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The World
Xiban is home to many species, each with distinct territories, rites, and rituals. It was once believed decades ago that the bloodlines of each race should remain pure. That everyone could find their soulmate without looking outside of their species. However, as time passed, times changed. Everyone's worlds expanded beyond simple trades among species. Their world grew fast, and change unsettled most of the older folks, who were stuck hardcore in their beliefs.
Unrest grew as younger generations began to rebel against their parents' wishes. Self-proclaimed leaders twisted tragedies into fuel, pointing fingers whenever a trade soured or a life was lost. And as most do when their children are in danger, people flocked to fight.
Dragons, Emberkin, and Dwarves were at each other's throats! Elves and Spirit Contractors couldn't stand the thought of sharing similar powers. Bad blood brewed between the Shifters and both the Vampire clans. However, there was a whole different inner conflict among the Bloods and the Emopires. Meanwhile, Aeriths and Merfolk accused each other of predation. Birds eat fish, fish drown birds. An eon-old problem none wished to admit was foolish to hold onto.
Soulmate Info
In the world of Xiban, soulmates were historically found within one's own species, a longstanding tradition. However, as time progressed, it became increasingly common to find soulmates outside one's species. This sparked a new fear: hybrids. Yet, this fear proved unfounded. Those who found their soulmate outside their species and had children discovered that the genes typically split between the offspring. They were either one species or the other, but never both.
Yes, this means there are NO HYBRIDS! -
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Weather & Seasons
Xiban holds the four normal seasons: Spring, Summer, Fall, and Winter. There are 100 days to each season.
Date format Example - Day-SeasonYear
The seasons are slightly different depending on the region you are in.
Enchanted forests/Woods
Spring thrives, Summer is bearable, Fall is crisp, and Winter is still. It seldom will snow in these regions, even is it cools down, it never dips into freezing.
Volcanic regions
They don't see rain very often, and they have very few normal plants that survive. Winter is like a warm summer, while summer is boiling for any species that's not emberkin, or a fire/light dragon.
Water regions
Tend to have moderate weather; the waters never freeze, but they can get icy. They do tend to have way more rain, though.
The skylands
Surprisingly warm. During the winter, the winds can get chilly, and in the spring, they can be overwhelming to weak fliers. Summers are laid back, and Fall is fair.
Mountain regions
At high elevation are bitterly cold during the Winter and Fall, while Summer and Spring are temperate. The lower sections of the mountains are a mix of the other regions surrounding them. The closer they are to volcanic, the warmer it is. The closer they are to enchanted woods, the more normal it is. -
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The Institute
Location: Centrally located to be accessible to all species.
Description: A sprawling domain with a variety of buildings, including apartment complexes, training areas, a medical wing, a grand library, and several specialized gardens. There is also a large lake and river that flow between the assortment of buildings, with bridges covering the gaps. The institute's land encompasses a small mix of all territories, creating a place where all species can feel at home.
Law & Agreement
Juniper and Alex were well known as the saviors of the weak. They often rallied others to help defend species of all kinds. Why? Because there had been enough loss! In their time of travels, they made friends and foes of many kinds. However, those friends heavily outweighed the foes.
Their vision began in Festivia, the largest cross‑species market in Xiban. Even during the worst years of conflict, Festivia remained a bustling hub of trade, culture, and uneasy peace. It didn't take long for others in Festivia to agree that the lands could be used for something greater.
Juniper purchased the land with the many jewels and gold she had earned or discovered throughout her journeys. Once she retained the rights to the lands, Alexander used his connections with a dwarf and an elf to commission special engraved stones to form a protective barrier around the main structures. Juniper worked to make sure the building was fully repaired and refurbished, ensuring the adaptive enchantments placed upon the apartment complexes ran smoothly.
Laws were placed within the lands, an extension of Festiva's own rules.
* All arguments would be handled in a civil and respectful manner.
* If conflict becomes unavoidable, those involved will be removed and banned for an allotted time by magic wards. Until safely resolved.
* No species shall be discriminated against within Institute grounds; all are equal under its protection.
* Weapons may be carried but not drawn without cause; misuse results in immediate removal.
* Magic must be used responsibly and never to intimidate, coerce, or harm another resident.
* There are training sessions, which are used to learn, not harm. Intentional ill will towards another will result in removal for an allotted time.
* The safety of the Institute's residents takes priority over personal disputes.
