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Should I revive Zeyelden and change allow any race played?
Yes, I would like to RP Zeyelden again 60%  60%  [ 6 ]
Yes, but I want to play different races 0%  0%  [ 0 ]
Yes but I want to start a new character 10%  10%  [ 1 ]
No I think this rp is too complicated 20%  20%  [ 2 ]
No I think you should start a new rp 10%  10%  [ 1 ]
Maybe...havn't decided yet. 0%  0%  [ 0 ]
Total votes : 10
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 Post subject: Re: ~Zeyelden: The Roleplay~
PostPosted: Wed Oct 03, 2012 3:39 pm 
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How's this?

Name: Anaril
Gender: Male
Age (either 18-20 or young enough to appear 18-20 like in the case of Vampires): 20
Race: Human
Type (N/A if Crustiluck or Venusian): Kothringi
Bloodline: Were-Kind
Branch: Were-Tiger
Birthsign: The Thief
Class: Assassin
Three Primary Attributes: Agillity, Cunning and Chi.
Nine Primary Skill Schools: Ninjutsu, Acrobatics, Pickpocketing, Lockpicking, Sneak, Illusion, Armoration, Blade, Ckakra.
Guild Preference: Blood Orchids of Sithis
Hair Color: (or Fines/Spines/Spikes for some of the Reptile/Fish/Amphibion races) Golden yellow.
Eye Color: Green
Skin Color: Light blue
Height: 68.1 inches (I hate inches so tell me if I'm terrible at soemthing)
Weight: 140 (Again, I hate punds)
Facial Features: Small nose. Not much apart from that, pretty average looking.
Physical Characteristics: Light build, not very muscular.
Hairstyle: Long, flowing. Reaches the shoulders, no fringe.
Starter Clothing: Leather armour
Starter Weapon: 2 iron daggers and several shurikens
Personality Type: Quiet, mysterious.
Back Story: Anaril had a very standard life. From a young age, he prefered the shadows and trained in the ways of an assassin.

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Last edited by Nova on Wed Oct 03, 2012 8:02 pm, edited 1 time in total.

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 Post subject: Re: ~Zeyelden: The Roleplay~
PostPosted: Wed Oct 03, 2012 7:59 pm 
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Nova, your race is a female?

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 Post subject: Re: ~Zeyelden: The Roleplay~
PostPosted: Wed Oct 03, 2012 8:02 pm 
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HAHA! Sorry, I just saw that XD Oh my god, I am laughing so hard. Changing.

Edit: Changed.

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 Post subject: Re: ~Zeyelden: The Roleplay~
PostPosted: Wed Oct 03, 2012 8:03 pm 
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Hey, Imp's gender is a Femlare.

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 Post subject: Re: ~Zeyelden: The Roleplay~
PostPosted: Wed Oct 03, 2012 8:16 pm 
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Alright so Eltee should be the only one that still needs to edit his chart.

However I do think if that is everyone joining then I'll start a premise

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 Post subject: Re: ~Zeyelden: The Roleplay~
PostPosted: Wed Oct 03, 2012 8:19 pm 
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I think I still need to edit, or did I explain it enough..?

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 Post subject: Re: ~Zeyelden: The Roleplay~
PostPosted: Wed Oct 03, 2012 8:21 pm 
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The-Shadow-One wrote:
I think I still need to edit, or did I explain it enough..?


You're right you do need to edit. I just wanted to make this fair for everyone.

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 Post subject: Re: ~Zeyelden: The Roleplay~
PostPosted: Wed Oct 03, 2012 8:37 pm 
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Edited, I think it's good but turned a bit confuzzled.

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 Post subject: Re: ~Zeyelden: The Roleplay~
PostPosted: Wed Oct 03, 2012 8:50 pm 
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Arch-Mage Matt wrote:
Hey, Imp's gender is a Femlare.



Uhh... that's 'female' in "Norakian"

8)

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 Post subject: Re: ~Zeyelden: The Roleplay~
PostPosted: Wed Oct 03, 2012 8:51 pm 
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Imp wrote:
Arch-Mage Matt wrote:
Hey, Imp's gender is a Femlare.



Uhh... that's 'female' in "Norakian"

8)

Like a Baws

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 Post subject: Re: ~Zeyelden: The Roleplay~
PostPosted: Wed Oct 03, 2012 10:21 pm 
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I still need to edit, I will do that now


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 Post subject: Re: ~Zeyelden: The Roleplay~
PostPosted: Fri Oct 05, 2012 4:31 am 
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Yes double post I know but I have finished my edit, also do all Dovahmer have wings? Or did I misunderstand the race description.


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 Post subject: Re: ~Zeyelden: The Roleplay~
PostPosted: Fri Oct 05, 2012 7:27 pm 
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About when will this begin?

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 Post subject: Re: ~Zeyelden: The Roleplay~
PostPosted: Fri Oct 05, 2012 9:37 pm 
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I'm working on that. I plan to finish chapter 5 of the fanfic version, respond to comments ((thank you so much you guys!!!)) then prepare chapter 6, at least partially so the role play premise will make alot of sense. Plus I'm also designing the guild armor and costumes to give you all a unique experience and feel. The opening is going to be pretty big ((though hopefully no where near 60,000 words big)) but more like an Eltee WOTV opening big.

Because the armor is truly unique, I can't use someone else's picture ((however awesome they may be)) as a sample like I did with the races and cityscapes. Instead pplease give me just a little time to draw this out. I very much appreciate your patience and I can say after a few more paragraphs I should be finished with chapter 5 ((the rp description and rules part took a big chunk of time to complete)) and I'm also doing this while sick.

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 Post subject: Re: ~Zeyelden: The Roleplay~
PostPosted: Fri Oct 05, 2012 9:46 pm 
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Don't worry about it Uno- take all the time you need.

