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Eight Clans and the unstable peace of their world. Will you keep the peace? Or plunge the world of Sayari into another War? 

Tags: Magic, Element, Chaos, Roleplay 

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Siras Cortage
Captain

PostPosted: Sun May 13, 2012 4:21 pm


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PostPosted: Sat Feb 22, 2014 12:59 pm


Background

The Darchives


As allies with Water and Earth, the Dark Clan was almost completely destroyed by Fire and Wind during Tetsuo’s conquest. The woods in which the Dark Clan resided were burnt down, and the Dark Clan was left without a leader and home. All that was left of their once mighty kingdom was a graveyard of ash and bone. In the midst of the fateful battle, Dim, Leader of the Dark Clan, was killed. This left the throne to the only worthy successor, Dim's younger sister, Mika.

Two years after the War’s end and the start of the reconstruction of their home, Kilk Nagara, the new leader of the Wind Clan, returned most of the Dark Clan’s land back to them.

However, in pride, the Dark Clan rejected the land as a place of residence. Under Mika's request they accepted the resources they believed the people would need to survive, and used the land for trade and training, but refused to move back onto what they believed they must re-earn. They resumed the construction of their new kingdom, a small city of iron and wood, leant to them by their Earth Clan allies. They built their city at the edge of their blackened forest, and called it The City of Ash, or simply Ash. As the kingdom expanded, Ash became known as the new capitol and other cities sprung up.

The Dark Clan chose to rebuild their city the way they did as a reminder of the injustice that was done to them. They cling to the idea of vengeance against the Wind and Fire Clans, and they refuse to allow their tragic loss to influence them negatively. Rather, they adapted the idea of rising from the ashes, literally. As the city grew, they continued to build around the blackened forest. What is already burn cannot be burnt again.

Now the Dark Clan is working to strengthen itself again, to build itself up to be the kingdom it once was. They are aware this will take time, but they are more than willing to wait for the perfect moment to strike back against their enemies.

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Music


"Moonlight"

"Catharsis"

"Vengeance"

"Torture"


Archaic History: Dark and Light Clan-
The War and the Divide


Out of Chaos Dark and Light were born in the form of two children, Chromus and Argentus. As brothers, the two children trained together, mastering their unique forms of craft. As they grew up, their magic spread, creating two races of people: Dark and Light wielders. The two siblings realized that, for the success of their people, they needed to break away from Chaos and form their own clan. They would lead their people to freedom and unite them.

As the War between Chaos and the leaders continued, the people within Dark and Light Clan began to stir. Dark wielders grew to despise the idea of being ruled by a Light wielder, however powerful he may be. Darks began to isolate themselves into the woods surrounding the mountains, expanding their kingdom into the darker places where Lights lacked power. They mastered their own style of fighting, intended to match that of Light’s fighting style. Rather than take them on in battle, Darks created a stealthy fighting style as well as a language (Black Word) that only they used. All that was left to do was wait for the opportunity to strike down the Light leaders.

That opportunity arose when the two leaders were killed in the war against Chaos, and their mortal successors (one of Dark (***), one of Light) took their thrones. A couple decades after the war against Chaos and the Golden Age ended, Darks (led by the new Dark King’s wife (Nyx)) began the mass assassination of Lights. It did not take long for the Light leader to realize what was happening. The Light leader informed the Dark leader that, if the assassinations did not stop, a war between Darks and Lights would surely ensue. Sure enough, the Dark King was unable to stop the rebellion. Some speculate that he wanted war. Others believe that he was merely a puppet for his wife. For whatever reason, war began.

Both sides dealt significant damage. What Darks couldn’t do on the battle field, they made up for with mass assassinations, traps, and midnight slaughters. Darks strived to pull Lights into the woods where they could easily fight them using the trees. Lights attempted to pull Darks into the mountains where they had the advantage. The back and forth battles resulted into huge losses from both sides. Nothing was as great a loss, however, as the decimation of Cinipolis.

In the middle of the night, an army of Darks stormed the gates of Cinipolis, the capitol city of Dark and Light Clan, attempting to claim it for themselves. This resulted in the destruction of the city, making it nearly uninhabitable. In the midnight battle, the Dark King was killed, leaving Nyx in charge. Distraught, she realized that Light and Dark were on the path to self-destruction if the war did not end. She met with the leader of the Light army and explained that her people would not back down until a fair treaty was written, equally dividing the two clans.

After watching an entire city fall, the leader of the Light army agreed to a treaty. Light Clan would inhabit the mountainous territory, with the exception of Cinipolis which would remain neutral ground. Dark Clan would inhabit the woodlands where they had easy access to dark magic. Their Chaos Artifact was split into two halves. Both clans possesses part of the artifact. The last part of the treaty agrees that, unless part of the treaty is broken, the two clans will not go to war with each other. Otherwise, they fear that they will destroy themselves.

Since then, Dark and Light Clan have gone to battle over territory and minor violations of the treaty. None of these battles have been as wide-scale or devastating as the Divide.  

A_mika_A


A_mika_A

PostPosted: Sat Feb 22, 2014 1:05 pm


Basic Anatomy

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Pale skin- Sensitive to the sun, this trait has been passed down through the ages of living in darkness.

Elfish/ bat-like ears- This feature is utilized for the heightened senses necessary for life in the dark.

Large, bright eyes- Dark Clan eyes are typically larger than average and possess light coloration such as bright violet, mint green, gold, hazel, or metallic blue.
Males typically have larger ears than eyes, and females typically have larger eyes than ears.

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Thin, sleek builds- Body-types are typically thin, small, and flexible. The tallest recorded Dark Clan member was a warrior with a height of 6'4. The shortest was 4'3. The majority of Darks are about 5'2. A height of 5'8 is considered tall.

Black/ dark hair- While this is the dominant trait, it is not the only trait. Head hair is also the only hair on a Dark’s body.

Beauty- Attraction is highly valuable to Darks, as this allows them to manipulate their victims. Their large eyes make them look more innocent than they truly are, and their alabaster, hairless skin is typically very appealing.

Natural Contraception- The slim body-type typical of a Dark is not ideal for childbirth. Therefore, a female’s body is naturally equipped to defend against unwanted pregnancy. Female bats are also made to handle reproduction this way.

Pain-Resistance- Just as Darks are resistant to most poisons, they are also unnaturally resistant to pain. This doesn't mean they are resistant to damage done to their anatomy, but it will make them harder to stun in battle.

*Darks with white hair are either born into a family with incredible magical potential (Princess Dim), or they are born without any dark magic in their genes (Cypher).  
PostPosted: Sat Feb 22, 2014 1:16 pm


Food


•Berries, fruits, ferns, and vegetables found in the forest.

•Animals hunted in the forest.

•Dark Clan members are immune (after years of adaptation) to many poisonous foods. They have turned these foods into unique and exotic drinks. It is for this reason that the common expression “don’t drink the Dark wine” came into existence for those who dare travel to Ash. Black Wine is the deadliest beverage, a concoction of poisonous berries. To a Dark, it is a strong drink. To most everyone else, it is suicide.


Trade


Export
Blacksilk
Knives and Daggers
Poisons
Instruments
Timber
Animals (specifically exotic animals kept as pets by wealthy members of other clans)
Nyxtals/ other gems
Import
Leather
Minerals
Fish


Transportation


Wagons and Karts.
Train-like vehicles pulled by elk, dear, and horses are used for mass transportation throughout the kingdom.
Talented Travelers can also travel via shadow across the country.

In Water Clan, Dark Clan has access to ships which they can use to travel by sea.

Currency


(to be added)

Renowned Poisons, Elixirs, Potions, and Drugs


Dissolve Pill- upon dying, the corpse dissolves/ turns to dust.
Glass Vapor- temporary paralysis gas.
Nyxtal Steroids- in powdered form, Nyxtals are liquefied into a drink which is intended to enhance magical ability for a short period of time. This also drains the subject's health. In exchange for a stronger offense, the subject's defense is severely weakened. If one overdoses on Nyxtal, the subject will die. One cannot ingest Nyxtal Steroids more than once during a battle or he/she will probably die.
Liquid Memory- an elixir which, for several hours upon ingestion, gives the subject unlimited memory until the liquid wears off. They are able to perfectly recall an experience. This is useful for spies.
Liquid Allure- the subject immediately becomes attracted to the first person they see after drinking the potion. While this is not completely overwhelming, it compels the subject to pursue or want to please their target of affection. Their guard may be slightly lowered for this person as well.
Black Poison- a single drop of this poison kills instantly after being ingested. Black Wine is loosely based off Black, although the contents of each are different. Black Wine will not kill a Dark Clanner while Black will. Black Poison has a strong taste to it which can be detected upon drinking it. It also tints the beverage black, hence the name Black Poison.
Snake Toxin- certain snakes in Smokewood have a lethal bite. This venom is extracted and used by Dark Clanners. All Snake Toxins also have an antidote.
Unhinge- a hallucinogenic drug made from the leaves of plants in Smokewood, Unhinge loosens the mind of its subject. Its effects vary from person to person depending on their tolerance and will. It is used recreationally throughout Dark Clan as well as during interrogations with hopes that the subject may let some information slip.  

