upon king elected each year. As thanks for his inadvertent strides in uniting the tribes, the kingdom was named Velar.<br/><br/>Peace reigned for the next couple of hundred years with the chiefs beginning to rely more on shows of power, wealth and diplomacy, to express their tribe’s superiority, than battle. This in turn brought attention to a once feared power, that of witches… Where they were once burned these powerful females were gradually granted more influence as their grandiose displays of magical aptitude became the stick with which to measure a people’s superiority. Chiefs began to desperately seek to turn the more powerful ones to their side, offering treasure, men and authority as incentive, with the witches asking for more each time. Soon it was beginning to become difficult for the people to establish exactly who was in charge; the chiefs or the witches.<br/><br/>A young, yet peculiarly white-haired, witch thought it was obvious however. <br/><br/>Named the white fox for her odd colored hair and devious mind, this woman was intent on ousting the chiefs of old and yet, despite their current power, she knew the witches would require something more before they could assume complete control. And so she started researching the source of their power, using the resources given by the chiefs to support her work.<br/><br/>It was only after many years that she finally found her answer…<br/><br/><em>This part of history appears to have been taken from the archives of Velar...</em><br/><br/>The battle was short lived in the end, with the witches relying heavily on the queen’s stone to empower their own army while simultaneously weakening the chiefs’. Meteors fell from the sky as the ground cracked under enemy soldiers, swallowing hundreds of men into a fiery abyss. The battle seemed well in hand until the screams started to erupt from both sides, the witches losing control of the energies as they tore through men and women on both sides. Gradually the chaos escalated until… nothing. Within a second an unnatural quiet fell over the field as everyone, without warning, suddenly froze, becoming like statues across the battle ground. The sky darkened over the silent chess board as the white fox, alone, wandered passed both friend and foe alike.<br/><br/>Nobody knows what happened during that time but all recognize it as the beginning of the curse…<br/><br/>Upon awakening little thought was given to the event, with the chiefs summarily executed to quash any chances of uprising. The witches then gathered to form “The Council”, a system similar to the chiefs’ where they agreed to share power, splitting the lands equally amongst themselves. The White Fox received the least from the deal, thanks to the strange occurrence and discovery of the curse. Still, despite knowing that she might be responsible, she felt cheated and so, gradually, while not ending her research into the curse and Queens Stone, she started to work against her colleagues. As the years passed she formed alliances, backstabbed and utilized her advantage of time to establish a foothold and regain that which she believed was rightfully hers. Finally as those who were at the battle died off, the White Fox crowned herself queen Valen. <br/><br/>Her first act was to rename “The Council” as “The Council of Mages”, beginning Velar’s climb to magical prowess. <br/><br/>While Valen dabbled in politics at first, she quickly grew bored of it and retreated into her labs, leaving the running of the kingdom to the newly established mages guild. She’d still surface occasionally, to remind those of who ruled or entertain herself, but otherwise the Queens Stone had become her entire world. <br/><br/>It was only at the birth of her first daughter that the people started to wonder who was in charge, the princess adding a variable which left the mages shifting in their seats. Valen fixed this by assigning the princess a province, giving her power over her own people while leaving the running of the capital to the mages. Still the problem grew as another daughter was born and another and another, each being given their own lands and people. Velar was running out of land for princesses.<br/><br/>It was the lack of land which sparked the first War of Daughters as a greedy princess marched her troops out to conquer her sister’s province, only to be spurred on by the inaction shown by the council of mages and queen. This had the other daughters up in arms and before long a full blown civil war was at hand, the queen only stepping in when the one who started it threatened the capital itself. Valen cleansed the land of all her daughters that time, using the event to this day to remind her children not to cross her or force her away from her studies.<br/><br/>Since then there has only been up to a third war of daughters, the last being ended by Kayla negotiating a peace between her sisters.</blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/><div class="quoteheader"><div class="topslice_quote">Quote</div></div><blockquote class="bbc_standard_quote"><strong><span class="bbc_u">The Curse (Valen’s Folly):</span></strong><br/>Every month those who stand under the banner of queen Valen are subject to a perverted transformation known as the “Black Week”, "Turning", or for the wordy, “Week of Endless Night”. There is no escape from the curse once it grabs you and it touches every bit of land that is deemed to be under Valen’s rule. It twists and contorts, making the people look and behave like orcs, demons, or ogres as the land becomes savage and burnt. The dead crawl from their graves as the skies turn ashen and even buildings are afflicted, becoming as black as night as shops turn into dark forges while homes begin to resemble structures of war. It is a horrific time and the scary part is that everyone retains a level of consciousness, simply one that wallows in blood-lust, hate, jealousy and any other feelings they may have held deep within the darkest recesses of their minds. Nobody is exempt from it, with even the queen and her daughters changing into towering monsters, creatures or demons.<br/><br/>This curse has had a heavy impact on the life of the people of Velar. It has hardened them to losing loved ones as each Black Week has the chance of stealing those they cherish most, and it has fuelled their need for beauty and refinement; almost as if to compensate for the darker side of their nation. It is also why cremation is favoured over burials as many fear their families or friends might rise from their graves during the Turning, leaving them restless and in limbo. As for those who do die during the time, nobody knows what happens to them as not even bodies are found afterward. All some can do is pray that they found their way to the ancestors and finally live in peace, away from the horrors of the curse.<br/><br/>Another aspect of their nation which the curse has shaped is their reliance, or lack thereof, of wood. It is strange but while living trees or plants return to their state before the curse, wood itself does not. It was once theorized that it was because they were living but this hypothesis was tossed the moment another mage noted that paper too returned to normal. Either way, this has forced the people to adapt as they use magic, steel and a little ingenuity in the place of wood. Still, no matter how clever, they may never amass a fleet or be able to field a regiment of archers. Even their siege is lacking thanks to the handicap, with stone trebuchets and catapults being possible but not exactly the most reliable for long, or even short, distances. Plus, they were so clunky that it made the thought of just hammering at the walls of enemies with bare fists even sound like a better idea. <br/><br/>With such massive hurdles created for times during war, the people of Velar are still surprisingly warlike. While enjoying diplomacy and trade, they know that the curse will likely in the end force them into battle. And so they wine and dine as much as possible with those they engage with on diplomatic levels, all the while keeping their troops at the ready behind them, weapons gleaming. They do try to sway other nations from approaching them during the Black Week, sometimes with the truth and sometimes with feeble excuses, but in the end rely on their military to play the diplomat should things go wrong; the one part of their culture that never fails them, curse or no. Their military borders on being almost as appreciated as their mages, even if the people on the ground level rarely see the elites.