Zero's Customs

ZK

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The Ancrath Archipelago

The Map of Ancrath
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Codex: Ancrath Archipelago
Geographically the Ancrath Archipelago consists of thirteen islands divided into two clusters, with the majority of the islands belonging to the Southern Cluster. The islands form a natural line that separates the lands of Hotsprings and Frost from the Kaizoku Sea and the Eastern Mainland from the Haran Bay. The two islands near the archipelago, though not a part of geographical Ancrath, are both at least partially under the authority of the archipelago. Tenkaichi, located south of the Southern Cluster, has recently been commandeered from the Land of Hotsprings by a faction known as the Brotherhood, while the second island, Takejima, has largely been left to itself because its status as a traditional burial ground for the islanders.
The archipelago, like most islands, suffers under the wrath of nature. Storms and storm-related accidents cause many deaths annually and the rough weather has affected the architecture of particularly the Southern Cluster, which isn’t protected from the worst winds by Takejima as the Northern Cluster is.
Ancrath has a history of island-to-island independence, internal warfare and isolationistic policies. Historically the two clusters have always been in a state of pseudo-war, only signing temporary truces and treaties to defend against foreign aggressors and immediately discarding them once the threat has been dealt with. This constant threat of violence that can erupt from anywhere at any time has moulded the islanders into a hard and bitter people over the course of generations. The Northerners in particular have gone from cautiously trading and interacting with surrounding nations in the time before the First Shinobi World War, to openly terrorizing settlers and confiscating goods from passing ships as a warning to foreigners. The Southerners, though still wary of strangers, have prospered through trade with the Elemental Nations and thus tolerate its citizens.
Trade is the primary source of income for most of the archipelago’s upper class. The Ancrathi nobility, who have ruled and warred in Ancrath for hundreds of years, claim the lion’s share of the money made on imported and exported goods, but a wealthy upper class consisting of successful merchants and entrepreneurs still exists. Many Southern Lords in particular have made fortunes from taxing passing ships and acting as middlemen for the Northerners, who largely refuse to sell their goods directly to the Elemental Nations. Because of the focus on trade the waters around the Ancrath Islands are almost always teeming with fishing boats, trading galleys and ships in service of the local nobles. Privateers and pirates in search of prey also roam the waters, often freely due to the constant power struggles of local nobles.


Codex: Northern Islands
The Northern Island Cluster is the least populated part of Ancrath, which accounts for five of the thirteen islands that make up the geographical archipelago. The Northern Cluster is generally characterized by its small, almost self-sufficient communities, rocky hills and xenophobic population. It is known for fielding the best non-Shinobi spearmen in the world and never forgetting a slight.
The Northerners are farmers, fishermen, hunters and craftsmen. They are a simple people, a majority of which live in small, close-knitted communities where everyone knows each other. The rest live in or near the few cities the north has to offer, or behind the walls of the local Lord’s castle. The Northerners often live very linear lives, marrying someone from their own community and rarely, if ever, leaving the island of their birth. Deviating from the norm is generally frowned upon and the social pressure from the local community, combined with the hardships involved with moving, ensures that very few Northerners ever move away from their birthplace.
The Northern Cluster has a history of xenophobia, but bad diplomatic experiences with the Elemental Nations and occasional cases of foreign interest influencing the cluster has seen the population go from being unfriendly to strangers to being downright hostile, especially to settlers from the mainland.
The Northerners are generally considered traditional and rural. The cluster’s general lack of densely populated cities has allowed the islanders to grow crops, practice animal husbandry and mine on a much larger scale than would otherwise be possible. It is not uncommon for a village to have its own mines or fields that the inhabitants maintain together and have joint ownership of. The lack of heavy winds and storms, courtesy of Takejima’s forests and hills, along with the high average quality of soil in the Northern Cluster makes it an ideal place for farming, a fact that many inhabitants takes advantage of.
From the top right, the Northern Island Cluster consists of island Rishiri, Nishinomi, Todoko, Hohki and Yamaguchi.


Codex: Southern Islands
The Southern Island Cluster accounts for eight of the thirteen islands that make up the geographical archipelago and houses a majority of those who call Ancrath their home. The Southern Cluster is generally characterized by its autonomous island-states, appreciation of mercantilism and extremely wealthy gentry. It is known for its advanced industrial sector and ruthless tax collection office.
Where the Northern Cluster has generally remained a feudalistic society their southern neighbours have embraced the advantages the archipelago’s strategic position offers and used them to transform the Southern Cluster into a bustling center of culture and business. The Southerners are factory workers, students, clerics and merchants. Like their neighbours in the north the Southerners live simple lives, but unlike the Northerners the Southerners everyday life is heavily influenced by class division and many live in poverty as part of the huge lower middle-class that make up the majority of the workforce.
Where the Northerners embrace a form of joint venture to maximize the output of their primary economic sector, the Southerners embrace a form of state capitalism where the gentry controls most of the corporations and companies that are responsible for much of the cluster’s net income. In simple terms the north could be described with the phrase; ‘from each according to his ability, to each according to his need’ and the south with the phrase; ‘every man for himself and the Devil take the hindmost’.
The south’s economy is dependent upon the north’s ability to produce raw materials. The Southerners buy ore, lumber, fish and crops from the Northerners at a bargain price – since most Northerners refuse to sell to the Elemental Nations – and with their developed industrial sector turn them into goods that they then export for profit. Adhering to the tenets of mercantilism import is discouraged in the cluster and the export of gold and silver is prohibited.
From the top right, the Southern Island Cluster consists of island Nero, Mekkyaku, Jigon, Gōka, Gakiyaru, Oishiden, Izu and Dotai.


Codex: Tenkaichi
The island of Tenkaichi is technically not a part of geographical Ancrath, but the island’s affiliation with the archipelago and its history of diplomatic relations with the Southern Cluster has made it a part of what is known as ‘modern Ancrath’. The island was always semi-autonomous even when it had an official status as a province of the Land of Hotsprings and few Tenkaichians ever felt colonized or oppressed, especially considering the island had its own tax collection office and didn’t pay tribute to the Hotsprings Country. This lack of practical ties to the Land of Hotsprings made the island’s transition from colony to headquarters of the Brotherhood much easier than it would have been otherwise.
Tenkaichi is generally characterized by its unique status as Brotherhood-controlled territory, its fortified settlements and its focus on the production of military hardware. It is known for its universal male conscriptions and permanent war economy.
Before the Brotherhood’s annexation of the island Tenkaichi was almost self-sustaining. The local councils who administered the island at the time carefully managed the production of goods and foodstuff to suit the island’s needs. Little was imported and even less was exported as the island embraced an economy-oriented form of Juche.
The Brotherhood’s sudden annexation radically changed Tenkaichi. The organization’s contacts overseas and its expertise within the field of smuggling led to an influx of cheap goods that flooded the Tenkaichian markets and made much of its industry obsolete. To rebalance the island’s dwindling economy the Brotherhood launched an aggressive expansion of the weapon’s industry and encouraged the natives to join the organization, two key aspects of the process that transformed Tenkaichi into an authoritarian, militant island state. Tenkaichi still maintains Juche as its official political standpoint, but economic independence has been replaced by political and military independence as the focal points of society.
Men are encouraged to join the military or serve as craftsmen while women are pushed towards positions as civilian artisans, bureaucrats and managers. In simple terms men administrate the military industry and women the civilian. It is not forbidden for a woman to join the military – though not as a Brotherhood member - just as it isn’t forbidden for a man to work in the civilian sector, but neither is encouraged by the regime.


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1) Eastcairn – Formerly a single fiefdom Eastcairn and its western cousin are home to the biggest quarries in Ancrath. The two areas’ shore-regions are alike; both sporting flat beaches that run into large, fenced fields. The Cairns are named for the unbroken wall of stones stacked to chest-height that run along the length of the beach and protect the inland from erosion and potential ravages by storm waves. The largest town in Eastcairn is Rockfield, which is built around Bricktooth Keep, but other townships and villages also make their home in Eastcairn’s eastern parts.