Housing Arrangements
Exciting times ahead as you move into your new co-ed housing setup! To keep things interesting, I'll use a random selector to determine your destined roommates. I'll do my best to make sure none of your characters end up sharing a room with each other.
Room Layout
Each room will accommodate four individuals, and here's the magical twist: the rooms adapt to the needs of their residents! Imagine your bed morphing into a pool of water for merfolk, or windows expanding so winged characters can freely take flight. Each apartment features:
* Four private bedrooms
* A small yet functional kitchen area
* A cozy living room
* A simple dining space
* Two spacious bathrooms for all to share or be divided among your roomies.
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Species
Dragons
Territory Location: Elemental Mountains to the East of S.I.
Description: Majestic mountain range with peaks that reach high into the skies. Most ice and air types live in the highest regions. Lower, you'll find many lairs are carved into the mountainside. Lower still, the mountain spirals down into an open plain of grass and trees, the location for land-type dragons. There is a waterfall and a river that cuts through the center of the mountain range. It pools into a large lake on the outer edge. That is where most finned dragons reside. Southeast dips into Emberkin territory.
Dragon Types
Winged - Dragons with any kind of wings, scaled(reptilian, feathered(bird, or velvety(butterfly
Finned - Serpent-like body with long, flexible forms. Or a traditional dragon body with actual webbed-like fins and special webbed wings, not meant for flying, but cutting through water.
Land - Wingless/finless dragons, but have immense strength and are highly capable in camouflage.
Emberkins
Territory Location: Volcanic Ridges to the Southeast of S.I.
Description: Rugged and fiery landscape with active volcanoes, flowing lava, and ashen plains. The Emberkin live in fortified settlements built into the volcanic rock.
Species Description: Human-like beings with bat-like wings and horns, and a tail. Their skin usually ranges from deep reds, purples, and ashen grays with powers over shadow, fire, or illusions.
Dwarves
Territory Location: Industrial Fortress to the Northeast of S.I.
Description: A fortified complex carved directly into the mountainside. From the outside, it resembles a blend of ancient stonework and modern industrial might: towering metal gates seal them away from strangers. Inside is a labyrinth of workshops, forges, research halls, and living quarters.
Species Description: Human-like beings that are short and more muscular. Usually highly focused and purpose‑oriented, with the most advanced technological structures. They retain magic in crafting magical artifacts and metals; some can even form force fields. They are the main creators of the fancier tech you see across Xiban.
Shifters
Territory Location: Moonlit Meadows to the South of S.I.
Description: A mix of open fields and dense woods, with diverse wildlife. Their homes are mainly ground-level and have enchanted doors and windows, allowing them to open automatically regardless of the form the shifters are in. Some live within large housing complexes while others prefer the more secluded single-family homes.
Species Description: Beings who can shift into different animals in a bipedal and quadrupedal form. These can be canine, avian, feline, equine, or aquatic. They also have a connection to the world itself, holding nature, sun, and moon-based magics. They are able to speak to the animal associated with their kind. Choosing a shifter gives you a very wide scope of creatures; you can be any sort of normal creature. All shifters have magic shifting abilities, so their clothes are never damaged.
Powers Explained
Keep in mind, your character is not allowed to have all of these power examples. You can select two...otherwise you'd be rather OP. The heating cooling lamp bit is more of a joke...and wouldn't truly be considered part of their powers but more a body temp kind of thing.
Sun Magic - The magic of light, vitality, and restoration. It is warm, radiant, and can be overwhelming in its intensity.
Examples: Healing, Blinding flashes, or beams of light, enhanced physical traits, or stamina, warding off darkness and curses, or being a heating lamp(
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Moon Magic - The magic of intuition, illusion, emotion, and subtle manipulation. It is cool, fluid, and deeply connected to the moon's cycles
Examples: Illusion or mirages, calming emotions, or dream manipulation, shadow walking/teleporting, and soul healing instead of physical healing, or a cooling lamp(because why not!).
Nature Magic - The magic of growth, life, and the natural world. It is grounded, nurturing, and sometimes wild.
Examples: Pant growth, no restriction on animal communication, purification, toxin/poison/venom immunity, drawing energy from Xiban, camouflaging with ones surrroundings.
Aeriths
Territory Location: Floating Sanctums to the West in the sky above S.I. and Mystic Waters(Mermaid terriory
Description: Floating forests with towering ancient trees. Most villages are built high in the trees, connected by rope bridges for those unable to fly. Otherwise, they fly to the six different hovering skylands. There are waterfalls that hang over the edges of a few, dropping crystal cold waters into pools near the merfolk's homes.