A_mika_A


A_mika_A

PostPosted: Sat Feb 22, 2014 1:21 pm


Clothes/ Armor/ Style
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•Charcoal Makeup- Men and women alike wear charcoal (as a representation of the ash of their ruined city, to spite their old enemies) over their eyes and on their body. This is considered a style of the New generation (life after their kingdom’s destruction).

Nyxtal Makeup- Powdered Nyxtals make for a brilliant violet or amethyst color eye-shadow.

Blacksilk- Blacksilk was harnessed throughout the centuries from their old home in the forest. It was commonly worn in the Old generation. Now it is rare and valuable, and typically only worn by Senators on special occasions.
Blacksilk is practically invisible. It is made of a special silk that bends light around it, camouflaging itself and anyone who cloaks him/herself within it. The percentage of silk used in cloth determines the quality of camouflage. Blacksilk clothes can be used for everyday wear if the percentage is below 30%.

•Hooded Robes- Very common, hooded robes are worn during travel, especially to hot or bright places.

•Black Leather- traded to them by their Earth Clan allies, black leather now makes up the majority of the Dark Clan’s clothes, ranging from boots to vests to arm gloves. Darks also obtain their leather from the wings of Atlas Bats.
Gemstones and metals are often embedded or sewn into leather for a simple, yet beautiful appearance.

•Armor is thin and light-weight for speed. Only Warriors wear heavy armor. Still, this armor is not the best defense. It is made to be sleek. Some sets of armor have commands set upon them, providing them with increased strength or weightlessness.

•Ash Pendants- Much of the jewelry worn in Ash is silver and simplistic. It is also themed around the use of ash. All members of the Senate wear an Ash pendant around their necks.

Warriors typically wear red, black, silver, and white on the battlefield. Assassins wear black, grey, and Blacksilk.


Weapons (General)


•Daggers and Swords of all Kinds- thin, sharp, lightweight. Can penetrate thick skin and thin armor. Beautiful, simplistic designs.

•Crossbows and Bows- Arrow-tips are often poisoned.

•Throwing Knives

•Whips

The Dark Clan prides itself on the stealth, efficiency, and beauty. It is constantly revolutionizing their weapons to be sleeker, faster, and lighter.

Technology


- Chord-Caller- Chord-Callers are common among Dark Clanners. As Darks can communicate through echolocation, they have learned to utilize harp-like arm braces to send messages and codes to one another within certain distances, similar to walkie-talkies.
Chord-Callers are worn along the forearm. One ring is wrapped around the wrist, and the second is wrapped around the space directly beneath the elbow. Between the two rings are four cords which are plucked by the fingers of the opposite hand to form unique melodies, each meaning something different like a secret language. A final third ring is worn on the middle finger of the arm wearing the Caller. The four cords run through the wrist-ring and meet at the ring around the middle finger. By lifting or lowering the middle finger, the wielder can adjust the taughtness of the cords, creating even more potential concepts and meanings to the language.

- Eclipse Canons- One of the most difficult and rarely used pieces of technology designed by Dark Clan, the Eclipse Canon is intended to be aimed upward toward the sun in broad daylight during battle. Because Dark Clan members rarely battle in broad daylight or in locations where the Eclipse Canon would function well, it is not used often. However, the design is unusual and can only be effectively used by travelers. Upon being shot upwards at the right angle, large, lightweight, spherical cannonballs cast spherical shadows on the ground just wide enough for a traveler to step through. Of course, this is also dangerous.

Companies


Companies compete against each other for access to resources, status, and power. The most quality weapons, armor, and clothes are given these things by the Council as a trade for new and effective technology.

The Senate’s Armory- While the Armory is not a company itself, it manufactures weapons and armor adjacent to Dark Clan’s most advanced and qualified companies. It is considered an achievement for companies to be chosen to work with and for the Armory in order to mass-produce the latest designs in warfare and technology. If a company once working with the Armory is no longer delivering the innovation they once did, the Armory will stop wasting time and resources on that company, and another will take its place. This abides by a very capitalistic and ultimately successful system. The Senate’s Armory is under the control of the Senate itself, as the name suggests. More than a company, the Armory holds the tools, resources, and man power for weapons, armor, clothes, and technology to be produced on a scale large enough to permit successful trade with clans such as Earth Clan as well as quickly manufacture the highest evolved weapons for battle.


AroBlack- One of the largest, most popular contemporary weapons company in Dark Clan currently owned by a man named Pyrus. AroBlack is famous for its advancement of the bow-and-arrow as well as crossbow. AroBlack focuses on the situations arrows may be used in, and chose to specialize arrows and bows for these situations. For example, their most common line of arrows known as Elementals are for use through fire, underwater, and in wind-storms or tornadoes.
*The Singed- a large, heavy, fire-proof arrow which may be capable of penetrating medium-to-thick armor.
*The Sparrow- an arrow which can effectively move through heavy winds through spiraling mechanics which work with the winds to eventually reach a target.
*The Current- similar to the Sparrow, this arrow uses spiraling mechanisms to efficiently and quickly shoot through water without being directed off course by the current. It bends to water accordingly, but is also the most difficult arrow to use and requires years of training to perfect.
*The Conductor- a new arrow made of electricity-conducting metal which can buffer electricity-based attacks if shot properly.

AroBlack’s second line of arrows called Mirages is specialized for deception and camouflage. They are also the most difficult arrows to make, as they require a Commander’s assistance. These arrows are typically smaller, quicker, more accurate, and incapable of doing much physical damage without the assistance of poisoned tips. However, they are nearly impossible to see and hear. It is common that an enemy soldier notice the effects of a Mirage several hours after penetration.
*The Ray Beam- an arrow lined in reflective surfaces which shoot distracting beams of light in all directions, blinding enemies briefly.
*The Spirit- a very small arrow wound in blacksilk, more like a dart, is the fastest arrow ever built in Dark Clan. It typically is not used without the assistance of poison, and it is practically invisible due to it’s slim size, color, and speed.
*The Glance- this arrow is not used without the use of another archer present. The intention of the Glance is to misdirect a soldier’s attention. It is built with a bend, repositioning the target in a way that places them in perfect position for the true killer to shoot them, placing them off balance and making it impossible to avoid the second arrow.
*The Plague- an arrow that splits into poisonous shards of shrapnel the longer it flies. It has multiple uses. The first and most obvious is to strike as many targets as possible, poisoning them upon penetration. The second use is to force a soldier to sacrifice one’s life by running into the arrow, taking all of the poison rather than a fraction of it. Of course there are other ways of misdirecting or stopping the arrow, given enough armor and attention.
*The Portal- an arrow commanded to travel through still-shadow just as Travelers do. If used properly, this arrow can be used to shoot a distant, unsuspecting target through use of shadows. Complications may cause this arrow to shoot the wrong target depending on a wielder’s lack of focus.

AroBlack’s third line of arrows is their most cruel collection. The Vipers are known for their inhumane and painful methods of killing and maiming their victims.
*The Siren- an arrow that screeches through the air, deafening its victims for a couple seconds.
*The Undead- an arrow commanded to (if shot through the heart) keep it’s victim alive until the arrow is pulled out, after which the victim will immediately die. Death can easily be avoided, however, if the victim has the arrow removed by a Commander who can remove the arrow’s command and heal the victim. Of course, this cure will come with a price.
*The Colonizer- upon penetration of an internal organ, this arrow will split apart, tearing apart the body from the inside out.



Shadow Philosophy- the slowest company to advance, but also one of the most incredible weapons companies ever built, Shadow Philosophy or Philosophy, for short, entwines magic with weaponry and armor flawlessly. The royal family uses Philosophy to build and design their personalized weapons and armor (including Xyn’Lit’s armor for Dim) and has a loyal relationship with Silko, the current owner of Philosophy. Unlike AroBlack, Philosophy sees it’s weapons and armor as characters with personalities and tendencies. Therefore, each creation is one-of-a-kind and given an original name which defines it. Some of Philosophy’s most famous and powerful creations are:
*Dimlee- a feminine name given to Dim’s armor. The name is a play on the phrase “dimly lit” which is a combination of her and her father’s name. The armor is not very resistant to physical attacks. However, it is extremely magically resistant and absorbs dark magic, catering to it’s host. Mika now owns and wears the armor.
*Amberfly- Mika’s bow-staff is just as it is spelled, a staff which transforms into a bow. It is difficult to use, but Mika has mastered it over the years. The reason why Amber is so unique is because it is capable of manifesting shadow arrows upon bending back the cord. These arrows are not laced in poison. Nor do they possess any unique abilities. But they are capable of doing incredible magic as well as physical damage upon impact with skin and armor. They are as accurate and efficient as Mika’s focus and strength is, so it’s effectiveness is a reflection on Mika’s own internal stability.
* (Cypher’s armor)