2) Westcairn – Formerly a single fiefdom Westcairn and its eastern cousin are home to the biggest quarries in Ancrath. The two areas’ shore-regions are alike; both sporting flat beaches that run into large, fenced fields. The Cairns are named for the unbroken wall of stones stacked to chest-height that run along the length of the beach and protect the inland from erosion and potential ravages by storm waves. The largest town in Westcairn is Brickfield, which is built around Rocktooth Keep, but other townships and villages also make their home in Westcairn’s southern parts.

3) Arlentrench – The fiefdom of Arlentrench rests in a deep depression and consists mostly of marshland. The sea often floods the area, but all settlements in Arlentrench are either built on one of the many hills that litter the area or floating on the water so the flooding never does much damage. The great marsh of Arlentrench is a salt water one and little of value grows there, but the inhabitants are expert fishermen and at high tide there are paths through the marsh that lead directly into the ocean. The largest town in Arlentrench is Ayrith, a collection of floating buildings bound together by wooden walkways and rope.

4) Gelleth – The fiefdom of Gelleth is the home of Tenkaichi’s largest cargo port, a warm-water one of its kind aptly named the Dragon’s Tongue. The port is mainly used for civilian purposes, namely the reception, inspection, sorting, packing and distribution of more than 60% of all goods imported from the Western Mainland. The Dragon’s Tongue is located in the heart of Gelleth and is its metaphorical aorta both economically and culturally: its largest town, Dragonpoint, is built as an extension of the port and serves mainly as the seat of Tenkaichi’s service sector, dealing in wholesale, customs and the refining of goods coming from the port. Outside of the Dragons little is produced in Gelleth. The fiefdom has an advanced infrastructure on account of its role as a distributor of goods, but aside from small villages and the regional fortress – Scalewatch Citadel – in the north-eastern lowlands there are few points of interest in Gelleth.

5) Florenth – The fiefdom of Florenth stands as a testament to modern Tenkaichian militarism. The region itself is mountainous and separated down the middle by a deep ravine running along its longitudinal axis. Most of the mountains in the region have been hollowed out and turned into underground fortresses by the Brotherhood. These subterranean strongholds have given the region its nickname; the ‘Shield of the West’ and are multifunctional, serving as bunkers, living spaces and training areas for the inhabitants of the region. Florenth is mainly populated by military personnel and those who provide them with their equipment. Whole quarters have been devoted to fletchers, blacksmiths and siege engineers. Goods and provisions are mainly brought in from Gelleth. The largest town in Florenth is Sothstess, a settlement built entirely of stone and placed inside Domeskeep, the region’s largest fortress.

6) Gaamran – The fiefdom of Gaamran is the home of Alledon’s Hand, an enormous cliff with a near-vertical drop that constitute the Southernmost point of Tenkaichi. The region is rocky near the coast, but its inland area is considered some of the finest grassland in Ancrath and many inhabitants make a living as shepherds, livestock farmers and butchers. The focus on livestock has made Gaamran a decentralized region with very few towns and its largest settlement, aptly named Shepherd’s Rest, is a bottleneck of butchers, wool processors and loud marketplaces in the region’s north-eastern area. Gaamran is one of the few provinces in Tenkaichi without a regional fortress, but its entire coastline is a natural wall of cliffs and ridges that make a defensive structure all but obsolete.

7) Sussax – The fiefdom of Sussax, though as mountainous as Florenth, is the least militant of the two regions. Few bases are located there, but its inland areas are often used for military exercises and simulations. The province’s coastline is a nightmare of jagged rocks and many an experienced captain has lost both ship and crew trying to navigate past Sussax. Coupled with the infertile soil of the fiefdom most inhabitants are fishermen who engage in wrecking to survive or miners of iron and granite. The largest town in Sussax is Glynnwroth, a paramilitary settlement used by the Ancrathi National Army as a home for its officers and their families. The regional fortress is known as Whitehaven, a work of crude architectural design consisting of three granite ring forts set in layers around a central keep.

Joinable Factions

The Brotherhood
The Brotherhood

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Gazing Back Into You

History:
Under Samurai Dai
The Brotherhood was founded by Samurai Dai during the Second Shinobi World War as hired muscle for his smuggling operation the River Country. Though the Brotherhood only accepted male members over fifteen and under fifty; the group grew almost exponentially during the war, courtesy of the massive amounts of desperate refugees fleeing the violence in the warring nations, looking for some way feed their families. The Brotherhood offered food and shelter for all Brothers and their families in exchange for loyalty to Dai’s organization, a policy that earned him one of the most zealous group of loyalists in modern history and turned his den in the River Country into a virtually impregnable fortress of men and iron.
Dai had intended for the Brotherhood to be a mobile fighting force that could accompany his ships on their journeys downriver, keeping rivalling smugglers, the authorities and other unwelcome guests away from his cargo until they reached the sea. Many new members, however, had brought their families with them from whichever nation they were fleeing and were both unable and unwilling to leave them for months at a time. Dai’s solution was to settle the new Brothers and their families along the rivers themselves, in shelters close enough to the banks that the members could watch the ships, assists the sailors and help wherever they were needed in their area all without ever leaving their families.
The plan’s success was legendary. Throughout the course of the war Dai controlled every black market from Keishi in the Fire Country to the Claw Country. No shipment was too large or too ludicrous. The sheer number of Brothers guarding the rivers far surpassed that of any task-force the River Nation might have put together to stop the influx of illegal goods and after a Chuunin-ranked Nukenin, who had been hired to solve the problem, was brutally murdered and chopped into pieces by an angry group of almost eighty Brothers; the government at the time decided to leave the Brotherhood and their employer alone.
Samurai Dai’s time as smuggler king came to an abrupt end less than half a year after the armistice treaty was signed. The original members of the Brotherhood had sworn themselves to Dai and his lieutenants, but the flood of refugee-members put an end to the group’s status as an organized institution and turned it into a patchwork fraternity with no common goal among the members other than providing for their families. Though this worked exceptionally well during the war; the peace that followed changed the game completely.
With the violence subsiding and the local governments slowly stabilizing the different regions; many refugees simply packed up and went back home. Over the course of a few weeks much of the so-called ‘Black Wall of the Rivers’ (a reference to the black cloaks many members wore as camouflage) disappeared without a trace, leaving Dai’s ships without protection. The Brotherhood had intimidated and defeated Dai’s enemies by force of numbers and the refugees’ exodus more than halved the smuggler king’s numbers. The result was the collapse of Samurai Dai’s empire.
The Samurai himself tried to cut his losses and gather the wealth he had already amassed, but without hired muscle it was a hopeless endeavour. Before Dai had even finished loading the ships he had left; a pirate captain by the name of Reaver fell upon him and took both ships and cargo for himself, slaying every single one of Dai’s men and the king himself during the ambush.


Under Alart the Old
The death of Samurai Dai would have heralded the end of the Brotherhood were it not for a refugee from the Land of Rain named Alart.
Alart, who had worked as part of the Black Wall of the River, convinced a dozen of his Brothers without any family to speak of to join him in robbing the few ships that still passed unprotected through the rivers of the River Country in the chaotic period that followed the armistice. The Brothers’ endeavours, though amateurish, were largely successful and as the regions slowly stabilized and became policed the Brothers simply moved on, finally ending up in the Land of Noodles.
Alart revealed himself to be a natural leader. Instead of focusing his efforts on one country like his predecessor the 2nd Leader of the Brotherhood sought to form a reliable core of loyal and competent members who could establish footholds in many nations simultaneously and recruit their own men as they pleased. Though this decentralized the Brotherhood and sometimes led to semi-independent factions with little to no relation to the actual Brotherhood the plan was mostly successful and turned the organization into a pulsing, underground organ of guilds that altogether controlled much of the international smuggling industry.
Alart’s biggest triumph is credited to his work on transforming the Brotherhood into a tight-knit organization. Samurai Dai allowed the Brothers to roam freely in unorganized bands and rarely directed their efforts. Alart attempted to change this by introducing intricate and almost spiritual joining rituals and symbols to the group. The Brotherhood’s banner was drawn up and applied to all uniforms and equipment. A motto was laid out and local fraternities were introduced. Alart sought to improve the Brotherhood as an organization by encouraging internal competition and contests. Medals and honorary orders were introduced along with an expanded hierarchical ranking system. Like Dai’s Black Wall of the River the foundation laid out by Alart is considered legendary by the Brotherhood.