<br/><br/>During the curse the entire population of Velar practically becomes the military, with the many demons, monsters, orcs, giants and ogres, making up for in strength what they lack in tactics. Still loyal to whomever they served before the Black Week, these hordes rally behind their leaders to charge mindlessly at their enemies; normally other velerian royalty and nobility. Meanwhile those who played the role of peasants, servants or slaves become the minions who forge the dark armour and weapons used by the hordes. The slaughter continues until the “Awakening”, the end of the Black Week, after which the people take stock of their losses and briefly mourn the lost before continuing on with their lives.<br/><br/>The Awakening sees a return to the green plains, thick forests and open skies. Things quickly get back up and moving soon after with the transition from the Black Week to the Awakening happening so often that it was almost natural to simply forget and work. At times the change back to normalcy is so sudden that it has people wondering if it ever even happened. The transition is also made easier by the fact that velerians live with their colleagues as opposed to their loved ones, although this hardly matters for those outside the kingdom.<br/><br/>Any Velerian that is outside the nation during the time of the Turning will change unless in possession of a specially created gem (Soul Stone – Incredibly difficult to make) which will instead have them grow exceptionally weak and wake each day to extreme nausea. These were created in an attempt to maintain relationships as well as engage diplomatically with nations far from the kingdom. Those outside the nation within a mile of a Power Stone are afflicted by drowsiness the entire time, each monthly phase becoming increasingly crippling in various ways the longer they are away from the aura of the queens stone (or a sister stone), regardless of the Soul Stone. Some might even begin to show signs of the curse if away long enough; like glowing red eyes or hands shifting into claws.<br/><br/><strong>Quick Additional Note:</strong><br/><br/>The Black Week essentially consists of three types of cursed; undead, monsters and demons.<br/><br/>The undead encompass the re-animation and at times melding of those who have died as well as the twisting of some of the more powerful mages into liches. Awoken in the form of shambling corpses the undead vary from plain or shoddily armoured skeletons, with the odd piece of decayed flesh dangling from their bones, to your typical zombies with their rotting and missing limbs. Mostly just meat for the grinder in battle, it is the liches which many should watch out for. Those who become these powerful casters are capable of devastating spells relating to ice and death as well as have the ability to summon more undead to the battlefield. These liches as well as their minions are weak against fire. The undead frequent areas such as catacombs and graveyards.<br/><br/>The monsters include the more beastly and wild of the cursed, from your typical werewolves, a carnivorous and ferocious fighter with a vicious maw and deadly claws, to the humanoids, such as the muscular and pig-snouted orcs or towering, heavily built, ogres and giants. Unlike the undead who represent the cold and indifferent however these creatures also embody much of the nation’s more carnal desires, their caves and forests swarming with beautiful dryads, and burly, animalistic, minotaurs. The woods come alive during this time, with creeping vines and weeds threatening to drag off victims into the clutches of the creatures that lie within.<br/><br/>The demons are a little more complex as they come in a variety of forms, many epitomising aggression, lust and hate with others more a picture of illness and suffering. They’re generally an amalgamation of that which tempts or causes human pain and normally resemble such. Those that embody pestilence for example are usually hunched and feeble; their skin charred and surrounded by flies, with an ability to spark rampant disease throughout a community by infecting just a single dweller. They’re grotesque and yet just a single type of many demons. There are also those which tempt, such as the lithe and sculpted succubus or incubus. These hypnotic beings come in a variety of shapes and sizes but generally appear as human; believed to be past lovers of the queen’s daughters. Finally you have your more typical demons; hairless and hulking, ashen-winged, brutes, with curled menacing horns, glowing eyes and bulging muscles or small mischievous imps. Their forms differ from one to the next but not by much. These demons live in the twisted structures of the Velerians. <br/><br/>Out of all the creatures, minus the detached undead, there is one prevalent feeling which comes to the fore during the turning. Manifested through the suppression of sexual activity in the empire, these beings live for nothing more than to fulfil an appetite of wanton desire. Hidden behind the battling hordes, forges and prisons, the dryads and minotaurs can be found scattered throughout the twisted forests while the demons of desire drag unwilling participants to their temples of pleasure. Engaged in an endless orgy, even these places can be fatal, with many simply not built for a week of non-stop gratification or the overly sized cocks of the minotaurs, greater demons, incubi and some of the rarer succubi; a few of the creatures even sporting dual cocks. These places of lust include some other specimens as well from the amorphous tentacle creatures to others that simply boggle the mind. <br/></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/><div class="quoteheader"><div class="topslice_quote">Quote</div></div><blockquote class="bbc_standard_quote"><strong><span class="bbc_u">Queens Stone:</span></strong><br/>Both a necessity and luxury, without the Queens Stone the kingdom would crumble. This object of power, shaped like a perfectly cut blue-diamond – or ruby red if the Black Week, is held deep within the capital’s castle, in a chamber only the queen knows of. Few have seen it and fewer have used it, with most having to be content with making use of the mage stones.<br/><br/>Also created in the capital, by extracting the excess essence which flows from the queen’s stone, are the mage stones. Like the Queens Stone, they too change colour depending on the week, from their bright blues to a deep ruby red, again like the Queens Stone. The gems are a series of power amplifying gems which can give even the most inept peasant a touch of magic or assist the most adept wizard in casting even more powerful spells. They’re also useful for making a spell a little more persistent; for example, a spell of light on a shard can have it glowing for millennia. They use them in this way all around the kingdom to strengthen walls, imbue weapons with magic, light up lamp posts, etc. A mage stone’s function is determined, forever, by the first spell cast with, or on, it.<br/><br/>Supposedly all craftsmen hold a mage stone, allowing them a touch of power with which to use on their work. This means that nearly everything from the simplest object to the most complex in the kingdom has a bit of magic, giving it anything from a lengthier life span to making it sturdier, etc. The only requirement for this magic is that it must be within the far-reaching vicinity of a stone of power (Queens Stone, Sister Stone or Power Stone) or it will wither and wane over time. A ritual technique involving music has been deduced to change massive gemstones of a certain quality into Sister Stones to the Queens Stone, allowing the formation of settlements far from the previous aura the Queens Stone allowed. A gem meeting these standards however is something the Velerians do not currently possess.