Species Description: Human-like beings with feathered wings of a variety of colors, and sometimes feathers spread throughout their hair or near their ears. Most can mimic voices, sing masterfully, and dance a person into a trance. They are also able to morph their hands and feet into sharp talons as a way to defend themselves. Their magic lies more in the echoes of hypnosis, deception, and air.
Magic Explained
As stated, most Aeriths use their voices and bodies to enthrall people. They are skillfully graceful and usually overly elegant. Think siren song, yet another conflict between Merfolk and Aeriths. Now, their wind magic is a whole other level; they can cause storms to roll in, thin the air to an unbearable point, or overfill an area with air. While it's usually very pure, that too can cause a problem for some.
Merfolk
Territory Location: Mystic Water to the West of S.I.
Description: Mystic Waters is a label that includes oceans, lakes, and rivers. Huge underwater cities with coral structures fill the oceans. Smaller, dwarf-made structures can be found in lakes on top and under the water. Luminescent plants and specially crafted lanterns illuminate the waters. True surface settlements are found on the shorelines.
Species Description: Beings that live in the waters of Xiban, some are in the oceans, while others come from lakes and rivers. They have the ability to talk to and even control any aquatic animals, including some birds. They do have human forms, and are able to shift between merform and human form at will. The only time this is ever disrupted is if they are sick or injured. Then they are typically stuck in merform.
Powers Explained
Merfolk are able to enthrall people with their voice, on top of being able to control aquatic animals. Merfolk can also grant others the ability to breathe underwater, either for a short time or permanently. A short time means an air pocket is blown towards your character and conforms to the face. This allows you to not only breathe, but also talk. The permanent way means the merfolk give you a drop of their blood; as long as they remain alive, you will gain the ability to breathe underwater wherever you go!
Vampires
Territory Location: Twilight Hills to the Southwest of S.I.
Description: Rolling hills intertwined with simple buildings shrouded in a perpetual twilight, created by specially crafted stone towers all along the territory.
Types
Bloods
While Bloods don't burn to ash under the sun, they do not care for it. And after a while, they can get severe sunburns. They drink blood and can control and morph their own blood into at least two weapons. If they have an injury, they are able to stop the blood from flowing for a while. Unless they are in the midst of a fight, it becomes harder to focus. They can also create a blood companion, which is a living animal of some kind created with their blood. It looks sort of like a red crystalline animal. They share a part of their soul with this animal and can portray their voice through it. However, if this animal is destroyed, it does major damage to the blood vampire.
Emopires
They aren't bothered by the sun at all. Instead of drinking blood, they feed on emotions and lifeforce. However, taking another's lifeforce is usually taboo, except in dire circumstances. They can shift others' emotions, and sometimes manipulate memories. Though memory manipulation takes a lot out of them, it usually results in them having a major migraine. They are also connected to the dead, able to see ghosts and help them move on. Giving them physical form for a few minutes to talk and touch those they want before the souls are purified. If the ghost tries to harm a living being, though, the emopire is allowed to consume the remains of that ghost's soul. Stopping them from the chance of reincarnation.
Elves
Territory Location: Elderwoods to the Northwest of S.I.
Description: Lush and vibrant forest with towering trees and clearings filled with magical flora and fauna. Elf communities are nestled in the bases of the largest trees, or in little cottage-like homes that blend well with nature. They tend to stay away from the more modern structures, feeling less connected to the elements.
Species Description: Beings with elongated pointy ears, they are often more elegant looking. Seldom having a bad hair day. Some have sigils along their skin to match their elemental abilities. They usually control two types of elements.
Elemental Spirit Contractors
Territory Location: Enchanted Forests to the North of S.I.
Description: Mystic forests surrounded by a misty-like power, due to the amount of elemental spirits gathered in the area. Their homes are simple cottages, also without the modern touches.
Species Description: Beings who are connected to an element, but in order to gain full control, must form contacts with the elemental spirits of the world. There are four levels of the spirits: Spark, Sylph, Warden, and King.
To form a contract, you must have decent chemistry with the spirit. If there is, then you exchange a blood bond with the spirit in its actual material form. This bonds you to them in a soul manner. If they are hurt, you get hurt; if they die, you lose a part of your soul.