Ranks of the Armed Forces
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The Qun
The Qun

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Existence is a Choice

Concepts and Ideological Guidelines
On the Question of Rank
In Qunari society rank describes an individual's purpose in life and is thus synonymous with their identity. Rank is therefore used to refer to oneself in place of one's personal name.
The Qunari are bred, born and trained to fill the lifelong role assigned to them by the Tamassrans and roles are thus clearly defined and formalized. Within the confines of each role, however, the Qunari's practices are meritocratic in nature; a Karashok may become a Karasten, but such an 'advance' is merely seen as the realization of what he has always been and thus never envied or lauded. There is no hierarchy in Qunari society, just a clearly defined set of roles and an acceptance of the duties of those roles: just as the ribcage may break to protect the lungs, but neither is superior to the other.

Culture
Duty is paramount in Qunari culture and their society is seen as a living entity, whose well-being is the responsibility of all. Each person is like a drop of blood in the veins of the being and they must do not what is best for them, but what is best for the creature.
The Qunari do not have a concept of personal identity and use titles rather than names to identify and present themselves. Their ‘names’ are in fact strings of genealogical information used by the Tamassrans for record-keeping and marque-creation.
A Qunari's personal name is not what we think of as a name. It is more like a social security number, information which the Tamassrans use to keep track of breeding and is thus not something the Qunari use to refer to one another. What a Qunari instead thinks of as their name is, in fact, their job title, which is differentiated by rank and task.
Trueborn Qunari have no ‘family units’: they do not marry, choose partners, or even know to whom they are related. A Qunari's ‘family’ consists of his or her co-workers.
Qunari generally do not associate mating with love. They feel love, they have friends, they form emotional bonds with one another. However, they simply do not sleep with each other to express it. If they do they are sent to be reeducated by the Ben-Hassrath. If a child is produced the same thing happens as with all other Qunari children; it is sent to be raised by the Tamassrans, evaluated, and assigned a path. Qunari do not waste resources unnecessarily, people included.
A corpse is considered an insignificant husk that is no longer the individual that it once was and thus is afforded no special treatment, rather disposed of whatever manner is most practical.

Clothing & Identification
The Qun dictates that wasting resources is an abominable act, thus beyond wearing clothes to keep themselves warm and armor to keep themselves alive the Qunari view clothes as an unnecessary, cumbersome burden that Bas wear in disgust of their own bodies. Likewise, luxury goods like make-up and perfume are abhorred as symbols of Bas lavishness and thus never used by the Qunari.
To differentiate between true Qunari and imposters the Qun advocates marques as the primary means of identification. The marque is the Qunari’s elaborate version of a social security number, consisting of a set of lines and patterns tattooed on every Qunari’s back. The marque describes one’s sexual information (whether one is fertile or not), purpose (education, specializations, experience) and health (medical history, blood type, hereditary traits). With the information constantly changing new lines and patterns are constantly added to the marque, making it a symbol of one’s dedication to the Qun.

Genetics
Qunari are bred for specific roles. Parentage is no longer the issue, more like pedigree. However, breeding does not determine a Qunari's assigned task.
Qunari strongly believe that the genders are inherently and intuitively better at certain tasks. No matter how much aptitude and promise a male shows for management, he will never be considered as good at it as a female, therefore it would be considered inefficient and a waste of resources to place him in a role where a woman might serve better. Instead, the Tamassrans find another role that he shows aptitude for and will place him there instead. The same goes for females; most Qunari will find it odd if a female becomes a warrior. The odd, very rare exception is made however. A male Qunari will farm if he must, just as a female will fight, depending on the circumstance. If a female shows sincere interest in - and outstanding talent at - fighting she will be considered male, regardless of her biological gender. The phenomenon is called Aqun-Athlok. For the Qunari gender is a secondary trait compared to their duty to the Qun.
There are fields like philosophy or sciences that make use of both genders, but even then there is division by discipline. Men will do one kind of research and women another. The Ben-Hassrath also count both genders among their ranks, but they too are separated by specialization.

Economy
The Qunari reject private property. They do not have currency, nor do they engage in direct bartering: they do not buy and sell things amongst one another. ‘Merchants’ in Qunari cities have the job of making sure goods are distributed appropriately. Basra can be issued tokens that can be exchanged for goods in Qunari settlements, but these are not used internally.
Efficiency is the primary concern in the economy. The Qunari actively work to improve methods of production via research and borrowing from conquered people and neighboring cultures. On the other hand, demands of the individuals are quite limited, as having ‘more houses and clothes’ would mean more work to maintain them.

Outsiders and Converts
The Qunari view other nations as inferiors, Bas (things) who are to be conquered and converted to the Qun. In the newly subdued areas they dismantle families: children are torn away from their parents and raised as Qunari while adults are sent to camps for re-education performed by a branch of the Ben-Hassrath. If an individual does not resist the re-education a new convert, or Viddathari, may be assigned a position in the Qunari society. Refusal to cooperate, however, is seen as illness to be cured and those who resist are taken to the viddathlok, institutions dedicated to healing.
The Qunari consider outsiders unfortunate beings that have a potential to grow if the Qun's wisdom is imparted upon them. The best an outsider can hope for among the Qunari is to be considered a basalit-an, ‘an honorable thing’. A basalit-an is a worthy foe and one that can be negotiated with to an extent, but is still Bas regardless.

Education
Qunari society is based upon learning as well as military might. The Tamassrans wield a great deal of influence in Qunari society. As it is primarily a female gender role - as all administrative tasks are - this might lead an outsider to believe that their society is female-dominated. Qunari do not, however, look upon government in quite the same way. The brain could be said to rule the body, but so too does the heart, the lungs, the stomach. All are part of the greater whole.
The Tamassrans raise all the children, give them their general education and evaluate them. Qunari are officially assigned their roles when they are twelve years old. The Tamassrans do conduct some tests, but nothing that requires a pencil. They also have something of a head start on the process, as they are the ones who control the Qunari selective breeding program.

Societal Structure
The Triumvirate
The Triumvirate, or ’Salasari’ in Qunlat, is the guiding body of the Qunari. The three members of the Triumvirate are each considered the ideal representative of one of the three paths of Qunari society, but they are not technically ranked as commanders of their respective paths since their every decision must be in accordance with the Qun, which acts as the final authority on any and all decisions. Being a member of the Triumvirate is not a proof of excellence, but one of proficiency in mediating solutions between the roles belonging to their path and in making difficult choices.
The body is represented by the Arishok, who guides the army.
The mind is represented by the Arigena, who guides the craftsmen.
The soul is represented by the Ariqun, who guides the educators.

The Arishok
One of the three members of the Triumvirate; the Arishok is considered the primary guide of the antaam (armed forces) and has practical authority over the army on the level of a Commander-in-Chief. As dictated by the Qun the Arishok is just a single voice and of the same worth as any other Qunari, but anyone who carries the title of Arishok is more than qualified to steer the ‘body’ of Qunari society along the right path and insubordination of any kind is extremely rare.

The Arigena
One of the three members of the Triumvirate; the Arigena is considered the primary guide of all matters pertaining to industrial, agricultural and mercantile aspects of Qunari society and has practical authority over these elements on the level of a Commander-in-Chief. As dictated by the Qun; the Arigena is just a single voice and of the same worth as any other Qunari, but anyone who carries the title of Arigena is more than qualified to handle all matters of distribution and construction associated with the ‘mind’ of Qunari society.