Phoenyx- the newest weapons, wear, and technology company to rise from the ashes after the Great War was Phoenyx, founded by an unusually intelligent, white-haired, Under-Ash worker from Snakehood. As he led his team deeper and deeper into the unexplored tunnels, he awakened something ancient and deadly. A gigantic, malevolent scorpion that seemed to be made of stone and crystal uncoiled itself from it’s sleeping place in the rock and attacked the workers, killing three with one swipe of it’s massive pincers. The other six fled the scene, only to have the scorpion chase them down and slay them. The only one left was Phoenyx himself, and he possessed no magical abilities to kill the beast. Cornered, Phoenyx prepared to face his death as the scorpion’s stinger buried itself into the man’s shoulder. He was surprised, after the beast left, to find that he was more than simply alive. He could, for the first time in his life, feel the dark magic stirring around him, along with something else.
When he returned to his authorities he explained what had happened, they only laughed in his face and told him that if he could find the beast and kill it they would believe him. Since then, the legend of Tetsion (the name Phoenyx gave the scorpion) spread to everyone, including the Senate. Shae’Jolon became especially interested in the idea that someone with no prior magical abilities could be granted powers by the beast. He met with Phoenyx and decided that he would help him burrow deeper into the tunnels where Phoenyx claimed he felt the presence of something unique. Finally, after months of searching, Jolon and Phoenyx found Tetsion. A valiant battle ensued, and Jolon killed the creature, taking it back to the overseers of the tunnels who granted Phoenyx the men and resources he’d asked for to further explore the tunnels. Jolon permitted this to happen as long as Phoenyx shared his findings with him.
Finally, Phoenyx found what he was working for. Deep underground was an air pocket of concentrated dark energy and magnificent crystals identical to the ones that lined Tetsion’s shell. Jolon and Phoenyx immediately began experimenting with the crystals. Phoenyx, however, formed a sort of bond or addiction to the crystals. His personality changed, and, eventually, he couldn’t be without them. At night he returned to the room and removed a crystal from it’s place. He fashioned the crystal to a staff to create a beautiful weapon which he kept with him at all times and learned how to current his magic through it. When the authorities discovered Phoenyx’s invention, they attempted to take the staff from him. The man retaliated by killing all ten of them, threatening anyone else to take the staff away.
When Jolon was called to the tunnels where the massacre had occurred, Jolon was both awestruck and impressed. He made a deal with Phoenyx, that if he could find out how the crystal worked, he would not be prosecuted. Phoenyx took the challenge willingly, and discovered that the crystals were, in fact, attracted to magic. They were capable of draining the life and magic from a wielder. It was because Phoenyx did not possess any prior magic that the crystal’s effects were reversed. It was later discovered that the crystals have no effect on wielders from other clans, but can be used to concentrate and contain dark magic unlike any other material. Phoenyx took it upon himself to use these crystals to create the most efficient and dangerous weapons ever designed. That is when Phoenyx, the weapons, wear, and technology company, was born.
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Phoenyx is unique in that it specializes in painful, vengeful, cruel, and torturous weapons and devices (Phoenyx is responsible for the traps set outside Dark Clan territory in case of intruders). A lot of the technology designed by Phoenyx is not available to the public. The crystals from here on out were named Nyxtals, and Senate has, in response to the controversy of the power of the crystals, passed a law that Nyxtal can only be sold to the public in small quantity so that no wielder can possess enough Nyxtal to become dangerous to the clan.
*Lockets and Charms- Phoenyx cuts and distributes small Nyxtals on necklaces and bracelets which can be used as an accessory or as a small source of power for those who require it. Most wielders now carry at least one of these. Even Councilmembers wear them. A few, however, do not support Phoenyx’s controversial rise to power and refuse to support his company.
*Embedding- any weapon can have Nyxtals embedded within it, be it a blade, a staff, or a bow. What’s even more frightening is that Nyxtals can also be embedded into the skin. This can be beautiful and powerful, but it has also killed wielders without the control or training to use Nyxtals properly.
*Nyxtal Arrow-heads- not the most efficient arrow-head in terms of damage and speed, but in the hands of a talented magic-wielder, a Nyxtal arrow-head can be slightly guided by the wielder. Therefore, those who are not the most accurate shooters use Nyxtal arrows to strike small targets such as the neck or eyes.
*Makeup- Nyxtal crystals have been ground into powder which is worn on rare occasion by the wealthy and powerful. Selling Nyxtal like this, however, has become controversial as some have began consuming it in hopes that it will strengthen their magic potential. It does not, but it can still kill by draining one’s magic and life from the inside out. On rare occasions it has mutated the body.
*The Night-Thirster- a specially made short-blade made of Nyxtal. Upon stabbing a victim she (as all of Phoenyx’s weapons are female) tears apart the internal organs with miniscule, jagged ridges along all sides of the blade.
*The Puppet- small Nyxtals are cut and smoothed into pill-sized capsules. They are then forced down the throat of the victim. Seeing as the Nyxtal is attracted to Dark magic like a magnet, it can be pulled, tugged, and torn through the victim’s body.
*Nyxtal Chains- these impenetrable crystals can be embedded into cuffs and chains for which a wielder can prevent the escape of a dangerous criminal, seeing as a strong wielder can control Nyxtal by directing his or her concentrated magic.
*The Raven- a crescent-shaped blade made of Nyxtal built for tearing and gutting. Kitti’s ultimate weapon of choice is a chained, whip equipped with a Ravenesque blade at the end. Because the Raven is made of Nyxtal, it makes the weapon easier for her to control, and nearly impossible for anyone else to use at all.


Lynxwear- focused on stealth and deception, Lynxwear creates light-weight armor and special weapons, traps, and tools for the most talented assassins. These include traditional as well as more advanced whips, chains, blades, knives, knuckles, etc.
Most Lynxwear combines leather with Blacksilk for camouflage and flexibility. Lynxwear is the least competitive of almost all other companies, as no one has designed anything more efficient than Lynxwear.

Ink Note- Responsible for designing some of the most beautiful tools in Dark Clan's existence, Ink Note is known for its sound-oriented creations. For example, the Chord-caller and Chime-towers are Ink Note products.
The Babbler is another well-known Ink Note invention. A small flute-like whistle, if a Dark has reason to believe that opponents are using echolocation in the surrounding area, with a song on the Babbler a wielder can disrupt communication between enemies. However, the Babbler disrupts all communication in the area, including that of allies. It must be used rarely and sparingly or not at all.
The Hush Cloak is Ink Note's groundbreaking article of clothing. Very expensive and difficult to craft (being a combination of commanded rare minerals), the Hush Cloak eliminates all sound around its wearer, being the perfect article of clothing for assassins.
Infinity Strings is Ink Note's only weapon-like tool. Wires wound at the wrists can be released and retracted for a multitude of purposes. They can be used as a whip, a web, and many other things.  
PostPosted: Sat Feb 22, 2014 1:31 pm


Religion


•Darks are typically not religious. While they may be spiritual, they do not maintain many religious traditions.

•In regards to the gods that their counter-clan, the Light Clan, worship, the Darks do not share these beliefs. The Light Clan believes the gods gifted them with magic. The Dark Clan believes that the magic was within them all along, and that there are no gods to thank.

•Darks often view themselves as gods. While this sounds arrogant, they believe everyone has the same potential they do and that it is their right to use the abilities they were born with.


Clan-wide Beliefs


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Individualism- the self is favored over the whole. On a wider scale, the Clan is favored over the realm. Self should try to be as independent as possible.
Gifts are rarely accepted. In fact, they are insulting. All that is given must be paid for, hence the brief slogan “debtless.” The Dark Clan does not participate much in trade. They only do so when they must. Otherwise, they like to live off of their own land.
Individuals are tied to one another only by Dark magic or shadow. Therefore, members do not have last names, nor do they believe in marriage, even though partnerships can be formed. (There are, however, records of bloodlines and relations).
Family does not define individuals, only their individual success does. The one exception to this is that of the care which parents give to their children until they are old enough to leave the home (at about five) and join the Academy where they live and train until the age of 17. Parents may decide to home-school their children, as was the case for Kitti.
Darks who choose the path of the Warrior are typically the most patriotic among Dark Clan citizens as they believe in sacrificing even their own lives for the good of the Clan in battle. While Darks are very individualistic, they also possess a great deal of pride for their Clan.

Opportunism- if there is a chance to strike, one should always take it. This is a side-effect of unhindered ambition. Unfortunately, it does not serve strategy well, as it is impulsive.

Equal Potential- Strive for the upmost potential of each member of its clan. Those who do not try to harness this potential are typically not respected. Members of the Dark Clan believe that everyone has the potential to rise above what is expected of them.

Adaptation- The Dark Clan is incredibly adaptable, as shadows are ever-moving. They are not tied to any specific location or home. However, they do prefer living in the woods or other dark places.

The Value of Two- An old value, (and arguably a defiance of the individualistic perspective) many members of the Dark Clan believe in the concept of a soul-mate. Soul-mates do not have to be romantic interests, they merely imply a partnership, or a bond similar to that of a Wielder and his/her shadow.

Forgotten Power- Dark Clan members refuse to forget. This, of course, compels them to be vengeful at times. (Not all Dark Clan members are vengeful or obsessive over the past).
They also believe that members of the other clans have forgotten the potential to use the shadow inside of them, and over time, have lost that ability. This, to a Dark Clan member, is somewhat of a disgrace to one’s self. It is why they can be unreasonably arrogant at times.