<br/><br/>Much smaller versions (Power Stones) held by commanders of military arms can maintain weapon and armour strength of their troops during campaigns extending beyond the aura of the Queens Stone. Gems suitable for these uses are extremely valuable and not found locally (the nation currently only has two).</blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/><div class="quoteheader"><div class="topslice_quote">Quote</div></div><blockquote class="bbc_standard_quote"><strong><span class="bbc_u">Culture:</span></strong><br/>Velar is a nation whose people constantly strive for perfection, with everyone from the smallest child to the highest mage competing for greatness. It is an egotistical land where flesh and bone is cut and mutilated for purposes of vanity, soldiers and warriors are slaughtered in the name of pride, or entertainment, and mages will sacrifice all they have simply to outdo their neighbor. Even a child’s life has no worth if seen as detrimental to the empire with a group known as Seekers hunting down newborns for the mage’s guild, or to toss to the fire should there be a risk of overpopulation. In this land of perfection, if you lack any ability from that of a warrior to spell caster, then your life is practically forfeit in the eyes of the Children of Velar; the name given to those who have proven themselves worthy of citizenship. In the end, not a single diseased or underprivileged person walks the streets of Velar.<br/><br/>This isn’t true of the entire nation however with patches of kindness being seen under the banners of your more benevolent higher-born; the title given to those of royal or noble blood. There have been times when the empire has even had to enforce migration restrictions simply because of the pull many of the more compassionate nobles and royalty have. Within these fairer lands workers live simple yet fulfilling lives, spite and jealousy is nigh nonexistent and everyone helps in uplifting the land as a whole.<br/><br/>Putting the grimmer aspects aside, Velar is a culturally rich nation with an emphasis placed on refinement for even the lowliest servant or simplest recruit. Grand balls, festivals and feasts are commonplace and act as tribute to the ancestors, with all manner of scrumptious delicacies lining the buffets. Velerians attending such events wear the finest of gowns and robes with the designs normally ranging from local to exotic, or revealing to conservative. These occasions are also known for their variety as they range from your loud events, full of song, dance, and mind numbing substances, to your quiet get-togethers with elegant wines, tea and civil company. When greeting new nations Velerians are always quick to show this side of their people before anything else, going as far as to invite them directly into the palace and shower them with gifts. Some say that, upon discovering more of Velar, this is simply an attempt to drown out the nastiness of the curse.<br/><br/>One thing Velar has always encouraged is trade, with its people almost fanatical when it comes to acquiring items from afar, such as art to add to their collections, food which tantalizes, or anything else which grabs them as strange, new and wonderful. Like most of Velar however even their trade has a darker side as their scholars and mages seek out body parts while others deal in slaves. There is even a market for babies, demonic artifacts or limbs and curses, amongst other gruesome items. Some would likely shiver, faint or lose their lunch should they see some of the laboratories of Velar, with there even being a place known as the “Living Edifice”, a lab deep within the castle with walls that actually beat and pump blood, its sinewy surfaces like that of melded muscle and skin. Only Council Mages and royalty may enter this room of living tissue and blood. Thrill seekers and lovers of the macabre should not despair however since the Arena is open to all and its fights can be most gory depending on the number, or sometimes size, of the creatures and combatants. <br/><br/>Some might say that Velar has such loose morals because it is a godless land but in essence it simply believes in free religion with only one catch, all must pay homage to the ancestors; no matter their beliefs. The ancestor a family, noble house, or even individual picks to honor can be practically anybody, even some random drunk who just died on the street. The only qualification for ancestral status is that the person being honored as an ancestor must be dead. Naturally there are those who are frowned upon for choosing a silly ancestor, unless they have some deeper meaning for it or can at least explain their reasoning. Other beliefs are that blood related ancestors bring luck and heroic ones even more so, but most in the empire simply see it as a way to honor their people as a whole by paying homage to those who came before.<br/><br/>Even an outsider of Velar can be picked as an ancestor as they respect skill more than anything (even birth place), feeling that those who have mastered their art, whatever it may be, are worthy of being honored. It all circles back to their love of perfection. And since they live with so many who have been magically sculpted to look like lizard-folk, elves, etc, they hardly hold ones appearance as a determining factor for respect. It’d be almost hypocritical considering the monsters they themselves become at the turn of every month. Not even the manner with which one holds themselves matters as long as they are skilled at what they do. To put it bluntly, in many ways, while perhaps a bunch of stuck up snobs at times, Velerians are quite tolerant of other nations.<br/><br/>They’re also quite tolerant of behavior, especially considering some of their own royalty’s sexual habits are questioned by the more conservative of the nation. Most simply complain because they believe it unfair however. The reason for this is because Velerian authorities tend to control the sexual habits of the masses to an extent as they are constantly worrying about overpopulation. Unfortunately, the people of Velar seem to be unnervingly fertile with shorter gestation periods than most races. Some of the barbarians and other nations which know them joke on how all it takes is to brush by a valerian woman to become a father. The nobles and royalty are free to do as they please however as well as have as many children as they wish; those who bed princesses becoming Courtiers, princes of a sought. Some of the higher-born abuse this privilege much to the chagrin of the sexually suppressed velerians. Of course, many of the citizens rarely listen to this law, instead choosing to resort to magical poultices and other forms of birth control.