The Ariqun
One of the three members of the Triumvirate; the Ariqun is considered the Primary Guide of the Ben-Hassrath and has practical authority over it on the level of a Commander-in-Chief. As dictated by the Qun; the Ariqun is just a single voice and of the same worth as any other Qunari, but anyone who carries the title of Ariqun is more than qualified to oversee the ‘soul’ of Qunari society and handle all matters of breeding, education and law enforcement.​

Templates & Others
House Template
Name:
Motto:
Public History:
Heraldry/Sigil:
Family Head:
Family Members:
Lands:
Alignment:
Renown/Infamy Level:
PHP:
[B]Name:[/B] 
[B]Motto:[/B] 
[B]Public History:[/B] 
[B]Heraldry/Sigil:[/B] 
[B]Family Head:[/B] 
[B]Family Members:[/B] 
[B]Lands:[/B] 
[B]Alignment:[/B] 
[B]Renown/Infamy Level:[/B]

Character Template
Given Name:
Family Name:
Title:
Lands:
Alignment:
Renown/Infamy Level:
Important Information:
PHP:
[B]Given Name:[/B] 
[B]Family Name:[/B] 
[B]Title:[/B] 
[B]Lands:[/B] 
[B]Alignment:[/B] 
[B]Renown/Infamy Level:[/B] 
[B]Important Information:[/B]

House Template (explained)
Name: The name of your House. Always write it as ‘House X’ where ‘X’ is the name of your House. If you need a little help finding the right name for your House; try visiting ( ) and clicking ‘fantasy surnames’.
Motto: A short motto that captures the spirit of your House. A motto should never be more than ten words long. If you need a little help finding the right motto for your House; try visiting ( ). Some of the mottos might need a well-placed comma.
Public History: The short version of your House’s history. You should only add information that is to be considered common knowledge of your House.
Heraldry/Sigil: The symbol of your House. Your House’s heraldry will adorn your banners and even your clothes. You can choose to describe the sigil, if you want, but simply using a picture is perfectly acceptable. There are also a number of websites where you can create your own coat of arms.
Family Head: Which character is the current patriarch of matriarch of your House? If you’re the House’s only non-NPC it is a good idea to set your own character as the Family Head.
Family Members: Put all relevant members of your House here, players and NPCs, dead and alive alike. If there are a lot of names you might want to create a family tree and post the link to a picture instead of listing them all.
Lands: All the lands your House control should be put here. You should list larger areas first, then castles and cities. Alternately you can name and mark your area off on the ‘Map of Ancrath’ and post the link. You’ll have to make up some names for your lands and a short description of how the lands, castles and cities look is encouraged. If you need a little help finding the right name for an area, castle or city; try visiting ( ) and clicking ‘Place Names’.
Alignment: The general moral standpoint of your House. Are you a group of villains, or perhaps a band of heroes? Use ( ) to learn about the different alignments and put one of them here. It’s perfectly fine if the alignment you choose doesn’t fit your House perfectly. If you’re unsatisfied with your alignment you can put a ‘+’ or a ‘-‘ at the end of it to respectively mark a tendency towards the lighter or darker side of the alignment.
Renown/Infamy Level: See 'Renown/Infamy Levels.'

Character Template (explained)
Given Name: Your character’s first name. If you need a little help finding the right name for your House; try visiting ( ) and clicking ‘Fantasy Names’ or ‘Real Names’.
Family Name: The name of the House your character belongs to. If your character doesn’t belong to a noble House; don’t fill out this field.
Title: Your character’s official title, following the guide below. Your character’s title depends on how much land he or she controls personally, not how much the family controls. If your character controls a city or a castle you’re free to choose between Shishaku and Viscount, as they signify the same status, but most Houses will pick one ‘title tree’ and stick to it
Lands: All the lands your character controls should be put here. You should list larger areas first, then castles and cities. Alternately you can name and mark your area off on the ‘Map of Ancrath’ and post the link. You’ll have to make up some names for your lands and a short description of how the lands, castles and cities look is encouraged. If you need a little help finding the right name for an area, castle or city; try visiting ( ) and clicking ‘Place Names’.
Alignment: The general moral standpoint of your character. Are you a villain, or perhaps a hero? Use ( ) to learn about the different alignments and put one of them here. It’s perfectly fine if the alignment you choose doesn’t fit your character perfectly. If you’re unsatisfied with your alignment you can put a ‘+’ or a ‘-‘ at the end of it to respectively mark a tendency towards the lighter or darker side of the alignment.
Renown/Infamy Level: See 'Renown/Infamy Levels.'
Important Information: General information about your character that you feel should be mentioned. You should only add information that is to be common knowledge about your character.

Example Templates
House Template (example)
Name: House Hawke
Motto: Whatever It Takes
Public History: A very new noble House that came to Ancrath with the Brotherhood, which the current patriarch leads. The House has made a small fortune through the Brotherhood’s activities, but the internal struggle between the patriarch and his daughter has kept the House from using the money to expand.
Heraldry/Sigil: Two black, twining birds facing each other on a field of matte grey. ( )
Family Head: Garrett ‘Inuzuka’ Hawke
Family Members: Garrett Hawke, Lucinda Hawke (deceased), Laura Hawke (former).
Lands: All of Tenkaichi
Alignment: Lawful Evil
Renown/Infamy Level: Infamous 7

Character Template (example)
Given Name: Garrett
Family Name: Hawke
Title: Lamane
Lands: All of Tenkaichi
Alignment: Lawful Evil
Renown/Infamy Level: Infamous 7
Important Information: Hawke is the current leader of the Brotherhood and a member of the Akatsuki

Renown/Infamy Levels:
0) Completely unknown. You’ve never done anything, or you’ve purposely kept yourself, or been kept, out of sight.
1) Recognized domestically. Your family and their closest friends know about you.
2) Recognized around town. You’re known around town, like every run-of-the-mill farmer is.
3) Recognized in the region. You’re known in the area, but only on a part of the island.
4) Recognized on the island. You’re known to most people who live on the island.
5) Recognized in the cluster. Whether you’re a northerner or a southerner; your name is known by most in the cluster.
6) Recognized in the archipelago. Your name is known to most in the Ancrath Archipelago.
7) Recognized in the surrounding nations. Beyond the islands of Ancrath; the people of nations close by know of you.
8) Recognized in most nations. Except for a few countries far away; most nations and their people know your name.
9) Recognized globally. The whole world knows you.
Note that infamy is simply a generally negative, fear-related type of fame, whereas renown is a generally positive, admiration-related type.

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REDONE PER 14/07/21:

Available Ryo: 22.500
Deposited Ryo:
Available Artifacts:


(Mukō: Honshitsu Kotai) – Void: Essence Transfer
Type: Void Infused Artifact
Rank: A
Range: N/A
Chakra: N/A
Damage: N/A
Description: Activated passively and consumes three Void Infusions; allows the user’s techniques, through their clashes with an opponent or their own techniques, to strip their opponent of an active mode and deactivate it. Can only be used once per battle.

(Mukō: Yūryō) – Void: Charged
Type: Void Infused Artifact
Rank: B
Range: Short – Long
Chakra: N/A
Damage: N/A
Description: A Void Infused modification that does not act as an Accumulator or Spender; rather, it passively increases the user’s maximum Void Infusion cap by 1. This can be stacked with other Charged Void Infused Artifacts, including itself if the user owns multiple copies.

(Mukō: Kenkō Chūnyū) – Void: Healthy Infusion
Type: Void Infused Artifact
Rank: C
Range: Short – Long
Chakra: N/A
Damage: N/A
Description: Whenever the user heals themselves successfully for at least 40 health in a single turn they have a 50% chance to gain a single Void Infusion.

(Mukō: Ikari Wasure San) – Void: Wrath of the Forgotten One
Type: Void Infused Artifact
Rank: B
Range: Short – Mid
Chakra: N/A
Damage: 80
Description: Activated at the cost of a move and a single Void Infusion; unleashes a torrential maelstrom of natural flames from the user’s position up to mid-range. Inflicts 80 damage, but can be increased by 40 additional damage if the user applies a second Void Infusion to it.

(Mukō: Chikara Chūnyū) – Void: Energy Infusion
Type: Void Infused Artifact
Rank: C
Range: Short – Long
Chakra: N/A
Damage: N/A
Description: Whenever the user successfully restores at least 10% of their maximum chakra pool in a single turn they have a 50% chance to gain a single Void Infusion.

(Mukō: Meisō) – Void: Meditation
Type: Void Infused Artifact
Rank: C
Range: Short – Long
Chakra: N/A
Damage: N/A
Description: Remaining within a single landmark and meditating for three turns (or three posts separated by 45 minutes) grants the user a 50% chance to gain a single Void Infusion.

(Mukō: Mukō no Tsuyosa) – Void: Strength of the Void
Type: Void Infused Artifact
Rank: B
Range: Short – Long
Chakra: N/A
Damage: N/A
Description: Activated passively at the cost of one Void Infusion; Strength of the Void increases the potency of the user’s next four offensive techniques by 20 damage.