Freedom- It is important, the Darks believe, that there be very little limitation. It is believed that limits hinder one’s true potential. Therefore, very few rules are in place.

Games- Darks love a challenge, so they love games. They can be very competitive, and crave victory. Mind-tricks and riddles are their favorite kinds of games. They tend to be very good at solving puzzles.

“Never Again”- The Dark Clan believes in learning from its mistakes. It adapts new ways of doing things if it believes its original idea was wrong. They tell themselves “never again” to remind themselves never to allow their home to be burn down the way it was. An extension of this motto is “what is already burn cannot be burnt again.”

Diversity- As mentioned, Darks value independent and individual beliefs and ideas. They are open-minded in this sense, even though they rarely change their own ideas. At most they agree to disagree. The only beliefs they do not accept are those that contradict the concept of free-thinking. This is a paradox, and some Darks are more accepting than others.
Sexual diversity- A romantic couple is not necessarily limited to male and female. Bisexuality and homosexuality are never questioned in Dark culture.

Music and Sound- More of a value than a belief, Darks appreciate this art as a form of communication. They are extremely effected emotionally and psychologically by sound and music. It is a way to see and understand things that could not be seen or understood in silence. Wind chimes are hung on trees, and almost all Darks can play at least one instrument.

Fireflies- A symbol of beauty and a metaphor for the idea that all that is light also casts a shadow. Fireflies are caught in jars and orbs and used to light cities at night. Fireflies are preferred over the use of fire. In the forest region of the Dark kingdom, certain elixirs are hung in bowls and jars on trees. These elixirs attract fireflies which cluster around the elixirs. These clusters light up the woods like living torches. They make it easier for travelers to make their way through the woods.

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Common Mottos


•“Debtless”

•“Scars are your stories. Bare them like a book bears its chapters.”

•“All lights cast shadows.”

•“Shadow and soul, bound forever, is the matter of all men.”

•“Adapt, but forget nothing.”

•“What is already burnt cannot be burnt again.” – “Never again.”  

A_mika_A


A_mika_A

PostPosted: Sat Feb 22, 2014 1:45 pm


Breaking Down Shadow Magic


•Dark Wielders ultimately believe that darkness can be found in all things. Everything, from the tallest of mountains to the miniscule blood cells within our veins, can cast a shadow. It is the Dark Wielder’s power and responsibility to use this darkness to their advantage.

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•Darkness is neither good, nor bad. It is simply a force which can be used for all intentions, just as fire can be used to light a candle or burn a city.

•Shadows are believed to be the extensions of the things they belong to. For example, a man’s shadow is an extension of himself. It is a part of him. Without a shadow, to the Dark Clan, one is alone.

•Shadows can grow and live on their own. After a body dies, a shadow may live on, free from their mortal partner. The oldest of shadows have evolved to be and speak like people. Some shadows are spoiled, and act as demons do with insidious intent. Others (such as those which have not yet grown tired of guiding their mortal partners) are kind spirits, like guardian angels. In a sense, shadows are a superior race all their own.

•Shadows take some of a person’s soul with them when someone dies, depending on how closely attached to their shadow someone was. It is this soul that, essentially, allows the shadow to live on.

•The Shadow is the unseen realm from which Dark Wielders attain their power. It is the realm in which shadows live, a world between worlds (almost like another dimension). It is very difficult to communicate with.

•In theory, a member of any clan has the potential to reach into the Shadow, as there is darkness in everything, and everything casts a shadow. Only Dark Clan members, however, have the genes and training to truly comprehend the works of Shadow. Also, it is their blood that Shadow responds to. Rarely will Shadow respond to a member of another clan.

•Dark Wielders have the potential to cast spells or curses (commonly referred to as Commands by Darks). They take a very long time, however, to prepare. It is not as simple as pronouncing a phrase. Commands are, essentially, appeals to the spirits of Shadow. They must be written in blood and burnt. Even then, they may not be granted. Only if a Dark Wielder appeals to the spirits of Shadow does the Command succeed. Even so, the instructions must be perfectly clear and written in near-perfect Darkword, which is the language of Shadow. Otherwise, the Command may backfire.



General Kinds of Dark Clan Members


•Dark Wielder: The most general of titles for a Dark Clan member with any skill in Dark Magic.

Shadow: An Empty (slang): A Dark Wielder who, much like a monk vows away speech, vows away emotion. Only very strong-willed, pure-bred Darks have the ability to do this and it must be done at an early age. Once emotion is done away with, these people believe they can access the magic within themselves, becoming less human and more shadow. They can travel through shadows, appear as a shadow or an empty/ faceless figure, and wield Dark magic. They may also cast spells, summon shadow spirits, etc. They are arguably the most powerful members of the Dark Clan, and they are typically distant and mysterious.
*Kit’Sune (Kitti) is a Shadow

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Traveler: Shadows can be Travelers, but Travelers are not always Shadows. Travelers can teleport through shadows. Extensions of them (such as a weapon or a body part) may also pass through shadow. (This is dangerous, however, because a traveler can lose an arm or, at worst, be torn to pieces, if the shadows they are using as portals are tampered with.) Travelers are useful spies but often work in trade. Traveling is a simple ability which most members of the clan can learn with the right training and access to still shadow.

Senator: Members of the high-council of the Dark Clan. They are responsible for the politics of their kingdom. They are either elected or they inherit their place in the Senate. Darks are not natural leaders, so not many people want one of these eight positions.

Commander: Commanders write and cast Commands. They are brilliant word-smiths, and are usually incredibly intelligent. The oldest, most experienced Sorcerers are often hired for their skills by those who cannot write well. They are also fluent in Darkword.

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Warrior: Masters in all forms of stealth-like combat as well as others. Darks with heavier/larger builds tend to train to be Warriors with skill for field combat. They are stronger than most Darks and can wield an array of weapons.

Assassin/ Spy: Warriors that specialize in stealth. They have small, sleek, builds which allow them to fight in the dark. They are quick, quiet, and flexible, and are very good at misleading or deceiving their opponents. They do not fight well on the field.

Other: Darks can also be teachers, traders, chefs, hunters, prostitutes, black-smiths, scribes, historians, etc.

Seer: Seers can be of use but are not typically respected in Dark culture. They reside on the outskirts of Echo in Smokewoods and practice with hallucinogenics and poisons in order to see visions and communicate with Shadow. Only occasionally do the visions make sense or mean anything.

Spinner: Not as common as they once were in the Dark kingdom, Spinners are Blacksilk artists. They weave the threads and seek them out in the woods. They also live on silk farms within Echo.









Fang: Fangs are vampiric Wielders that live in cults or gangs within Smokewood. They focus on the power within blood, and believe that consumption of one's blood provides them with such victim's powers for a temporary period of time. For example, they believe that consumption of a Fire Clan member's blood with provide them access to fire abilities. They are dangerous members of Dark Clan, and are typically thought of as beasts or creatures. It is uncertain as to whether there is any truth in their beliefs.

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Scientists: Scientists are alchemists, philosophers, and poison experts. The ideal place for a Scientist to live is within Echo where there is access to poisons and other magical sources. Much of what the Dark Clan knows about Shadow was discovered by Scientists and Echoes. Scientists are also responsible for the creation of Black wine and other concoctions of poisons and elixirs with unique effects which are sold and traded.

Echo: Echoes make up the majority of the population of Echo. They practice the art of music and sound as a way to communicate with the creatures of Smokewood as well as shadows. They use flute and harp-like instruments. Basic commands can be cast by Echoes.

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Councilor: A member of the Council and the head of his/her city/region. There are two Councilor's from each significant location of Ash. The Councilors of Ash (the capitol) are the Princess and the Vice which are also Senators.





shadows vs Shadows: Understanding the shadow race


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•Shadows or Empties (spelled with capital letters) are Dark Wielders who have sworn away emotion as well as all things they believe make them human. They want more than to work beside their shadow, they want to be a shadow.

•A shadow, as explained previously, is seen as its own spirit or guard which is attached to a Wielder until he/she dies. Then the shadow is freed from its partner’s mortal binds. Some of its partner’s spirit is absorbed into itself, depending on how closely attached the shadow and its Wielder were in life.

•The shadow is, loosely, its own race of phantomesque beings that make up The Shadow. They grow and learn and adapt for centuries, but they stay within The Shadow. They cannot physically interfere with mortals. The most they can do is refuse to assist their Wielders, but this would be unheard of as the shadows themselves value their partnership.

•The shadows are a mysterious race. Not much is known about them, even to the Dark Clan. They do not only live within the Dark Clan’s kingdom. The shadows reside everywhere, in every clan, as everyone has a shadow. Typically, however, only the Dark Wielders can communicate with them because of the magic in their blood and their limited understanding and acceptance of the shadows’ presence.

•It is believed that the shadows are peaceful beings. Rarely, however, a shadow may adapt a more demon-like spirit. This happens when its Wielder was evil at heart. The small part of this spirit a shadow absorbs is capable of growing. These shadows can be considered very dangerous. They utilize deception with insidious intent to convince gullible Wielders that they are trustworthy. Their sole intent is to destroy with unbiased aim.