<br/><br/>Still, while the citizens make use of their free will to express dissatisfaction with the higher-born, a level of respect is maintained. The nobles and royalty after all have a strange effect on the people under them, with many usually taking on the traits of the leader they currently stand under. Nobody can explain this phenomena but it makes governing a lot easier for the many leaders who sit on top. <br/><br/>Like many Nations, Velar is ruled by a queen, but unlike the others, she rules more by suggestion than command. And while she has the right to overrule orders given, it is rarely put into use. The fact of the matter is that beyond using the empire to sustain her research, she doesn’t seem too interested in the politics of the kingdom. Below the queen sit several other groups; some might say the true rulers of the empire. <br/><br/>The first one is the Council of Velar, a group of noble heads and princesses, born into power, with a single yearly elected representative acting as their voice. This representative, also known as the Countess, has to be female and plays the role of leader to the capital and its forces. While in power she is forbidden to use the capital’s soldiers to march against her personal enemies, is in charge of signing off, or vetoing, recommendations by the nobility and tends to matters of diplomacy as well as expansion. <br/><br/>Next, or possibly equal, in power is the Council of Mages. This is a group of some of the most powerful spellcasters in the kingdom, called Councilors, with their leader being elected just as the Countess but within the span of three months instead of yearly. The elected head of the Council of Mages is known as the Archmage and represents the interests of all the spell casters in the empire. The Archmage also acts as the advisor to the Countess and plays the part of a non-biased judge for the court cases of the nobility. Capable of halting the production of armor and weapons or withdrawing magical support from a war, this Council is highly respected. <br/><br/>Finally there is the Council of Masters, the representatives of the guilds of Velar of which every person is a part of. There is a guild of blacksmiths, farmers, ice mages, fire mages, etc, each caring for those under it while regulating prices throughout the kingdom. The people of Velar all live in communal buildings assigned by the guilds, meaning that, unless you’re royalty or nobility, you don’t live with your loved ones but rather those you work with each day.<br/><br/>(http://i782.photobucket.com/albums/yy103/TrashyMe/whitemage.jpg)<br/>There is also one other group that sits under the queen, one rarely spoken of; the White Mages. Created through the Ritual of Bonding these mages have been infused with their cursed sides, giving them the ability to control the energies of the unknown. It is a painful process and one forbidden to the princesses as some believe it changes the caster. Those who undertake the ritual normally seem different, with friends and colleagues supporting this fact. The strange thing is that all white mages appear exactly the same after the ritual, their hair becoming short and white, their pupils growing milky, and a yellow streak running down their right eye and body. Some have tried to remake their appearance but it’s always in vain, with even illusions being dispelled shortly after. Needless to say, all know what a White Mage looks like and none are too eager to make contact. They are the right hand of the queen and can act as not only her eyes but also can channel her, should she choose.</blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/><div class="quoteheader"><div class="topslice_quote">Quote</div></div><blockquote class="bbc_standard_quote"><strong><span class="bbc_u">Land and Landmarks:</span></strong><br/><br/>(http://i782.photobucket.com/albums/yy103/TrashyMe/CitadelView.jpg)<br/><br/>At the edge of the velerian kingdom, carved into the Levanos mountainside, sits the castle of Velar; its balconies lining the precipice as evenly spaced columns and marble balustrades separate those who walk within from the sheer drop into the city below. Many of the royalty and nobility like to stand out on the terraces jutting from the rock as they look out at the kingdom and plains below, their sight unhindered as they survey the lands. In the distance one can see small farms and villages dotting the landscape, with the odd military camp, fort, College of War, or barracks placed far enough so as not to be disturbed. Beyond even these small indicators of civilization however runs the wall; from its beginnings at the foot of the Levanos cliffs it encircles the entire kingdom before plunging back into the mountain range, the green of the thick forests peeking just over its top. Known as the Border Wall this lengthy structure works more as a marker for the territory of Velar than an actual defence.<br/><br/>(http://i782.photobucket.com/albums/yy103/TrashyMe/WitheringCandle.jpg)<br/><br/>There is only a single entrance to the Border Wall, one easily found as it sits below an old building which stands tall above the trees of the forest. “The Withering Candle” they call it, both a safe shelter and tavern for travellers, traders, adventurers (unfortunately) and diplomats alike. It is one of the most ancient buildings of the kingdom of Velar, predating the tribal kings themselves, and is the only structure which remains unaffected by the curse, a precious gift which it generously bestows upon whoever carries its deed and works within. It is here the people of Velar direct outsiders they wish to engage with, in the hopes that they will still be there at the end of the Black Week. They do this because, like a true candle in the darkness, the Inn seems to repel the cursed ones, leaving all inside little to fear from the ghouls, demons and beasts which lurk at that time of every month.<br/><br/>(http://i782.photobucket.com/albums/yy103/TrashyMe/Daughtan.jpg)<br/><br/>(http://i782.photobucket.com/albums/yy103/TrashyMe/CollegeofWar.jpg)<br/><br/>The Inn isn’t the only wonder of Velar however. Not far from Daughtan, a dark city which sits on the edge of the colder part of the Levanos mountains and over the river which leads to Lake Alequos, is the College of War; a massive fort which rests on the flat peak of a steep cliff. Surrounded by thick forest and far from any civilization, beside the mage’s city, it is here that Velar’s finest are trained, equipped and prepared for war. Nobody beside actual soldiers, recruited mage-summoners and royalty are allowed within its walls, not even nobility, but considering the lack of any luxuries it’s doubtful any would want to enter. It is little more than an assortment of barracks, supply rooms, mess halls, training rooms and yards, with just a few soldier owned shops spread throughout to trade needed items or weapons for what little pay they receive each month. This is likely one of the reasons so many volunteer to fight in the arena, to experience something new.<br/><br/>(http://i782.photobucket.com/albums/yy103/TrashyMe/ArenaPit.jpg)<br/><br/>The arena, located in the capital city of Veredin, is a massive circular structure of stone, built for the entertainment of the masses and higher-born. It goes by many names, depending on what you think of such amusements, but is officially and simply called “The Arena”. Under its surface lies a series of long passageways, each leading into hundreds of varying rooms and prison cells; it is here where the volunteers, criminals and prisoners are kept and readied for battle. Every fight is different thanks to the ability of mages to summon and twist the climate over the field, at times completely changing the landscape. Add a tale of a battle long past, some summoned creatures, plus the appropriate armour, and suddenly you have the stage set for accurate and particularly bloody re-enactments of actual wars. The winners of such fights receive many prizes from gold to bedding partners, with the very capable prisoners soon living in cells lined with gold, expensive accessories, lovers and sweet tasting delights. Win enough times and some prisoners even go free. As for those who volunteer to fight, they too are showered in riches and glory.<br/><br/>Despite all the excitement and intrigue, it is not outside the capital’s citadel that lies the pride and joy of Velar however but rather in. Hidden behind the amalgamation of jagged rock and castle, running deep into and under the mountain, sits an extensive array of polished marble passages, functioning shops and living quarters; a veritable underground city, one which continues to expand as the gem mines descend ever farther in their search for jewels and ore. With the Queens Stone guarded within, this is almost literally the beating heart of the nation and is home to both the guild and noble houses among other important figures, including the queen. Most of the decisions which affect the kingdom are made here as some of the nation’s greatest minds deal with matters of diplomacy and state. Only soldiers, the higher-born and servants are allowed inside.<br/><br/>Starting from the top of the castle, at the very peak of the mountain, one can find the Pool of Thought, a small lush green park surrounding a large natural pool.  