(Mukō: Haretsu no Hikari) – Void: Burst of Light
Type: Void Infused Artifact
Rank: A
Range: Short – Long
Chakra: N/A
Damage: N/A
Description: Activated at the cost of a move and a single Void Infusion; unleashes radiant light from the user, though not capable of blinding, and heals all allies within its range for 60 health.

(Mukō: Gensō Yami) – Void: Illusory Darkness
Type: Void Infused Artifact
Rank: A
Range: N/A
Chakra: N/A
Damage: N/A
Description: Activated passively and consumes a single Void Infusion; the user’s next two Genjutsu are infused with an additional 10 chakra and 20 damage. If the Genjutsu does not inherently inflict mental damage then it does not gain the damage enhancement.

Transaction Log:
+1000 - 11/07/21 - Mission
+0650 - 11/07/21 - Mission
+0650 - 11/07/21 - Mission
+1500 - 12/07/21 - Gift
+1000 - 15/07/21 - Mission
+0650 - 15/07/21 - Mission
+0650 - 15/07/21 - Mission
+0650 - 15/07/21 - Mission
+0450 - 15/07/21 - Mission
+0250 - 15/07/21 - Mission
+1000 - 17/07/21 - Mission
+0450 - 17/07/21 - Mission
+0650 - 03/08/21 - Mission
+1000 - 10/08/21 - Mission
+0650 - 10/08/21 - Mission
+1500 - 23/08/21 - Gift
+1000 - 03/09/21 - Mission
+1500 - 13/09/21 - Mission
+0650 - 27/09/21 - Mission
+1000 - 27/09/21 - Mission
+1500 - 27/09/21 - Mission
+0650 - 27/09/21 - Mission
+0450 - 27/09/21 - Mission
+0650 - 29/09/21 - Mission
+0450 - 29/09/21 - Mission
+0450 - 30/09/21 - Mission
+1500 - 02/10/21 - Mission


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Fire and Blood - Perzys Ānogār
Age by age have men stood up and said to the world,
'From what has come before me, I was forged,
But I am new and greater than my forebears.'
And so each man walks the world in ruin, abandoned and untried.

Less than the whole of his being.

基本情報 | Basic Information
Name: Visenya Targaryen
Nickname: Lady of Dragonstone, Sorceress
Gender:
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Female
Age: 32, born 779
Clan: Ōtsutsuki

外観 | Looks
Visenya, like her siblings, possesses the classical Targaryen traits; long silver-gold hair and deep, purple eyes. Her features are fine and her skin smooth and pale, complimenting her lean and voluptuous physique. She is no Amazon, although at 5’10 she is taller than most women, but owing to years of training hers is undoubtedly the body of a warrior. Visenya is a comely woman with plump lips and high cheekbones, but hers is a harsher, more austere beauty than that of her sister, Rhaenys, a fact that reflects her character. Although pleasing to look at, she can appear stern and unapproachable. Visenya often wears her long hair in braids or bound up in rings; it would reach the small of her back if she did not. She is as comfortable in armor as she is in fine garbs.

人格 | Personality
Visenya’s appearance reflects her character; alluring, but jagged to the touch. She is an intelligent, passionate and sensual woman, but equally stern, serious and unforgiving. Visenya will go very far to achieve her ambitions, but she shies away from what she perceives as malevolent, being more utilitarian in her disposition and motivated by a strong sense of justice. Visenya sees nothing as inherently good or evil, but instead as a function of its consequentialist utility. She is scholarly by nature and her strong sense of self-discipline has allowed her to achieve a solid grasp of many subjects and fields. Visenya is fiercely loyal, but her loyalties can twist and turn.

村情報 | Village Info
Village of Birth: Dragonstone, the Ancrath Archipelago
WSE Clan: House Targaryen




ランクチャクラ | Rank & Chakra Info

Ninja Rank: Sage of Yang (4750 Chakra Points, 200 Health Points, 15 Base Speed)
Specialties: Increased Combat Specialist, Personal Summoning Specialist, Apex Speed Specialist, Yang & ZX Buster

Elements:


Wind Release

Completed

Fire Release

Completed

Lightning Release

Completed

Earth Release

Completed

Water Release

Completed

Volcanic Water

Practitioner

Atmospheric Pressure

Practitioner

Silicon

Co-Creator

Algae

Co-Creator

Empyrean Wind

Creator


Your ninjutsu:


Ninjutsu

Completed

Taijutsu

Completed

NB Taijutsu

Completed

Kenjutsu

Completed

Genjutsu

Completed

Fūinjutsu

Completed

Medjutsu

Completed

Kinjutsu

Completed

Rinnegan

Completed

Yang

Completed

Yin

Completed

Leg Weights

Completed

Summonings

Wyverns


Custom Fighting Styles

Namikazeron: Creator, Practitioner
Lazy Fist: Practitioner
Jeet Kune Do: Practitioner
Kyotōryū Taijutsu: Practitioner
Satsui no Hadō: Practitioner
ZX Buster: Master

Body Seals
[Fuuinjutsu: Boukun no Ryoudo] – Sealing Technique: Tyrant’s Dominion
Type: Supplementary
Rank: B
Range: N/A (+1 range to technique applied to)
Chakra Cost: N/A (+20 to the technique used prior to this)
Damage Points: N/A
Description: The user will have a seal on their body that can be activated whenever they use a technique that sends chakra through or into the ground. Upon activation, the seal will pump extra chakra into the technique and thereby extend it’s range by one (e.g. short-range techniques will be able to reach mid-range and mid-range techniques will be able to reach long-range). The chakra used for this technique will be added to the cost of the jutsu that preceded this. This technique counts as a move but occurs in the same timeframe as the technique it's applied to.