•Older more powerful shadows are capable of reaching out to Wielders in abstract, omen-like forms. Some want to help, others want to hurt. It is up to the Wielder to determine if a shadow can be trusted.






Abilities


Traveling- the simple art of transporting one’s form through shadows. It can only be done through still shadows, which are the shadows of non-moving objects. Ex: a Traveler cannot travel into the shadow of another human being. They can, however, use their own shadow as a launching point. This is why most Travelers wear hooded robes.

Projection- a Dark Clan member with training in this art can see through the senses of their shadow. This is done through a form of meditation in which the Wielder enters a focused, hypnotic state. The Shadow is then accessible to them, but it is dangerous to enter, for an inexperienced conscious can become lost in it. Projecting can also allow for direct communication with certain spirits within the Shadow.

Commanding- casting a spell or curse. Commands must be written in Darkword by the blood of a Wielder, then burnt or dissolved. Not all Commands are granted, and can take hours to years to both write and receive a response. It takes a very skilled Sorcerer to Command successfully.

Possession
- the opposite of Projection, very rare, and very dangerous. A handful of Dark Wielders have ever accomplished this. This allows for ones shadow spirit to possess the mortal form of a Dark Wielder. With the two souls combined, near-unlimited power is unleashed. The Dark Wielder can manipulate shadows and summon immense quantities of darkness while in this form.
Similar to a demonic possession, this is dangerous because (as a Wielder gives up his/her body, any shadow can possess it, even malicious ones. A powerful shadow can also decided not to give up its host.)
Possession is extremely draining and has killed its hosts in the past. It is accepted as a sacrificial, suicidal act.

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Dark Manipulation- Dark Wielders who can manipulate darkness typically adapt to their own style of Manipulation. Almost all members of Dark Clan can Manipulate to some extent. In general, Manipulation is the use of dark magic in a way that accesses the force or spirit of Shadow and concentrates this darkness into a physical force. Some can create animal-based figures such as tentacles, snakes, dragons, etc which are representative of their way of thinking and battling. (For example, Kitti can manifest a large feline beast from her shadow. This is the Manipulation she typically battles with. Mika manifests a large Eagle-like bird.) The size and power of the Manipulation is relative to a Wielder's strength and experience. Others can create weapons such as swords or whips and even chains or clothes. Almost anything, with the right training, can be created through Manipulation.
These Manipulations, however, do not last for very long periods of times. Depending on the extent and concentration, the ability could last for a few seconds (a burst of concentrated darkness) or for a few days (a chain of darkness). The reason for this is that shadows are always moving, and can easily be dissipated with bright light. The percentage of concentration also determines the damage this kind of attack will do. A skilled Manipulator can create a sword of darkness which can pierce through flesh and bone as easily as an actual sword.
Manipulators can create more complex Manipulations as a team. For example, if a Manipulator wanted to construct a Manipulation of a dragon, one could put together a team of Manipulators who, with the right blue-prints, decide to bring this idea to life. Of course, this takes a great deal of time, effort, and focus. Darks are not naturally good at working in groups, so this can complicate certain tasks.
A Manipulation cannot leave a Manipulator’s sight, due to the quantity of focus required to create it. A Manipulation can be passed from Manipulator to Manipulator, much like passing an egg between players in a game of egg-toss, but this is very difficult. Anyone could lose focus and “drop the egg,” causing the Manipulation to dissipate.

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Echolocation- like bats, Dark Clan members are built with certain features which allow them communicate with high-frequencies.

Heightened Nocturnal Senses- perhaps the most obvious ability of Dark is extreme night-vision. This can impair their vision during the day or in bright lights.

Nightmare- an ability only used by Shadows, this causes the victim to be trapped in his/her own nightmarish thoughts. The Shadow deprives the victim of visual senses and taps into his/her thoughts. Whatever fears the victim presents to the Shadow at that time will become a Manipulation by the Shadow. One can use this attack to their advantage by thinking of something which can aid him/her in battle, even if temporarily. However, only very strong-willed minds can deflect this attack.

Physical Dissipation- another ability used only by Shadows. Shadows can "dissipate" themselves, or transform themselves briefly into a form-less figure. This allows them to pass through walls and weapons. It does require focus, however. Shadows can only take on this state for a very brief period of time. It is the equivalent of holding one's breath.



Other Skills


•Stealth Combat- Dark Wielders prefer stealthy attacks. They strike when their opponent least expects it, in their sleep, not on the battlefield. They are trained in this kind of flexible, sleek, hand-to-hand combat.

•Precision and Accuracy- Dark Wielders are taught to strike quickly and effectively. They are aware of pressure-points, senses, and nerve-endings, and can do a great deal of damage with nothing but a razor blade. They aim to strike the eyes, the throat, certain arteries, etc. They know how to paralyze a victim and quickly steal an opponent’s senses away.

•Blade Training- Dark Clan members are known for the extremely thin and sharp blades they carry. Some are the lengths of daggers, others are the lengths of swords. They are designed to be simplistic and lightweight. They are not particularly effective against heavy weaponry.

•Trick Training- Darks are masters of deceit. They carry with them weaponized tricks such as blinding powders and smoke that, when used, can hide them or distract their opponents. These tricks are often designed for use in the dark.


Reading Blackword


As mentioned, Blackword is the language used to write Commands. It is the oldest language known to the Dark Clan. Nowadays, its only uses are for Commands and titles.

The apostrophe and the dash are signifiers of Blackword. The syllable count is also meaningful. This ties into the Value of Two. The partnership between a shadow and its Wielder is an ancient value. Therefore, names with balanced or even syllables (ex: two or four) represent this balance. Those that are imbalanced (ex: three) represent disregard for this value. Many Shadows have three-syllable names.

Names of places do not require even syllables as places are not people.

Not all names are written in Blackword at this day in time. Even the current Princess's name, Mika, is written in the New language.  
PostPosted: Sat Feb 22, 2014 1:47 pm


The Black Book: Laws and Limitations of The Dark Clan



1. Within the Dark Clan’s territory, all that is written in the Black Book is indisputable. These laws apply to all who set foot on Dark soil.

2. All laws within the Black Book with the exception of Law Eleven are open to excusal or change if the Senate deems appropriate for a particular situation.

3. The Prince/Princess inherits his/her position through blood relations. If there are no worthy blood relatives of/ approaching age to replace a fallen Prince/Princess, an election is held within the Senate.

4. Senators will maintain rule in the place of the Prince/Princess for as long as necessary to elect a new leader.

5. Senators are elected by the people.

6. After six years, a Senator is replaced.

7. Each year, elections are held. The people may choose to remove a Senator/ Senators if they see fit.

8. A Senator who refuses his/her position without reason will be exiled.

9. Laws broken will result in death or exile.

10. Senseless murder is forbidden.

11. Assassination of a Senator is forbidden and will result in immediate execution.

12. Theft is forbidden.

13. Lack of contribution/ progression towards contribution to society and impairment of society will result in exile.

14. Harm/ impairment of another individual or multiple individuals is forbidden.

15. As members of the Dark Clan, it is expected that each capable Wielder serve, support, and cooperate with the Clan in mutual interest. It is a responsibility as well as a privilege. Visitors in Dark Clan, despite status and authority, must also cooperate with the Dark Clan’s authorities.

16. Dark Wielders who do not agree with or refuse to follow the guidelines of the Black Book may reside, untouched, in Outline. They may not, however, rely on the benefits or protection of the government of Ash. Outliners may rein, undisturbed, over themselves.



*While punishments for even minor crimes can be very severe in Dark Clan, it is not uncommon that people may make bribes and trades as well as other forms of appeals during trial. If they can make themselves useful, the court will return their freedom as long as their deal is kept.  

A_mika_A


A_mika_A

PostPosted: Sat Feb 22, 2014 1:49 pm


Government



The Dark Clan utilizes a form of government similar to that of a Republic Monarchy.

What once was purely a Monarchy has slowly become more democratic over the centuries. Elements of the Monarchy are still maintained as tradition, (for example, the Dark Clan still calls itself a kingdom) but most of the government is very republic.

The Trio: The Prince/Princess, The Senate of Eight, and The Council


The Prince/Princess inherits his/her place on the throne. This keeps strong magical bloodlines at the head of the Senate. The Prince/Princess is paired with a Vice, or a right-hand advisor. This person has the second most control over the kingdom.

The Senate of Eight is a group of highly-qualified officials elected by the Council. The Prince/Princess and Vice make up part of the Senate. Also part of the Senate is a carefully elected General, a Warrior with the leadership skills to lead an army. He/she elects his own officials which are later approved by the Senate. Generals are typically sought out at the Academy.
The Senate is in charge of making the decisions necessary for the progression of the Dark Clan.

The Council is a much larger group of individuals elected from different parts of the kingdom. It takes care of smaller issues within the kingdom and is in charge of most of the decisions regarding the Academy. It also decides whether an election for a new Senator should take place each year.