The sounds of birds chirping, trees rustling and gentle babble of water cascading down the rocks, into the pool, creating a soothing atmosphere with which many higher-born lose themselves to contemplate or simply relax. Only a few have ever laid eyes on this retreat of nobles and royalty with but a single Shield Guardian being lucky enough to keep watch on the entrance; a small wooden trapdoor, leading to a narrow and dark staircase, being the only way back into the citadel.<br/><br/>Near the peak of the castle also sits the seat of the numerous councils of the nation, each assigned its own meeting room and headquarters. These underground structures house the representatives of the Council of Velar, Council of Mages, Council of Masters, some of the most powerful and influential people in the entire kingdom. Within these halls the direction and course of the nation is plotted and decided upon before finally being brought to the Queens Chamber; a room decorated with the banners of the councils from that of the nobles, a silver shield surrounded by blue, the mages, a glowing white orb surrounded by black, and the masters, a mighty hammer standing on its handle and surrounded by red. The centre of the room is dominated by a table with intricate elven carvings circling its marble rim and multiple cushioned seats positioned at one end with a throne at the opposite; the throne normally occupied by the countess if the queen is absent.<br/><br/>The Council Chambers lie just above the mage’s quarter, an area which carries some of Velar’s most precious rooms and secrets, from places of learning, such as the Academy of Mages and Great Library, to the wonder of the Eye of Velar. Deep within the castle of the capital sits a circular, windowless, room, its wall of black marble lined by a walkway which gazes down upon a large, swirling blue, orb dominating the centre of the room. Buried midway in carved rock, the mages use this device to survey all within range of the Queen Stone or a Sister/Power Stone, and cast spells if necessary; such as summoning rain for crops. This is the Eye of Velar. None but mages and royalty may enter this part of the castle.<br/><br/>The same can actually be said for the Academy of Mages as it too is only open to mages and royalty, its hallowed halls of learning leading to rooms of both delight and terror, or even simple learning; such as the academy’s libraries, lecture halls and training rooms. Naturally its literature can’t compare to the Great Library, a room which appears nothing more than a spiralling walkway of books digging deep into the earth, but it still has an impressive array of magical texts. It is in the Academy where those with magical abilities are sent immediately upon their discovery, with little choice in the matter, giving them the opportunity to study under some of the most experienced mages in the kingdom. The Academy of Mages is also where White Mages are created, those with the power to control demonic energies; this room of plain black rock and a simple stone bed is hidden from apprentices however. Those who complete their studies in the academy are considered free to do as they please the moment they step out the grand steel doors.<br/><br/>The Academy and Great Library however, while awe-inspiring, cannot compare to the last wonder of the castle; a living, moving room. Called the Living Edifice, none know the location of this dark and macabre room. And with its walls of pumping blood, wriggling organs and soft muscle it’s not like many want to. It is known that the room is never in one spot for long however, with quite a number of individuals opening a familiar door only to be greeted by its grizzly interior. If this happens to anyone it is usually suggested that closing the door be the most prudent course to take or risk becoming another victim of the vile experiments within.<br/><br/>Otherwise the citadel of Velar has many simple distractions, from the underground farms, with crops growing on the roof as well as the ground, to the Chamber of Induction; the place light infantry become specialist infantry. The latter can only be admired from the outside however as its doors are closed to all but those involved in the process, such as the mages and light infantry. Its inner halls however aren’t exactly interesting, resembling more of a training facility than anything else with the usual gauntlets, training rooms, etc. Many enjoy gathering and cheering for when the soldiers, who survived the Ritual of Cleansing, first step outside the facility.<br/><br/>(http://i782.photobucket.com/albums/yy103/TrashyMe/CitadelSecondaryEntrance.jpg)<br/><br/>The final wonder of the velerian castle is, oddly enough, the back entrance. It is one of only two main entrances but is considered special for the incredibly massive statue which stands over it; a depiction of what the velerians call “The Forgotten King”. Of course no real king was in mind when they created it as it was supposed to be more of a metaphor of the kings they left behind, after the tribal war when the witches first came into power. Its entrance is normally sealed shut by two enormous marble and steel doors, small open slits above the entrance allowing the Shield Guardians to keep watch should anything approach from the unfamiliar territory.</blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/><div class="quoteheader"><div class="topslice_quote">Quote</div></div><blockquote class="bbc_standard_quote"><strong><span class="bbc_u">Military:</span></strong><br/>Velar’s entire military consists of only three divisions, light infantry, specialist infantry and heavy infantry. There is no siege, no navy, and definitely no archers thanks to the whole curse and wood debacle. There also isn’t a cavalry since they couldn’t find a beast that could withstand the weight of the specialist and heavy infantry, and since the goal of most light infantry is to be promoted to one of the two everyone thought it best if they didn’t become reliant on riding. The velerian military makes up for its faults and losses however by perfecting their melee troops in every way they can. So far this has worked for them as they’ve yet to find another force which can match their specialist and heavy infantry in melee, one-on-one, even without their enhanced armour and weapons; this all ties in with the Ritual of Cleansing.<br/><br/>(http://i782.photobucket.com/albums/yy103/TrashyMe/LightInfantry.jpg)<br/><br/>First off, the light infantry, also known as the city guard; these men and women make up the bulk of Velar’s forces. They’re about as strong as any regular human army with perhaps only the advantage of their arms and armour, which is both enchanted and imbued with the power of a mage stone. They are exceptionally well trained and have more battle experience than most, thanks to the almost endless wars and skirmishes they engage in, but otherwise are nothing spectacular. Their equipment ranges from pikes to the common shield and sword, with some sporting javelins strapped to their backs if they’ve had the proper training. Outside of battle this division has a range of purposes from guarding the city streets to enforcing the law, scouting, occupying captured areas, as well as escorting traders and other more common folk. They’re also deployed during emergencies.<br/><br/>(http://i782.photobucket.com/albums/yy103/TrashyMe/Dragoon.jpg)<br/><br/>The second division is the specialist infantry, the Blades, also known as Cutters informally or Dragoons formally. This group of soldiers are experts in their field, melee. Chosen from those who have proven worthy in countless battles these troops are light infantrymen who have undergone the Ritual of Cleansing, giving them the speed to outrun cavalry, strength to wear plate so thick it could crush a person and an innate healing ability to add to their resilience. They are both nimble and agile on the field, swiftly dodging and slashing as if their full body armour were naught but a layer of air. These men and women are equipped with an incredibly powerful plate, layered in so much steel that it could have a blade or spear cracking upon contact, even without the magical enhancements. This is to compensate for their lack of offense against ranged combatants by making any projectiles, even steel javelins or those that may be magically enhanced, useless. Their primary weapon on the other hand is a set of twin blades with which they wreak havoc like whirlwinds on the battlefield.