Note:
Can only be used three times per battle
Must have a one turn cool down the least between each usage
Seal must be place within user's bio
Can only be taught by Venom
(Fūinjutsu: Hagane Hie no Ikkō) – Sealing Technique: Chilling Steel of the Militant Buddhist
Type: Defensive
Rank: B-Rank
Range: Short
Chakra cost: 20
Damage points: N/A
Description: This technique is a general, sealing-assisted execution of the hard style martial arts exercise known as the ‘Iron Shirt.’ The execution of Hagane Hie no Ikkō requires the user to find his central equilibrium using Zhang Zhuang and then aligning his breath, movement and chakra circulation. This immediate stress plus the spike in heart rate, will activate a small seal that is passively applied to the users chest. This seal further assists the flow of chakra, spreading it and adding a dense sort of chakra to flow around users muscles and body, strengthening it. These actions and chakra flow, combined with the user’s general physique and resistance to damage, can lessen the damage taken by the physical elements of an attack by 20 damage points. The seal functions autonomously, requiring no input from the user.
-Must be included in the user’s bio or stated at the beginning of a fight.
-Can only be taught by ZK.
-Can only be used by a Tai specialist.
Fuuinjutsu: Do~ūmu no bodi (Sealing Arts: Body of Doom)
Type:Supplementary
Rank: B
Range:Short
Chakra: 20 (-10 per turn)
Damage:N/A
Description:This seal may be passively applied to the users bio, or it can be applied in the form of the Kanji for "Repeat" forming on the user's body in mid battle. When this seal is applied it remains active until the end of the battle. When active, it forms an almost skin tight barrier over the user and any weapons he may holding at the time, the color of such barrier being dependent on the user. This barrier is basically dormant and does absolutely nothing until 2 conditions are met. The first is that the user must be using a taijutsu or kenjutsu technique. The second is that while using the aforementioned type of technique, the user is touching an elemental technique made up of another being's chakra. When these two conditions are met, the barrier will absorb 10 chakra (note that this doesn't meant it takes anything away from its rank or power) from the jutsu it is touching and immediately use that chakra to passively infuse itself with whatever type of chakra that it absorbed. It should be noted that this gives the barrier no inherent power nor defenses, but what it does do is combine the chakra absorbed with the power of the Taijutsu or Kenjutsu move in order to give it an elemental infusion, making it play on equal terms with the whatever element it is touching at the time. This will also allow the users Tai/Ken techniques to interact with an opposing elemental jutsu without the user getting hurt, as again, the raw power of these types of techniques from the user now have the same elemental infusion as a type of coating over them against the technique they would be used against. For example, due to having an elemental coating over it, the user could the D rank Slap technique to slap a D rank fire ball out of the way. And again, the barrier is merely providing protection, the users tai or kenjutsu is providing the power to truly compete. If the barrier absorbs chakra from an opposing technique, it will negate the cost of 10 chakra for that turn due to the chakra absorbed fueling it. To clarify, the barrier itself does no damage and provides no defense. It only coats the users taijutsu and kenjutsu techniques in the same opposing element that the user is touching at the time, allowing the user to interact equally with an element he normally wouldn't be able to using those fields (such as fire) without being hurt. Without a taijutsu or kenjutsu move used with this barrier, the barrier is pretty much useless.
-The activation may be passively done but counts as a move slot
-Only works on the Basic Five Elements
-Can only be used four times per battle
(Fuuinjutsu: Karada no shinayaka-sa) Sealing Arts: Ease of Body
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: A body seal that reacts only to certain physical movements of the user, the Ease of Body seal is filled with the user's chakra before battle, which fuels the seal and allows its use. This seal only activates once the user uses non elemental taijutsu. Non Elemental Taijutsu often requires the user to infuse his body with chakra in order to successfully perform the technique he is attempting, which is strange because as shown, taijutsu is usually used to preserve chakra. This seal rectifies this by flooding the user's body with chakra at the exact points it needs to be in order to execute successfully, eliminating the need for the user to input chakra himself for this brand of Tai. By flowing chakra through the body for the user, the user is free to keep his chakra reserves in check, merely performing the actions necessary whilst the seal provides the boost in power needed.
-The user's next 4 Non Elemental Taijutsu moves don't require any chakra input from the user
-Seal can be used twice per battle
-3 Turn Cooldown between activations of this seal
-Seal may be passively applied
(Fūinjutsu: Kyōshin) – Sealing Technique: Resonance
Type: Supplementary
Rank: A
Range: N/A
Chakra: N/A (+400 Maximum)
Damage: N/A
Description: Resonance is a unique application of Fūinjutsu created for those who possess multiple individualistic personalities; each with its own very unique set of beliefs, memories, emotions, and attributes. In its purest essence this sealing technique brings to life one’s own multiple personalities by enabling a form of organization and structure. A personality is generally defined as the individual characteristics which defines one; their memories, beliefs, ideas, personal skills, mannerisms, and habits. It has been shown throughout the series that various forms of Ninja Arts are capable of controlling, manipulating, transferring, and even changing memories. It has also been shown that chakra, Fūinjutsu, emotion, and memory all play intimately and are connected with one another. The most striking example of this is Minato Namikaze’s use of his chakra to seal his own personality within Naruto when he sealed the Nine Tails; this is at times called a ‘consciousness imprint.’ Karin Uzumaki noted that chakra carries the ability to reflect emotion and personality; she described Naruto’s chakra as warm while Sasuke’s was cold. There also exist techniques such as the Loss of Memory Technique which allows the user to block memory sets with their chakra. Fūinjutsu is also capable of sealing metaphysical phenomena such as chakra, souls, memories, and even emotions. With this in mind it is reasonable to extend the ability to seal entire personalities away into a vessel. Thus, Resonance is a seal which seals the users multiple personalities. It grants structure to chaos within one’s own mind; organization to a torrential storm of personalities, emotions, and beliefs.

Resonance is applied to one’s own personality; as such the seal must be stated in the user’s personality section of their biography. Resonance can seal up to seven individual personalities. These personalities are listed within the user’s biography. Each must have characteristics which are distinct from one another. For example, one personality can have a tendency toward violence and bloodshed while another can be prone to kindness. The user is granted great versatility with the customization of each personality, each being a cosmetic choice. Personalities can be named differently and even possess different perceived genders. This means that while the body’s physiological gender will remain static the personality can operate differently to the body; essentially the personality believes it is the opposite gender to the body. Personalities can also have distinct memories, skills, emotions, motivations, thought patterns, movement patterns, and mannerisms. The possibilities are nearly limitless in regards to defining traits of a separate personality. Personalities can also be structured into hierarchies with one typically dominant over the others; although this is largely a cosmetic feature. The inner workings of the seal itself are simple. The seal treats the user’s own body as the vessel for the sealed personalities. All of the user’s personalities are sealed by Resonance, including the original personality along with a portion of the user’s chakra before the seal is performed. Each personality, now sealed by Resonance, will be able to communicate with each other in an environment granted structure. This environment is much like Minato and Kushina’s communications with Naruto. Each happened within his imagination and mind allowing for numerous forms to be created. The user is able to shape the environment to take the appearance of anything the user so desires and all occurs within his or her mind. While sealed the personalities will be able to communicate with each other and watch each other, much like how Minato’s consciousness imprint was able to watch Naruto’s growth and development throughout his life. In terms of usage the seal possesses two release states. They are as followed:

Partial Release; The first state is a partial release state which is performed passively. Through this method the seal will be partially opened allowing for the fluid transitioning between separate personalities. It offers no true combat benefits and is purely a cosmetic ability which is inherent to the biography that Resonance is used on.

Full Release; The second state is a full release state which is performed at the cost of a move, but instantaneously, exempt or within the same timeframe. This second application is the combat-favored variant allowing for numerous benefits associated with the release of the user’s personalities. This state can be used for as many personalities as the user possesses, up to seven. As previously mentioned each personality is fully sealed with a portion of the user’s chakra, each laced with the personality’s essence of existence. Between all seven potentially sealed personalities a maximum of 400 chakra can be stored in Resonance. This chakra is split between each personality; each personality requiring a minimum of 50 chakra stored. The amount of chakra stored per personality is stated within the user’s biography in the personality section. When fully released the chakra will flow from the vessel of the user’s body back into his or her chakra network along with the personality; this effectively creates a full body surge equivalent to the quantity of chakra released. In addition to this the user will experience a refreshing surge of energy as their body is replenished and a personality is released; this is largely a cosmetic feature but can numb relatively moderate levels of pain and grant clarity to the mind.
Within the confines of her mind Visenya hosts the Ariqun, whose very being is defined by the Qun and its teachings. The Ariqun may seem blunt and even dismissive, but this is simply the result of her every decision being directly and heavily influenced, if not dictated, by the Qun. The cultural barrier between fully integrated Qunari and the people of the Elemental Nations is enormous and the Ariqun is no exception to this. The Qunari seek to impose upon the nations a society in which private property and all but the most basic of individualism has been abolished; a philosophy that is often incompatible with that of the people they interact with. Like all Qunari the Ariqun is extremely dutiful (400 chakra).


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背景情報 | Background Info
spans back centuries to the Golden Age of Chungsu. But in recent decades the Targaryens have lived in peace, shielded from the declining state of affairs in the Freehold. Under the leadership of Aenar and Aerion, Dragonstone’s fortress expanded to its peak, encompassing the entire northern section of the island. To the south of the castle, a small town with a bustling economy formed. In 775 Aenar dies from a fever, leaving Aerion to inherit Dragonstone. His rule, like his father’s, is largely peaceful and prosperous focusing on continuing his father’s work.

Four years later, Alyssa passes away of old age. Following this tragic event, in intervals of two years each, Aerion's three children are born who he names Visenya, Aegon, and Rhaenys. By the year 790, each of the Targaryen children claimed their dragon: Visenya tamed Vhagar, Aegon tamed Balerion, the oldest of the three children of Syrax, and Rhaenys claimed Meraxes. It was on this auspicious day that all three of the children began their training and education; Aerion instructed the Master of Arms to rigorously train the three to become extremely skilled fighters. The children were educated in both Valyrian culture and common culture, being fluent in both languages. They became skilled combatants and dragonriders, making them exceptional even in Targaryen history.

When the two eldest siblings, Aegon and Visenya, came of age, they were wed. On the auspicious day both were presented with family heirlooms. Aegon was granted Blackfyre, a blade forged from Hangurian Ore. Following the wedding however, Aegon married his younger sister Rhaenys. While incestuous marriage was typical in House Targaryen, polygamous marriages were not. Yet, despite this, Aerion had no objections to his middle son’s decisions, and allowed the wedding to take place.