Law-enforcement is achieved through the form of mafia-type groups which have made legitimate deals with Council members in their area. In return for peace Houses (as they are called) are given wealth, power, and information. Oddly enough, these mafias are typically run by families and are known by their family name. Each House responds to crime differently. One may be vengeful and cruel, another may be forgiving. Each is dangerous in their own way, and they are typically left alone by authorities as long as they keep the streets safe and do not blatantly break any laws themselves.

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Houses


Which House Would You Belong To?


The Spade House- The Spade House, with the motto “Power Immortal” is contrived of the most talented and dangerous assassins of their time. Dedicated to eliminating criminals that compromise the strength of Ash, the Spade House kills its targets quickly and effectively in their sleep with a slit throat. The Spade House typically only targets the most dangerous criminals such as leaders of rebel gangs or bands of thieves. Spades are most hateful of thieves or anyone who attempts to gain power and wealth that they have not rightly earned. Spades often live a life of luxury and elegance. But one can be certain that, if a Spade is wealthy, he or she has earned those spoils. It is an honor to bare the Spade name.
Spades are also dedicated to improving themselves. Not for a second do they believe their success signifies their end. In fact, they believe they must defend their right to possess their lifestyle by keeping up with their training and benefiting society. The Spade House is quick to exile members who refuse to continue their work. Notable members are Kit’sune, the Vice of the Senate.

The Spear House- With the motto “Freedom Pursued” the Spear House is dedicated to the concept of absolute freedom and targets those who violate that right in others. One of the largest and least exclusive Houses, the Spear House deals with its affairs through duels. Criminals are forced to fight against members of the House for their freedom. If they win, they may leave “unharmed.” If they lose, they die. Their affairs are typically not well thought out and are occasionally destructive, but all is done for the right intention.
Despite their methods of dealing with criminals, members of the Spear House do not compromise their beliefs. Many of them are good, friendly, patriotic people who only want the best for Dark Clan.

The Clove House- Based on the motto “Respect Alone” the Clove House places the value of respect, especially for authority, above all else. The Clove House also values family, which is why most of the Cloves are extensions of one blood line.
The Clove House is also one of the most brutal of Houses. According to the Clove House, “if you disrespect us, we disrespect your corpse.” Bloodied bodies are occasionally hung from buildings and displayed to the public in other humiliating ways. One of the problems with the Clove House is how personally it takes its business. Cloves often do not distinguish between disrespect and actual criminal activity and have been known to plant evidence in order to kill someone.
Aside from their brutality, the Cloves are extremely loyal and have never failed to fulfill a debt or a promise, making them the perfect ally.

The Glass House- Bearing the motto “Vengeance Granted” the Glass House is dedicated to justice, vengeance, and redemption. For a heavy price, members of the Glass House will assassinate someone as long as they believe this person is worthy of death. They have few rules which apply to their targets. For example, they will not kill a member of their own house or a Senator. They will not hesitate, however, to kill a member of another clan, especially Fire or Wind.
The Glass House is one of the most vengeful and patriotic Houses, determined to go to war with Fire and Wind Clan. The Glass House does its work in clandestine (as ironic as that makes their name). They do not show their faces, hiding behind black masks. They typically do not have to seek out targets when so many people are seeking them out as hit men. It is nearly impossible to track a murder back to a specific Glass House member. They pride themselves on their untraceable kills and manipulative, clever character. They are extremely good at making a death seem accidental. Most other Houses do not trust the Glass House due to their mysterious nature. This isolates them, but they like it that way.

The Blood House
- One of the newest and most controversial Houses, the Blood House is made of retired criminals who had to steal to survive. Located exclusively in Snakehood with the motto “Power Absolute” the Blood House targets wealthier members of the impoverished community who they believe have taken advantage of the law in order to benefit their own selfish gain. They intend to restore Snakehood by proving that they are equally as powerful a force to be reckoned with as the Spade House. Determined, passionate, and strong, Bloods have a will of steel and refuse to be stopped. Bloods are respected among their community for fighting in the name of the people to get back what was taken from them. However, they have quite a few enemies throughout the kingdom.
The Spade House despises the Bloods, and many speculate that a war will soon ensue throughout the Houses. More than that, they believe the Blood House stands a fighting chance against the Spades, and that their allies will determine the victor.

The Ink House- The Ink House is an idiosyncratic House located throughout the kingdom. With the motto “Liberty Speaks” the House is dedicated to bringing information and knowledge to the kingdom as well as preserving it. Inks believe that communication is true freedom and power, and because of that they have revolutionized communication between Senators, Council members, and Houses. They strive to obtain truth and believe that the people deserve to have it.
Rather than kill people in order to preserve peace, the Ink House publishes journals and newspapers throughout the kingdom, keeping the public informed. They soon discovered that whoever was mentioned in their paper could either become a hero or a villain. Occasionally, as soon as up to a few hours after a name is published, that person is killed. This makes the Ink House an extremely powerful force. In other words, the pen is mightier than the sword. Whoever is in good relations with the Ink House is typically in good relations with the people. No one dares to be on the Ink House’s bad side.

The Vex House- A modern House made of weapons enthusiasts, scientists, and engineers, the Vex House sprung up shortly after the construction of Under Ash. They are located there as well as in Ash. Through the motto “Evolution Conquers” the Vex House is dedicated to the progress of Dark Clan, putting no individual before the whole. Technology is extremely important to the Vex House, and they are known for their inhumane murders of criminals in order to test the tools and weapons provided to them for experimentation by anonymous sponsors. Intrigued by Nyxtal technology, the Vex House possesses some of the newest weapons and body modifications available.
It is a misconception that the Vex House is incapable of doing any damage without the help of their technology. However, those who have seen, first hand, the work of the Vex House know that it is not the technology that makes them terrifying, but their minds.

The Snake House- The Snake House, with the motto “Life Perseveres” is one of the most beloved Houses. They reside almost exclusively in Smokewood, taming beasts, studying wildlife, and killing those off who threaten it. Their weapons are their animal allies as well as homemade spears and bows. They possess vast knowledge of the Dark Clan’s ecosystem and present all the knowledge they can to others in their travels. Of all the Houses, the Snake House values life the most. They swear only to kill those who deeply threaten the ecosystem. Fangs, people who hunt ancient animals in order to drink their blood, are the Snake House’s ultimate targets. Other criminals are simply brought to the Prisons to be dealt with.
Notable members are Blithe in the Senate.



The Old v The New and Other Internal Disputes


There are three major political groups split within Dark Clan: Advocates of the Old, Advocates of the New, and The Shade.

Advocates of the Old: Those who belong to this faction are typically older members of society or have been raised in places where this belief is prominent. These Dark Clan members believe that, due to the quick rate in which Dark Clan evolves it’s technology, wielders are slowly losing touch with spiritual energy and shadow magic. This group has been in existence for centuries, and has only grown since the war. It’s common belief that Dark Clan was defeated due to it’s abandonment of the old traditions.

Advocates of the New: Much of the younger generation, including the Senate, believes that Dark Clan can successfully maintain it’s touch with Dark Magic while adapting their lifestyle to be as efficient and advanced as possible.

The Shade: The Shade, made of Shadows and their supporters, is a branch of the Advocates of the Old.

The Increasing Population of Empties- Shadows or Empties, as they are derogatively called, have been slowly rising in power, status, and quantity since the war. They are extraordinarily powerful, and to most outsiders they embody what Dark Clan is built on. However, many clan members see Shadows as political extremists who will eventually be the downfall of the clan.

The Danger of Fangs- While Fangs make up a small cult within Dark Clan and tend to keep to themselves in the forest as long as no one wanders into their dangerous territory, most Dark Clan members believe that the Fangs need to be exterminated. The Senate would most likely be attempting to solve the issue if it weren’t for the greater threat of Wind and Fire Clan. For now, the Senate is leaving the fate of the Fangs up to the Houses.

The Corruption of the Houses- Ever since the Houses came to power, the people who live near them have felt uneasy. Because the law is blurred within a House, dozens feel as if the law is being corrupted. However, the majority of Council members feel that the Houses do more good than bad.

The Young Princess- Mika was six when her sister and leader of the Dark Clan was killed. While Mika had already earned a great deal of experience in fighting and magic usage, (considering the fact that she is magically gifted,) many believed she was not ready to take the throne. However, two years after the war ended, (with the help of newly elected Vice,) Mika made her first decree, to rebuild Ash and continue building Under-Ash. This earned her the support of most of Dark Clan, who were beginning to see Dim in the young leader. However, some still think Mika will not be able to defend Dark Clan if Wind or Fire chooses to attack again.



The Senate's Revenge


In response to the devastating outcome of the war, the Senate immediately began working on rebuilding the kingdom as well as constructing a more successful defense against their opposing clans: Wind, Fire, and Thunder. Although a treaty was signed, Dark Clan remains uneasy, fearful, and (most of all) vengeful. If given the opportunity, it is strongly believed that Dark Clan will retaliate against their old enemies. Shadows especially reject the idea of peace between the clans. They believe that Dark is powerful enough to redeem itself in the eyes of the world, and that, if they do not redeem themselves through combat, they will be seen as weak by the other clans. This controversial idea has earned the Shadows a great deal more popularity and support than they once had before the war.