<br/><br/>(http://i782.photobucket.com/albums/yy103/TrashyMe/ShieldGuardian.jpg)<br/><br/>Finally there is the heavy infantry, the Shields, also known as Shield Guardians or Elite Guard. This division rarely enters combat, working more as a defensive unit for any person or area that the nation Velar deems of extreme importance; excluding princesses. They answer directly to the queen and come in only a small number (They number around fifty currently). These soldiers have proven themselves as both light and specialist infantry as well as have shown their loyalty to the empire. They are the best of the best with no equals in the kingdom. Even their armour is superior to the Dragoons, with specially imported mithril serving as the base metal, strengthening enchantments cast at an actual Sister Stone and an incredible amount of three mage stones imbued into the armour. They’re like mini-titans. They’re generally equipped with a sword and shield of exceptional craftsmanship and enchantment.<br/><br/>With every blacksmith worth their salt having a mage stone, it has ensured that all armour and weapons created within Velar are enhanced with magic, making them more durable and less likely to be damaged. This process is further tempered by the mages who place powerful enchantments in the armour to help it soften or deflect blows or arrows. From there the armour is shipped to either the trade district or the capital. If it’s sent to the trade district it means that it is ready for sale to an outside nation. However, if it’s sent to the capital it means it’s ready for the final phase of preparation before being delivered to the Velar Armoury. This phase includes the imbuing of a trait (inserting of a single mage stone, or multiple if the resources are available) into the armour, giving the soldier who wears it an ability which might help them in their future battles. <br/><br/>The weaknesses of the velerian military, especially the specialist and heavy infantry, lies in their low numbers. With many being killed during the training process, arena fights, the rituals and the countless battles the nation engages in, it leaves the kingdom with only a small amount at any time. Another problem is the outfitting, with gems being required for each piece of armour making it incredibly expensive; coupling this with the unique and resource intensive armour of the Dragoons and Shield Guardians makes for quite a blow to the treasury and slows the outfitting process.<br/><br/><strong><span class="bbc_u">Military Culture:</span></strong><br/>In Velar the people measure a child’s growth by “Ages” in perhaps a different sense to what most know. These ages don’t signify a single year like in other cultures but instead mark a series of years with only the “Time of Choice” indicating a solitary year in the child’s life.<br/><br/>The Age of Birth - From the moment a child is born in Velar they are submerged in magic as Seekers, mages gifted with sensing magic, test them for any innate abilities; with the chances of being sent to the Academy of Mages, straight from birth, a strong prospect should they find any. These Seekers also double as population control with the child being sent to the fire should they deem it without power and simply filling space. Digression aside, the potential soldiers are still part of the regular Velar citizenry at this point.<br/><br/>Age of Learning - At the age of six children are sent to school to learn the simple things like reading, writing, Velerian history and culture, etc. They also take part in activities from fencing and wrestling to games of the mind; whether it helps them later in life is anyone’s guess however. Teachers try instilling discipline and toughening up the kids during this stage even if most aren’t likely to join the military.<br/><br/>The Time of Choice - Many mock the name of this stage of a child’s life, calling it the “Time of Hypocrisy”. Recruitment begins at the age of twelve where young ones undergo mental tests and exercises to check both their stability and magical aptitude. Every citizen of Velar goes through this and, if found to have some ability with spells, are immediately sent to the Academy of Mages. There is no negotiation or choice in the matter. Otherwise, if no connection to magic is found, they are sent off to the College of War. Again, the children and parents have no choice in this. All others, who are deemed to be mentally and physically unfit, are sent to the School of Basics, where they are taught to behave, create and handle a simple weapon; depending on their strengths or weaknesses they can move into minor crafting, mining or servitude classes. <br/><br/>It is at this point, where the young one becomes a recruit of the military, that she or he takes on a somewhat differing culture as they’re split from the rest of Velar.<br/><br/>Age of Proving - An undertaking meant only for the strong of heart and body, and a point where many are ejected right at the start for most physical or mental defects. The College of War is a training facility for future soldiers as well as where they weed out the cowardly and weak. Training begins as soon as one enters the door with rations only being made available for the first year, after which novices are encouraged to hunt for their own. From there they are taught basic balance, survival and fitness exercises as well as how to handle themselves in a fight, both in groups and alone. Hobbies are mandatory during free time with novices taking on dance, martial arts, javelin, fencing, as well as a plethora of other physically demanding activities. <br/><br/>Once ready they are also taught the Art of Loh (pronounced “low”), a style mocked for its name with some referring to it as “Low Fighting”. Here they are taught to utilize every dirty trick in the book when fighting opponents as well as how to make use of their surroundings; it is basically brawling epitomized. Hand-to-hand is extremely common in the College as novices not only participate for amusement and contests but during regular training as well. They are also taught how to control their anger through other styles which put more emphasis on the healing aspects of martial arts, this subsequently adds to their flexibility, agility and balance. After mastery of the body however comes the real fun, mastery of one’s weapon.<br/><br/>The Art of Weapon Mastery teaches students how to treat their weapons as little more than an extension of their bodies, like an extra limb. They are also taught how to handle different situations like fighting against or in groups, using a shield both defensively and offensively, and even how to deal with riders. When beginning this style novices are granted access to the arena, a place where velerians gather for amusement as they watch their fighters pitted against each other in a variety of situations and numbers. The battles range from safe to death matches. <br/><br/>During the final years, spells and illusions begin to play a big part in a warrior’s life. One of the many tests include fighting a mix of illusions and summoned creatures with the novice’s only chance, while in the heat of battle, to use all their senses to pick out the real fighters; this can be done by anything from hearing steps, to spotting tracks on the floor, to even trying to brush a few with their weapons or shield.<br/><br/>After years of perfecting themselves, most graduate into the city guard by the age of nineteen bringing them finally into the Age of Dedication; the years when the people of Velar are finally considered adults.