The Targaryen family hears word in the year 804 that the Kyuubi had ravaged Chungsu, leaving nothing behind but ruins. It was a somber day for the Targaryens, as Aerion and Aenar had made it practice to teach the family their ancestry and history. Posthumously Alyssa, Aenar's late wife, is named 'the Dreamer' for her vision of the climactic collapse of the Hangurian Freehold. Only six months following the collapse of the Freehold, around the New Year, Aerion passes away. Aegon, his eldest son, inherits his father's titles and becomes Lord of Dragonstone. However, unique to Aegon's reign, he rules jointly with his sisters and prefers to leave governing matters in their hands, rather than his own. The three set their sights toward the other islands of Ancrath Archipelago.

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他の | Other

Vhagar – Visenya's personal familiar that she always has summoned to her side during her travels. Vhagar is a fully grown, female Continental Wyvern of considerable size, being 12.2 meters (40 ft) in length from snout to tail, 2.4 meters (8 ft) tall at the hips, with a wingspan of 20,5 meters (67 ft) and weighing nearly six metric tons. Vhagar’s scales are a deep and dark green, but her spinal crest, horns and wing bones are all shades of white and beige. She has two muscular legs, a powerful, sleek tail and several rows of razor sharp teeth in her huge mouth. Her wings are equipped with a short, thick claw on the carpal bone of each appendage, with several phalanx bones extending from both, which she uses to support herself on land. Vhagar has a large chakra reserve of 300 and possesses the ability to wield Fire and Wind Release up to S-Rank.

Summoning Technique: Wyrms of Legends (Kuchiyose no jutsu: Densetsu no Hiryu)
Rank: B
Type: Supplementary/Summoning
Range: Short
Chakra cost: 20
Damage Points: N/a
Description: The technique allows the user to summon Wyrms. The procedure for the summoning is fairly standard, following the same steps as regular summoning technique. In addition to that, the user has the liberty to use tattoo’s as well as incorporate the summoning ritual with other techniques as individuals have demonstrated throughout the series. Wyrms are mature Wyverns, they are capable fighters of different types, natures, colors/appearances, sizes and ranks. Wyrms range anywhere from 1-15m of length and a maximum wingspan of 25m. Each wyrm possesses a natural ability (no chakra cost) as well as a chakra nature, their strength of their abilities is equivalent to their ranks. The user is only capable of summoning wyrms proportional to their own strength, so wyrms by different users would differ in base strengths despite their ranks. In a single use the user can summon a single S-rank, 2 A-rank or 3 B-rank Wyrms. Their types are as follows:

Continental Wyvern: The most common kind of flying, fire-breathing Wyvern. Their natural talent is Fire breathing. In addition to the ability to fly (at speeds of: Users Base speed Lvl. +1), they also have a strong Jaw (Abnormal bite force, equal to wyrm’s rank). Continental Wyverns possess Fire and Wind natures. They can use their natures and natural abilities up to their own ranks. They do not possess the ability to use shape manipulation, so their attacks, chakra based or natural talents, only come in basic forms such as fire balls, streams of fire, gusts and twisters of wind.

Piscine Wyvern: Piscine wyvern are less common amphibious Wyverns. They are majestic creatures with scales that break down light to prism, and wings adept for swimming and flying alike. Their natural talent is the ability to create an electric field. Piscine Wyvern do not possess fire breathing abilities, but they have an electric organ instead which they use to discharge electrical attacks. They can operate in water (speed=Users Base speed Lvl. +1) or in air (speed=Users Base speed Lvl. -1), and possess water and lightning natures. They can use their natures and natural abilities up to their own ranks. They do not possess the ability to use shape manipulation, so their attacks, chakra based or natural talents, only come in basic forms such as lightning bolts, electrical fields around the body, waves and whirlpools of water.

Brute Wyvern: Brute wyvern are an even rarer breed of wyvern that underwent evolution slightly differently. They sports a pair of long, highly developed forelimbs instead of wings. Over the years, their wingspan was reduced to hardened fists. Brutes are agile combatants (speed=Users Base speed Lvl. +2), capable of jumping high and over long range distances. They do not have any natural abilities, but they are capable of using taijutsu (within reason) as well as throw punches up to their own ranks. The can only use earth natures, up to the level of specialists and are capable of using shape manipulation.

Deviants: They are a collective class of Wyverns with odd features. This category encompasse all Wyrms with peculiarties such as two heads each capable of breathing fire or multiple pairs of wings. Deviants are capable of using shape manipulation, and can have the natural abilities or qualities of any of the previous 3 types defined in any combination. They can have any of the 5 basic chakra natures. Deviants are one of a kind (so only one can be summoned at a time), their speed is always [Users Base speed Lvl. +1], they are always S ranked and they can use natural fire breathing or electrical organs twice per battle.

Note: Each Wyrm can have One chakra nature, restricted to the natures the type of Wyvern can have.
-An S rank Wyrm has a chakra reserve of 300, and it can use its Natural Ability(s) up to 3 times per conflict. A rank Wyrms have a reserve of 150 each, and can use their natural skills twice per battle. B rank Wyrms have a reserve of 100 each, and can use their natural skills once per battle. Only a single Deviant (S rank) can be summoned at a time, it can have a reserve of no more than 200. Wyrms stay in battlefield until their chakra reserves allow.
-Each ranked ability natural or chakra based, costs one of the user’s 3 moves per turn though they can be performed simultaneously with the user (unranked use is considered free form).
Visenya always wields the ancestral sword of the House Targaryen and one of the Treasured Tools, in addition to a pair of special boots suited for ZX Buster and a set of small, almost unnoticeable finger claws:

(Kiranai Ken) – Dark Sister
Type: Weapon
Rank: S
Range: Short
Chakra cost: N/A
Damage points: N/A
Description: Dark Sister is a beautiful, double-edged longsword forged from Hangurian Ore, with a golden, flame-like pommel and a crossguard of the same material and likeness with a round, cut ruby set in the center on both sides. The longsword is imbued with no offensive capabilities; it is in fact known as the sword that does not cut, even though its edge is sharp. Instead, the blade of Dark Sister is intrinsically connected to the Yang nature of chakra. The longsword serves as a conduit for life energy, naturally absorbing it from selected targets within short range in small amounts (-5 per turn) and storing it. The flat side of the blade functions as a lens and by looking through it the user is able to perceive every detail, both internal and external, of the anatomy of whoever they are looking at, even some more indirect details like their natural lifespan and health pool; chakra reserve, affinities, and signature; and future health problems. Through physical contact Medical Ninja are feely able to use the life energy to heal an amount equal to the life energy absorbed and direct this healing energy to where it is most needed. Dark Sister always quickly returns to its wielder if they mentally will it, though this ability cannot be used offensively.
- Can only be used by Zero Kelvin
Bashōsen ) - Banana Palm Fan
Type: Supplementary
Rank: S
Range: Short - Long
Chakra cost: 40 ( -20 passively per turn to wield )
Damage points: 80
Description: The Bashōsen is a large fan that is able to generate all five of the basic elemental chakra natures. To do so, the user need only say a mental command, which produces substantial amounts of the desired element when the fan is swung. The fan simply shoots out an S-Rank blast of any of the 5 basic chakra natures and can do so in a quick succession.
Note: Can only be used by Kinkaku, Ginkaku and Hagoromo Otsutsuki.
She also has the technique Tekken activated:
Tekken | Iron Fist
Rank: A
Type: Supplementary
Range: Self
Chakra cost: 40
Damage points: +10 to Taijutsu that involves using ones hands
Description: After spending years training in Taijutsu, the user has developed a way to push his fists to their maximum capability. By continuously having exposed his hands to extreme environments, (like training punches in hot coals and practicing hand movement in ice water) the users has made his hands incredibly strong. The user focuses chakra into his fists and uses it to amplify the effects of his training, with this the users hands will be close to indestructible, no amount of force or temperature will affect the user’s hands, only extreme amounts of continuously applied incredible damage will damage them. This technique doesn’t make the user stronger in general; it just allows him to deal with attacks more freely since he won’t have to think about his hands.
Unless otherwise is specified Visenya will always start all battles with her Rinnegan activated:
( Doujutsu: Rinnegan ) Eye Technique: Samsara Eye
Type: Supplementary
Rank: S-Rank
Range: Short-Long
Chakra: N/A ( -5 per turn )
Damage: N/A
Description: One of the 3 great Doujutsu, the Rinnegan has, like the other, the ability to see chakra and the chakra flow of individuals. It also allows the user a great clarity of perception and tracking abilities, although its levels vary from user to user. Dispicted as the eyes of the SO6P, the Rinnegan awaken on Madara Uchiha after he obtained his EMS and implanted Hashirama's Senju cells in himself. Having both lineage from the SO6P allowed him to awake the Rinnegan. When Madara activates the Rinnegan, he seems to not suffer any kind decrease in his EMS abilities in terms of tracking speed, clarity of perception or seeing chakra. Eventually his eyes were bestowed upon Nagato Uzumaki and in him manifested lower abilities (equal or comparable to a 3 Tomoe Sharingan). While Nagato was never able to deactivate his eyes, Madara could switch at will between his EMS and Rinnegan eyes, although he wasn't able to go from 3 Tomoe to Rinnegan directly. Eventually Obito transplanted Nagato's (and subsequently Madara's) Left Rinnegan into himself. By doing so he gained access to both Doujutsu at the same time although losing the ability to deactivate the Rinnegan and as such, losing chakra constantly to maintain it.
Note: Constantly passively active in Nagato and Obito bios
Note: Requires activation ( spending move ) for Madara bios but remains active indefinetely afterwards if the user chooses to. After having a complete Madara bio with Rinnegan for 1 month, user becomes able to switch between both doujutsu without spending a move. User needs to have activated EMS before and had it active for 1 full turn.
Yang Mastery:
Yang Release specialists are more resistant to physical damage such as normal taijutsu and blunt weapons (reduction of up to 40 damage per technique), low ranked burns, electrocution, etc and won't be damaged by the use of Forbidden Rank techniques (though still needing to abide to the restrictions of the technique none the less).