Construction of Under-Ash as well as re-construction of Ash resumed after the war’s end. Due to the work Dim had put into advancing the kingdom, this construction moved relatively quickly and smoothly. Commanders from all areas of Dark Clan came together to help strengthen and secure the underground kingdom. In the future they hope to discover new resources which can be used to progress the clan further. Not only that, but the walls of Under-Ash are moist with the mist of waterfalls, as water pools of unrecorded depths are abundant in Under-Ash. This would make decimation through fire nearly impossible.

The war was one of the best things that could have happened to Dark Clan’s most progressive weapons companies. Now, more than ever, new weapons built for defeating Wind and Fire Clan members were in demand. New arrows were designed to move accurately through defensive bursts of wind. Commanders became black-smiths’ most useful tools, as they would fire-proof weapons for a quality payment. New long whips were constructed specifically for pulling Wind Clanners out of the air, and traps were build intentionally for the poisoning and mutilation of Fire Clanners who step too close to Dark Clan’s borders without permission. Not only that, but a new kind of arrow was developed for use against a Thunder Clanner’s lightning magic. If a bolt of lightning is directed at a soldier or object, this arrow may be shot towards the bolt. If collision is made or if the arrow comes close enough, the material which the arrow is made of will attract the electricity, stopping it in it’s course or weakening the attack.

One of the biggest projects after the war was a series of towers built around the clan called Chime-Towers. Because Wind Clan members use sound to communicate and therefore have magnified hearing, strategist and General Cypher (who had witnessed Wind Clan in battle) designed the towers to emit piercing, high-pitched waves of sound in a desired direction, specifically upwards, therefore creating a sort of force field against Wind Clan members intent on striking from above. While the towers are still in construction, Cypher has designed a competition among weapons and armor companies. The task is to create something for Darks to wear in case the Chime-Towers are activated (seeing as Darks also have magnified hearing.) This device must block out the sound of the towers without impairing the senses or taking up too much space on a Dark’s head. So far, attempts have been made. But no one has created anything particularly useful yet.  
PostPosted: Sat Feb 22, 2014 1:52 pm


Cities and Places of Importance in Ash



Ash- the capitol (Ash is also used to refer to the Dark Clan’s kingdom as a whole)- the largest, oldest, wealthiest place in all of the Dark Clan’s land. It was the first city built after the start of the New age and is located at the edge of Burntland. It is a center of trade, life, culture, ceremony, and government. The Senate’s Tower is located here.

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•Ebon’ite- the second largest city in Ash. It is the one city that kept its Old title from the kingdom before the War. The Academy and its training ground is located here. The largest transportation station is located here.

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Dim- A very small, sacred city located at the edge of Smokewoods. It is dedicated to the former Princess. Dim contains a small temple used for the constructing of Commands. Princess Dim was known for her skills as a Commander and her appreciation for the art.

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Burntland- the Dark Clan’s old kingdom, burnt to the ground by Fire and Wind. Burntland serves as a decent defense against conflagration, as what was burnt once cannot be burnt for a second time. Fire will not spread over this land.

Cursedlands- the land returned to the Dark Clan by Wind (Kilk). It is used for trade, some ceremony, training, etc. It will not be used for residential purposes until the Dark Clan earns it back.

Smokewoods- The woods surrounding the Dark Clan’s new kingdom.
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•*Outline- The lands on the other side of Smokewoods given to members of the Dark Clan who choose not to abide by the Black Book or are exiled from Ash. Outline maintains its own rules or lack-there-of.

Echo- A city at the center of Smokewood. It is not a particularly safe place to be, as it is home to many dangerous people and creatures. People do not travel to Echo unless they have a friend in Echo. Silk farms are located here, and most poisons and elixirs are bought here. At the edge of Echo is where the Seer's community is. Most Wielders do not respect this part of Echo, as its residents are in a state of high most of the time.
Echo is known for its deceptive beauty. It's buildings are spiraling trees, wound together by Echoes' sound magic. The treetops are covered in Blacksilk and web which camouflage the city from above. It is impossible to know the time in Echo due to the presence of Blacksilk. Those unprepared to travel to Echo may go mad.

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Snakehood/ Snake- Snake is arguably as dangerous as Echo, but for different reasons. It is home to a community of lower-class members of Dark society. Located in Snakehood there are brothels, clubs, bars, casinos, etc. Those who live there are typically more community-centric than other members of Dark society. They share housing, food, etc and welcome all who visit their gritty little world.

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Shade- The Temple of Shadows. This is where Shadows train, meet, and occasionally live. It is a mysterious place. Those who are not Shadows cannot enter as there are no doors, windows, or other forms of access. One can only enter by Physical Dissipation.

The Prisons- Another small detail Darks pride themselves on is their uncanny ability to express torture as a form of art. While most punishments end in exile or death depending on the crime, there are no laws against torture on prisoners, as inhumane as it may be. There are currently two major prisons in the Dark Clan: North Hold and East Hold. Trials are held in prisons as well as in the capitol of Ash. Small crimes typically do not result in trial as long as a successful bargain is made. It is uncertain among criminals whether a trial is ideal, however. If a crime is being resolved by a House, chances are it will end in a great deal of pain for the criminal. If a House believes that a crime is too large for them to deal with and transports a criminal to a Council member, the criminal may be killed or exiled.
Prisons are designed expertly so that a prisoner has a shot at freedom. It is Dark Clan’s belief that one earns their success as well as, in this case, their freedom. Therefore, if a criminal is successful at escaping alive, they will not be pursued. Instead, they will be labeled as dangerous while free, commonly known as “DWF.”
At twilight, the magic veil which is cast over one side of the prison (the side most cells face) is lifted. Prisoners may then attempt to leave their cells in search of safety. At sunrise, the veil will be placed back over the prison. This all seems very easy, but prisons are located within the Smokewoods. Without any tools, it is nearly impossible for one to escape the woods alive, especially at night.
Particularly dangerous criminals or prisoners of importance are held deeper within the prison and are not given the option to escape.

Under-Ash- The pride and glory of Dark Clan is the underground city known as Under-Ash. Years before the war, Dark Clan began a massive project many believed was impossible. They began constructing a second underground kingdom. It was intended to be twice as large as the first kingdom, and it would cater to the mastery of dark magic, seeing as it would be veiled in darkness at all times of the day. Under-Ash was initially designed in order to appease advocates of the Old ways of Dark life, who believed that the Dark Clan was abandoning its spiritual roots and would eventually lose touch with it’s precious magic.
The project was, of course, interrupted by the war. Multiple tunnels collapsed, and years of work was destroyed. However, upon receiving her right to the throne, Mika’s first command was to continue building the tunnels. She insisted that Under-Ash would be their key to victory in any war to come. This earned Mika a great deal of support, despite her young age. Now, only a few years later, Under-Ash is rebuilt and still growing faster and more magnificent than ever imagined.
The Academy is considering building a second location in Under-Ash, and many have already started moving into certain residential areas located in Under-Ash. Certain companies have begun mining and exploring the area, searching for artifacts and minerals which may advance Dark technology further.

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A_mika_A


A_mika_A

PostPosted: Sat Feb 22, 2014 1:55 pm


The Academy


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•The Academy is the largest and most esteemed educational system in Ash. It trains its students in the art of Dark magic from the age of 5-21. The Academy’s goal is to guide its students to greatness, whichever path they choose to take.

•The Academy offers housing for its students until they reach the age of 17. Students are not forbidden to leave campus or see their families, but students must also sign the school’s contract in agreement of its set guidelines.

•Parents can choose not to send their children to the Academy. Instead, they may homeschool their children or send them to a small, private-owned institution.

•The first few years at the Academy are dedicated to teaching the history and values of the Dark Clan as well as those of the other Clans. To be a successful asset, it is believed that it is important to know of the rest of Sayari. This education is valuable.

•Dark Science and the Understanding of Dark Magic is also taught within these years. Mastery of shadow magic stems from a quality understanding of it.

•An introduction to Blackword is taught within these years as well. It is the student’s choice, later on, to follow through with education of this ancient language. Those who want to be Commanders often choose this path.

•Physical education is valuable at this time as well. Students learn endurance, balance, and mastery over their bodies which will become important later in their training.

•By the age of twelve, students have begun experimenting with their own potentials. Simple abilities such as echolocation are often mastered at this point.

•Ages twelve-fifteen are the richest ages for magical development. Students lean towards their individual fields of choice.

•After age sixteen, it is common that a student know their path and can be considered Wielders. The kinds of magic studied slowly advances with the student.

•After age seventeen, students learn to fight. Because the Dark Clan’s citizens are also its army, all students must have fighting potential. Students are introduced to weapons and taught how to use them well.

•There are few required classes past age eighteen. Students are expected to keep their physical training sharp.  
PostPosted: Wed Feb 26, 2014 9:55 am


Concept Map of Ash


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A_mika_A


A_mika_A

PostPosted: Mon Mar 03, 2014 3:53 pm


Creatures of Smokewood
Significant Flora and Fauna


Animals in dark clan range from stunningly colorful and beautiful to terrifying and deadly. All of these animals are equipped to live in Smokewood due to camouflage or natural weaponry. Some creatures, while they may appear beautiful and harmless, are actually poisonous enough to kill with a single swipe of their claws.