<br/><br/>They are brought back into velerian culture by this time and may take part in the festivals or feasts now as well as partake of the delights the nation has to offer. They’ll lose these privileges however if promoted to a Dragoon or Shield Guardian whereby they’ll be transported back to the barracks or military camps, only to be called out when needed. They still have more freedom than they did in the College of War but not as much as the city guard. Granted they have their perks, like when they’re invited to a festival they’re usually invited as guests and not as protection; like the city guard.<br/><br/>Military culture on a commander’s level is a little less complex with conquered lands being awarded to the victor, giving the princesses some incentive to support the Queen should she request their military aid. This deal is only made when enlisting the aid of royalty and not nobility. They still are expected to pay tribute to the empire (a term used when expanding their borders) but otherwise can use what is left for their own agendas. Those who fall under Valen’s, or a daughter’s, banner are affected by the curse.<br/><br/>Mercy for the enemy is shown on a case by case basis, depending on who is currently in command. Officers however are usually spared for varying reasons. Prisoners of war are treated rather well, by order of the queen, unless it is Morgana or one of her people who is leading the battle and then it’s probably best not to be captured. <br/><br/>Before each battle, if there is time, a command tent is erected where the mages and officers gather to direct the troops. This is normally a priority as it allows them to direct troops through a scrying orb, unless it’s Erin or Lirian in charge; they normally enjoy diving into the chaos of battle and have a bit more experience in manoeuvring troops under pressure.<br/><br/><strong><span class="bbc_u">The Ritual of Cleansing:</span></strong><br/>This is what every city guard works toward, having their bodies cleansed of all impurities and sculpted to perfection as they are initiated into the most deadly fighting force in Velar; the Dragoons and elite guard. Only those who have honed themselves both physically and mentally have a chance of survival and, even then, around every one out of four have died. It is an excruciatingly painful process, making it no surprise that every man and woman (minus Lirian) to undergo it has fainted. <br/><br/>Those who are put under the knife of the mages of Daughtan are finally acknowledged as children of Velar, a title which only mages were once honored with, as bone becomes like diamond, muscle is amplified to an unnatural level and a small piece of imbued gem is inserted in the chest area to increase healing rates. They then clean up the mess, heal the body and throw in any additional changes based on possible requests by the soldiers. The survivors are then dressed in the armor of the Dragoons and taken to the Chamber of Induction, while those who didn’t make it are sent to the furnace.<br/><br/>In the chamber, a large room filled with training equipment and sleeping mats, soldiers are tested upon awakening to ensure their bodies are healthy and have accepted the changes. They then live in this chamber for the next few months where they learn to control the strength of their new bodies. The ritual is completed when all manage to pass, after which they are paraded through the streets to be given the adulations by the crowds which they are due. These men and women are unnaturally strong, fast and resilient.</blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/><div class="quoteheader"><div class="topslice_quote">Quote</div></div><blockquote class="bbc_standard_quote"><strong><span class="bbc_u">The Queen: Valen (My Character)</span></strong><br/>(http://i782.photobucket.com/albums/yy103/TrashyMe/Valen.jpg)<br/><br/>A mature sorceress who has seen more than she cares to, it is through her experiments that the curse came into being. She has had many daughters in her lifetime and it is understood that one holds the key to freeing the kingdom of the curse. <br/><br/><strong><span class="bbc_u">Mage Skills:</span></strong><br/>Valen was once the most powerful mage in her kingdom but hundreds of years of researching the Queens Stone and its possibilities have left her powers to wane. Not in the sense that some might expect however. She can’t concentrate magic into raw power as she once did, in the vein of throwing fireballs or summoning demons, but instead weaves that which flows around her, tying it to objects, the living, or even unraveling it. This not only makes casting spells on her exceptionally difficult and being around her very dangerous, but it also assists her in creating artifacts of great power (especially when she’s tapping into the energy of the Queens Stone). At the moment she can instill an object or living organism with practically any power, from life to death, love to hate, luck to curse, earth to air, or summoning to banishing. She has no entourage or guard.<br/><br/>The longer she takes to combine a spell with anything, the more persistent it becomes. For example, she could create a ruby which hurls fireballs within an instant but the gem would lose its power just as quick. To attain a more permanent effect she finds it best to work on a project for at least a month, unless the spell is simple and doesn’t contain such explosive energy. <br/><br/>She very rarely imbues or creates anything more powerful than what her current mages churn out for the kingdom, not even for her daughters.</blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/><div class="quoteheader"><div class="topslice_quote">Quote</div></div><blockquote class="bbc_standard_quote"><strong><span class="bbc_u">The Twins: Erin (my character) and Neri</span></strong><br/>(http://i782.photobucket.com/albums/yy103/TrashyMe/Twins.jpg)<br/><br/>Erin (dark hair) and Neri (light hair), the youngest of the queen’s daughters, with Neri just a few seconds older, are perhaps the most feared of the royal blood. Born during the Black Week, a feat at first considered impossible, the twins have been the victims of preconceived perceptions brought on by rumour mongering, superstition and dark stories, since birth. They were shunned during the Age of Learning, with parents warning their children away from the “dark omens”, and separated and teased during the Age of Proving as Erin attended the College of War while Neri was taken on by the kingdom’s finest scholars, until finally it became clear to the two that all they had and could count on were each other. Twisted more by the cruelty of the gullible than any actual side effects of being born during the Black Week, the two gradually became what everyone thought they were from the beginning, vicious demons wrapped under the skin of velerians. At the turn of the Age of Dedication, when both finally completed their respective training and were handed a land and people by the queen, they immediately combined forces. <br/><br/>With each now carrying a chip on their shoulders the two were quick to show just exactly how vicious and sadistic they could be, marching out to war almost instantly and sparking the Third War of the Blood Daughters. Their campaign against the other nobles and royalty was merciless with the fortunate enemies being crushed under their armies while the unfortunate were dragged off to the dungeons, to partake in the sadistic and often fatal ministrations of the twins. It wasn’t until the unlikely alliance of their siblings that the sisters were finally forced to halt their deadly march, with Kayla forcing them into negotiations. Understanding their hate, the Paladin convinced them that there were better ways to channel their aggression by directing them to the barbarian tribes which surrounded the kingdom. Knowing the battle was lost the twins accepted defeat and at the suggestion of Kayla, started their endless battle against the barbarians.