Elemental Mastery:
Rinnegan users possess equal, full mastery of all of the 5 chakra natures. The user has no specific elemental specialty, being able to use all elemental chakras with increased speed with the same ease. Users are also able to choose one Elemental Specialist jutsu to use per event.

Medicine:
(Heishi Piru) Soldier Pills
Type: Supplementary
Description and Background:Soldier pills are a more combat aimed variation of the military ration pill. Upon ingesting the pill, your chakra supply doubles, but burns at a greatly accelerated rate due to the "pressure" involved. Upon ingesting the pill, any ninjutsu you use gains +15 damage and any taijutsu gains +10 for 4 turns. Upon expiration of the effects you must use an extra 10 chakra for every technique afterwards for 5 turns with no enhanced effects due to the fatigue setting in meaning you have to force your techniques more, and thereby adding to the toll it takes on your body. These pills are a basic medicine medical ninjas use in combat and are essentially black small round pills which are swallowed and absorbed through the mucosa in the stomach, made off of various ingredients and medicinal herbs as well as stimulants. Can only be given out to up to 4 times, excluding the user's use.
Description of Side Effects:
-Upon using a second pill in a conflict the additional chakra cost after expiry rises to +30 until healed
-Upon taking a third pill, the medical ninja will suffer cardiac arrest upon expiry of the pill.
(Hyōrōgan) Military Ration Pills
Type: Healing
Description and Background:Military Rations Pills (兵糧丸, Hyōrōgan) are special pills that replenish one's chakra and nourish the body. It is made up of powerful stimulants and nutrients, said to allow the user to keep fighting for three days and three nights without rest. Replenishes 50 percent of the user's maximum chakra supply per pill taken, along with pumping stimulants into the body to alleviate tiredness. These pills are a basic medicine medical ninjas use or distribute in combat and are essentially dark brown small round pills which are swallowed and absorbed through the mucosa in the stomach. Can only be given out to up to 4 times, excluding the user's use.
Description of Side Effects:
-Taking two pills in a conflict results in hyper-stimulation of the cardiovascular system. The users heart rate and blood pressure increase to the point they become painful for 6 turns after taking the pill.
-Taking 3 pills in a conflict pushes the user's cardiovascular system to breaking point, resulting in heart failure after 4 turns.
(Ketsueki no Zōka Piru) Blood Replenishing Pill
Type: Healing
Description and Background: Contains high concentrations of amino acids, iron and mitosis inducing enzymes designed to turbo boost the production of erythrocytes from haematopoetic stem cells in the human body. This pill alleviates and cancels the symptoms of blood loss after one turn. These pills are a basic medicine medical ninjas use or administer in combat and are essentially dark red small round pills which are swallowed and absorbed through the mucosa in the stomach
Description of Side Effects:
-Taking 2 pills leads to increased blood pressure, and increased likelihood of blood clots forming, specially through trauma.
-Taking 3 pills over stresses the cardiovascular system and causes aneurysm after 4 turns.
Poison:
Blue-Green
Creator: ZK
Type: Gastrointestinal/Neurological/Muscular
Ingredients and Background: Cynobacteria, Domoic Acid & Saxitoxins
Description of Effects:
The toxins of Blue-Green are naturally produced in some species of cynobacteria, plant-like bacteria, which in turn form the chief component of this poison. Often found in water and algae’, sharing the latter’s ability to photosynthesize, Blue-Green is essentially a cocktail of these neurotoxins spread through hosts of cynobacteria in viable mediums. In appearance the poison is a blue-green mist of spore-like particles that can be breathed in, i.e. ingested, or absorbed through the skin. When released the mist spreads through the air within short range, but quickly settles down into a viable, wet medium, into which it can alternatively be directly administered, or onto the ground where it simply dissolves. Dissolved into a medium the poison becomes all but imperceptible, though it gives off a slight, damp odour. Blue-Green thrives in wet, liquid and humid mediums, but very quickly breaks down on dry land. This is not indicative of an objection to heat, but rather a natural consequence of the properties of its carrier; the cynobacteria, which proliferates wildly and easily in water and mediums of sufficient liquidity or humidity, but dies quickly on land. When present in a viable medium Blue-Green will proliferate and contaminate it entirely, and it is transferred through it into targets just as it would be by direct exposure. If the medium is completely destroyed, or dries out, the poison will evaporate and dissolve, but so long as the poison retains its ability to proliferate it will remain active for up to four turns per use, with a cool down of two turns between.
The active effects of Blue-Green can be separated into two categories; the neurological symptoms of the Domoic Acid components and the gastrointestinal/muscular symptoms of its saxitoxins. The onset of these symptoms does not change according to the manner of exposure, but the poison is essentially non-lethal and its more serious symptoms take prolonged exposure to develop.

Limbs and body parts exposed momentarily to Blue-Green will slowly go numb, becoming effectively paralyzed over a turn and remaining so for three turns if no further exposure occurs. This will be accompanied by dizziness, disorientation and staggering. If exposed continuously over the course of a turn, or even further, the paralyzation and the abovementioned symptoms worsen and are further accompanied by rapidly developing – over the course of a turn – gastroenteritis; vomiting and abdominal cramps, respiratory difficulties, as well as chronic nystagmus, which makes focusing on specific objects nearly impossible, and ataxia. In conjunction, over two turns of exposure, the symptoms will leave targets helpless, unable to focus, move, or indeed call for help, even if the continuous exposure is limited to only a single limb or body part. When the exposure ceases the accrued effects continue for four turns and then disappear.It should be noted that although continuous exposure is preferable with regards to the development of the symptoms, brief, momentary respites will not ‘reset’ the time needed for the more serious symptoms to develop.

Blue-Green does not affect its user(s) due to a lengthy immunization process associated with mastering its usage, but since it requires special training to store and use properly it can only be used by those who have finished medschool. It can be transported in vials or less conspicuous containers as the user wishes.
Visenya keeps secure vials of Blue-Green with her at all times.

絵 | Pictures
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主題歌や | Theme Song and Background Music


戦い | Battles
Won: None
Lost: None

"You can only win the game when you understand that it is a game. Let a man play chess, and tell him that every pawn is his friend. Let him think both bishops holy. Let him remember happy days in the shadows of his castles. Let him love his queen. Watch him lose them all."

Updated specialties, Leg Weights, Yin and other miscellaneous.
Updating: Visenya
 
Last edited:
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