Blackmoths: A species of moth believed to be the animal responsible for Blacksilk. They are invisible, however, and considered to be myths by many.

Fireflies: Used as a light source.

Bats: A large abundance of vampire bats reside in Smokewood. They are relatively harmless.

Atlas Bats: Much larger versions of ordinary bats.

Deer and rabbit: Often hunted for food.

Fox and wolves: Can be domesticated and used for searches and hunts, especially by Echoes which may communicate with them through sound. Wild wolves are, of course, dangerous.

Elk: Tamed and ridden in place of horses.

White Elk: Very rare and very beautiful. The White Elk’s coat is pure white. It is believed to have magic healing abilities, but this is not certain. Sadly, Fangs hunt White Elk. There are groups of Wielders that seek out White Elk in attempt to protect them.

Shadowflies: A pixie-esque combination of wasps and spiders, these malicious little creatures are known for their incredible web-like structures and lethal stings. Their webs are very strong and can be harvested and used as architectural support, especially in Echo. They also reside in hives at the tops of trees. However, not many dare seek out these hives. The stings of a swarm of Shadowflies can kill even the strongest Dark, and the bite of one single Shadowfly will paralyze a Wielder for several hours. The purpose of this paralysis is due to the agreement between the Shadowflies and the Trees. Shadowflies dislike fireflies, so many Wielders use fireflies to keep Shadowflies away.

User Image Trees: Trees, at dawn, may walk about the forest and feed on the lives of those stranded at night, hence the red tint in the veins of their leaves come morning. The Shadowfly’s paralysis prepares victims to be consumed by the Trees. In return, the Trees allow the Shadowflies to build their hives in their branches.

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Moon Cat: A shape-shifting succubus, this creature will take the shape of a beautiful nymph-like woman or man. It will draw its victim to its cave and keep him/her there forever until he/she dies. Because Moon Cat’s live forever, they are trapped in a loop of death and desire. They watch their possessions wither away and die. When not in human form, these creatures look similar to black panthers or large cats, very sleek and beautiful, but also very dangerous. They are not completely animalistic, as they care deeply yet selfishly for their captives. Some victims grow attached to their captor over time, others commit suicide to escape.

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Adler: Adlers are another form of shape-shifting nymph. Aside from Basilisks, they are the oldest species living in Smokewood. They cannot reproduce, but they can take on the body of another living thing. They are called Adlers because of their ability to literally shed their skin like a snake. Adlers target and study their victims for months to years until they feel prepared to take their place in society. More often than not, Adlers possess a host without anyone noticing. They kill or imprison their victim and simply step into their shoes until they are bored of that role. Then they move on to their next target.

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Basilisk: Basilisks are the cousins of dragons. They do not share the magical capacity that dragons do, nor can they fly. However, Basilisks are incredibly poisonous and their skin is nearly impenetrable. There are three living Basilisks in Smokewood. Basilisks sleep for ages at a time, waking only to feed or in case of danger. They live in caverns and caves, typically. Basilisks are incredibly intelligent. They speak almost all languages, even the ancient ones. Their memory is unparalleled. They never forget a voice or a face, except in the case of the Blind Basilisk who can only recall voices. One can easily reason with Basilisks. They do not consider Dark Wielders to be threats, as they have lived side-by-side for ages. They appreciate compromise and deal-making. However, Basilisks can be vengeful. If one harms the large serpent, the Basilisk will inevitably retaliate.

User Image Hiraeth: Hiraeths are sirens that live in the swamps and lagoons within Snakewood. They mean no real harm. All they want is to eliminate the avaricious loneliness they feel by drawing travelers into their embalming waters. Once engulfed, a victim becomes trapped in the nostalgia-inducing water for all eternity, reliving their most emotional past experiences.

Whisper: Whispers are ordinary forest animals which have been possessed by demonic shadows. Some ordinary animals may also be mutated by dark magic, enhancing them physically and mentally.

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Children of the Hours: Every few decades a strange, powerful, unnamed beast will appear in Smokewood. These beasts are never the same as the last, and are rumored to be the brain-children of powerful dark-wielders, born from a wilder's subconscious during sleep. However, no one is really sure where they originated as they are one of a kind. Therefore they are given their own names based on the time of day first spotted. Historically, Children found and slayed include:
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Son of Twilight
Daughter of Dusk (Slayed by Xyn'Lit)

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Aesthetic/ Domesticated Animals


As mentioned, some animals in Smokewood are beautiful. A small percentage of these are easy to tame or domesticate for the sole purpose of companionship. All animals have other uses upon being tamed. For example, winged creatures may be able to transport information in the form of letters. Others lay eggs which are edible. Some secrete antidotes rather than poison. Many wealthy members of Dark Clan have domesticated animals by their side. They are also popular among children, especially young children living in Echo.

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PostPosted: Thu Aug 28, 2014 7:29 pm


Relationships With Other Clans


Allies
Water- Dark Clan is loosely allied with the Water Clan. The two clans are open for trade and maintain a thin relationship after the fall of Dark Clan during the war. Some in Dark Clan believe that Water Clan could have done more to aid them during the battle, but many clan members have forgiven Water Clan’s distance due to their support in the aftermath of the war. Dark Clan has access to a Dark Armada located in Water Clan for transporting people and goods via sea.

Earth- Earth Clan is Dark Clan’s strongest allies, as most of their trade is with Earth Clan, and most of their stronger armor was forged in Earth Clan. Earth Clan members are warmly welcomed into Dark Clan, especially with regards to their useful merchandise. Dark Clanners train with Earth Clanners in order to familiarize themselves with the foreign fighting style.

Neutral
Star- Dark Clan maintains a neutral position with regards to Star Clan. They are mildly curious about Star Clan magic due to their relationship with Light Clan, Dark Clan's neighbors.

Light- Light and Dark have always been oddly entwined, as much as the two clans disagree with each other’s way of life. After the thousands of years, Dark and Light have settled into a mutual distant relationship, that of an “agree to disagree” type of respect for one another. Dark Clan rolls its eyes at the Light Clan’s conservative preaching, but it is also aware that Light Clan would not allow for Dark Clan to be destroyed as it would offset the balance of their world.

Enemies
Fire- During the Great War, Fire Clan provided Wind Clan with the means to decimate Dark Clan’s forest. Because of this, Dark Clan believes that Fire Clan is the most threatening of their enemies. Dark Clan is less capable of defending themselves from Fire Clan, as most of their world is built from wood. Their abilities are also not suited for battle with fire. It is because of this fear of Fire Clan’s abilities that Dark Clan is most focused on subduing or destroying Fire.

Wind- While Dark Clan feels less threatened by Wind Clan’s power, there is a brimming hatred in each clan member’s heart for the Wind Clan, especially because it is known that Wind Clan has Fire Clan as an ally in the event of war. This hatred is severely stronger than the fear of Fire Clan, but it is typically agreed upon that it is impossible to act on without first eliminating Fire Clan as a threat. Being placed in this state of helplessness by Wind Clan contributes to this vengeful hatred.

Thunder- Due to Thunder Clan’s alliance with Wind and Fire, the clan is considered an enemy to Dark Clan. Dark and Thunder also share bad blood due to quarrels in the past over technology.  

A_mika_A


A_mika_A

PostPosted: Sat Sep 06, 2014 2:16 pm


Ceremonies of Love, Life, and Death


There are three kingdom-wide ceremonies in Dark Clan.

Union Ceremony- While this ceremony is held between individuals and those who know and are related to them, it is lively, beautiful, and respected among Dark Clan. Due to Dark Clan’s Value of Two, when two people are united romantically during a Union Ceremony, they are assuring one another that they have found their other half and are now bound before their friends and family. Union Ceremonies do not imply that these individuals must live together or be monogamous. Rarely do people who are united break the union, and it is certainly not expected of any member of Dark Clan to take part in a Union Ceremony with anyone unless they are absolutely certain.
- The two people being united wear their nicest blacksilk and meet at a local temple where a commander conducts a simple command using a drop of blood from each partner. An instant after the command is cast, family and friends witness as each partner is severed momentarily from their shadow, which fades and returns in a flash. During this moment, the two being united act as each other’s shadows, completing the other. As soon as their shadows return, the ceremony is over and the two celebrate their union with blackwine and music.

Advancement Ceremony- Advancement is the term used when Dark Wielders graduate the Academy. During this ceremony, Senators and Council members seek out talented young wielders.
- Graduates have the opportunity to showcase their skills through a massive presentation. There are sparring battles and art show-cases throughout the night, and those lucky few are approached by authorities with a position for them on the Council.

Shadow Ceremony- Similar to a funeral, Dark Clanners honor the death of those they love during a Shadow Ceremony.
- The body is transported to a local temple where the body, a simple vessel for the soul, is burned in the fire. This frees the shadow from the corpse where it takes its place among the guardians in the Shadow realm.  
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