<br/><br/>While the two are both filled with an incredible blood lust and often enjoy sharing in the spoils of war, it is Erin that normally leads the troops while Neri deals with matters pertaining to their lands and people. Some say it is the adventurer and warrior that is Erin who should be the most feared but it is actually Neri, with her silver tongue and sweet charm, which is the most twisted. Lovers of feasts, violence and “other” distractions, the twins have much in common despite their differing worlds, including a vicious and sadistic streak; one that is put to practice often within the dungeons of their current abode, the College of War itself. Even the hardened recruits feel the odd chill as the screams, a testament to their brutality, cut the night and fill the empty yards of the fort. This has started a series of rumours of the twins not only matching but outdoing Morgana as far as sadism is concerned.<br/><br/>The people under Erin and Neri have mixed nicely, with Neri’s scholars, traders and diplomats complimenting Erin’s vicious soldiers. Erin’s charge is the training of the kingdom’s troops while Neri’s is the creation of scrolls, record keeping and trade. A mix of scholars and warriors, the Twin’s exemplify how a keen mind behind a vicious ambition can shake the world.<br/><br/><strong><span class="bbc_u">Warrior Skills:</span></strong><br/>Erin is both a warrior and tactician thanks to her experience in battle and the teachings of Neri‘s scholars. She surrounds herself with historians of war, generals and scrying mages, oft taking the chance to debate scenarios and how one might achieve victory in them; if anything they should dub them the “Party of Bickering”. Neri on the other hand has no mage or warrior skills, enjoying the luxuries of home or a good book over the leading of troops.<br/><br/>-Fighting: Impressive<br/>-Tactics: Capable<br/>-Strategy: Adept</blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/><div class="quoteheader"><div class="topslice_quote">Quote</div></div><blockquote class="bbc_standard_quote"><strong><span class="bbc_u">The Paladin: Kayla</span></strong><br/>(http://i782.photobucket.com/albums/yy103/TrashyMe/Kayla.jpg)<br/><br/>Second oldest of the daughters, Kayla was always the one who stood out amongst her sisters, her kindness and noble goals in stark contrast to her siblings. Since birth the one who would be known as The Paladin always seemed to have an inner strength, not afraid of offering a helping hand while retaining a strong enough attitude so as to avoid becoming a push over. At the Time of Choice Kayla was discovered to have magical abilities but rejected the offer to be brought to the Academy of Mages. Believing that people made their own destinies, the young girl set out to make a point and utilized her position as princess to force her way into the College of War instead. While never fairing as well as Lirian or Erin, Kayla still proved herself capable of handling herself in a fight and was quick to earn the respect and admiration of her fellow recruits, even those deemed more skilled. People seemed naturally drawn and loyal to her, giving her an edge when commanding troops.<br/><br/>After graduating from the College of War and being assigned a piece of land by the queen, Kayla immediately set out in teaching her people the virtues which she upheld. Taking the soldiers placed under her wing, she sent them off to the people to learn how to farm, craft and live humble lives. She then expected her people to do the same under the soldiers, showing them the importance of being able to defend oneself. This has made it so every person under Kayla has the ability to pick up a sword and head to war, while none waste their time standing around and being protective as they instead pick up the tools of craftsmen and farmers.<br/><br/>Said to be the most loved of the people, with actual restrictions being placed to avoid migration to her lands, Kayla’s kindness and “true” nobility is well known. She was the only one who was unwilling to participate in the war between her sisters, when it first started, but was critical in establishing the peace they’ve had up until now. She did so by uniting Morgana and Lirian in the most unlikely of alliances to force the Twin’s to stop their campaign, saving many lives in the process. Her people enjoy the simplest luxuries in life, from the rush one feels by helping their neighbour to the reward of a hearty meal thanks to an honest day’s work. They enjoy having an open and amicable relationship with their princess. Those under her also make up the entirety of her army as they switch from being farmers to knights whenever war draws near. Her charge is supplying the kingdom with food.<br/><br/><strong><span class="bbc_u">Warrior Skills:</span></strong><br/>Adept with a sword, Kayla’s both a cunning strategist and tactician. Those near her include a few proven and honourable generals, healers and wise men.<br/><br/>-Fighting: Adept<br/>-Tactics: Capable<br/>-Strategy: Impressive</blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/><div class="quoteheader"><div class="topslice_quote">Quote</div></div><blockquote class="bbc_standard_quote"><strong><span class="bbc_u">The Warrior: Lirian</span></strong><br/>(http://i782.photobucket.com/albums/yy103/TrashyMe/Lirian.jpg)<br/><br/>Lirian is the third oldest of the queen’s daughters and one of the most warlike. Since she was young she’s always been a firebrand, picking fights with almost anyone, no matter the size or advantage. A risk taker and lover of adventure, she was the only princess to be assigned a guard so early in her life, to protect her from her own foolishness. Still there were times when she snuck off. At the Time of Choice none had doubts of her destination, with the young girl soon training with Velar’s finest in the College of War.<br/><br/>The most promising of all the recruits, Lirian is still unmatched in the Arena, her status of champion considered insurmountable, especially after the day she was allowed to undergo the Ritual of Cleansing. The youngest to ever go through the ritual as well as the only one to date who never fainted she is now a warrior of both devastating strength and speed, her chosen armour an incredibly thick plate which covers her arms, legs, neck and delicates. For a weapon she uses an amazingly heavy and sharp sword, one which she wields as if it were as light as a butter knife. <br/><br/>A fiery warrior, Lirian holds some of the most seasoned soldiers within Velar, marching her troops out to skirmish with barbarians and tribes on nothing more than whim. Her people are warriors, revellers and proud. When not at war the bulk of them are blacksmiths. Her charge is supplying Velar with weapons and armour.<br/><br/><strong><span class="bbc_u">Warrior Skills:</span></strong><br/>Lirian is an impressive fighter who relies more on the strength and skill of her army than any strategies or tactics. She keeps those she fought beside close at hand so that she may exchange tales of feats and exploits of battles past.  Queen Valen however has forced an aged general to follow her daughter, hoping that she will pick up on at least some tactics or strategy.<br/><br/>-Fighting: Impressive<br/>-Tactics: Adept<br/>-Strategy: Adept</blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/><br/><div class="quoteheader"><div class="topslice_quote">Quote</div></div><blockquote class="bbc_standard_quote"><strong><span class="bbc_u">The Mage: Morgana (My Character)</span></strong><br/>(http://i782.photobucket.com/albums/yy103/TrashyMe/Morgana.jpg)<br/><br/>The most powerful magician of the sisters and the oldest, Morgana seems to be driven by a need for knowledge, power and beauty. She dabbles in all kinds of magic, even the more dubious, but her obsession has caused her to forget her military, allowing it to dwindle even as her mages grow in strength. Her city on the other hand is one of the most fantastic next to the capital due to the spells cast within its walls, but this is only thanks to the magical barriers which block out the sounds of crunching bone and sizzling flesh from the many surgeries. The people under Morgana are egotistical and prone to backstabbing; neighbours’ trying to one-up each other is common place. Her charge is enchanting wea</blockquote><div class="quotefooter"><div class="botslice_quote"></div></div></div>