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 Post subject: Re: ~Zeyelden: The Roleplay~
PostPosted: Fri Oct 05, 2012 9:48 pm 
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Take your time, I've got plenty of it. Plus I'm in a few more RP and do not want to think for stories for them all at once.(I usually plan how the story will go and expect character growth in some way.)

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 Post subject: Re: ~Zeyelden: The Roleplay~
PostPosted: Thu Oct 11, 2012 1:21 am 
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Chapter 6 has now been uploaded. It's so long that it breached the character limit by 2,000 + characters so I had to post it in two parts. Please read it and at least familiarize with parts of it.

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 Post subject: Re: ~Zeyelden: The Roleplay~
PostPosted: Thu Oct 11, 2012 10:45 am 
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I'm sorry, but I am not currently at the liberty to give myself the time to read that. Is there a possibility that you give me a summary explaining the parts that I need to familiarize myself with.

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 Post subject: Re: ~Zeyelden: The Roleplay~
PostPosted: Thu Oct 11, 2012 4:08 pm 
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Ah is it that long? Well lets see...

The Queen kidnapped Aelein.
Aelein was born green.
Aelein was bullied primarily by rich snow elves.
Aelein traded a chinchilla for Aloxia.
Aelein joined the Blood Orchids at age 10.
Aelein was forced to be purified at age 18.
Aelein was pregnant but miscarried after making the Aloxie race.

While you don't really -need it- it's still for lore and also for story for the rivalry between the Blood Orchids of Sithis and the Chestnut Tang.

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 Post subject: Re: ~Zeyelden: The Roleplay~
PostPosted: Thu Oct 11, 2012 4:58 pm 
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Read the chapter- it was great and I can't wait for the RP to start.

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 Post subject: Re: ~Zeyelden: The Roleplay~
PostPosted: Thu Oct 11, 2012 6:47 pm 
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Read. God. Hating grandmother, so much.

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 Post subject: Re: ~Zeyelden: The Roleplay~
PostPosted: Thu Oct 11, 2012 7:44 pm 
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Name: Asseloxi
Gender: Female
Age (either 18-20 or young enough to appear 18-20 like in the case of Vampires): 18
Race: Venusian
Type: (N/A if Crustiluck or Venusian) N/A
Bloodline: (If not born in the bloodline type ____preferred such as Druidic Preferred. Can choose no) Druidic
Branch: (I.E. Druid or Range) Ranger
Birthsign: Steed
Class (I.E. Ranger, assassin, mage or something you made up): Ranger
Three Primary Attributes: Stamina, Cunning, Agility
Nine Primary Skill Schools (I.E. Lockpicking, Enchanting etc.): Archery, Lockpicking, Sneak, Speech, Acrobatics, Blade, Illusion, Lucasan, Ninjutsu
Guild Preference: The Crystalline Dancers
Hair Color: (or Fines/Spines/Spikes for some of the Reptile/Fish/Amphibion races) Purplish-black
Eye Color: Purple
Skin Color: (Or scale/fur/fur-skin color / fur pattern for to the races applicable) Pale
Height (In inches please, I’m not sure of a good online conversion calculator) 5ft 7in
Weight (Pounds…): 110lbs
Facial Features: Asseloxi's face is unblemished, apart from a spot which she regards as hideous and hides with her hair, keeping it out of sight. Her nose is slightly larger than average.
Physical Characteristics: Asseloxi is generally beautiful, apart from the previously mentioned "blemishes". Despite her good looks, Asseloxi thinks herself as being average, or even sub-average at points. She tries to hide this by giving herself a confident demeanour.
Hairstyle: Long, wavy hair
Starter Clothing: (Novice clothing) Leather armour
Starter Weapon: (Novice Weapon) Standard bow, iron arrows, iron dagger
Personality Type: (I.E. Brave, Shy, Witty etc…) Confident, Brave and Mischievous but secretly Shy
Back Story: Asseloxi was brought up in a small family of Venusians in the Druids' Tier. She never knew her father, taken by the "curse" when she was very, very young. She never spent much of her childhood with her friends and family as she was only seven when she was sent to the Druids. She was originally destined to be a Druid but turned from it to become a Ranger, reflecting her skill with a bow.

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 Post subject: Re: ~Zeyelden: The Roleplay~
PostPosted: Thu Oct 11, 2012 8:08 pm 
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unokitsune wrote:
Ah is it that long? Well lets see...

The Queen kidnapped Aelein.
Aelein was born green.
Aelein was bullied primarily by rich snow elves.
Aelein traded a chinchilla for Aloxia.
Aelein joined the Blood Orchids at age 10.
Aelein was forced to be purified at age 18.
Aelein was pregnant but miscarried after making the Aloxie race.

While you don't really -need it- it's still for lore and also for story for the rivalry between the Blood Orchids of Sithis and the Chestnut Tang.


thank you

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 Post subject: Re: ~Zeyelden: The Roleplay~
PostPosted: Sat Oct 13, 2012 1:02 am 
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*~*Portalis*~*


Portalis, a city located at the base of Dragon Mountain and in the Shadow of the Three Tiers. Portalis was built on the very grounds of the Battle of Dwarven Exile, the very place where the massive magical portal opened that swallowed the race whole. Here, the fabric of reality is at its weakest, torn during the very battle of the Dwarven Exile and left forever as a scar in the form of warped energy constantly changing and flowing. The only thing similar to it is the Time Wound located on the Throat of the World.

The Scar of the Portal is guarded by the Museum of Sigil, or “Hall of Sigil”, a great hall filled with the Sigil Stones from the Oblivion Gates various teams had collected during the Oblivion Crisis. Of the many Sigil Stones, there are three that stand out, Great Sigil Stones two of which are real but the third represents the Champion of Cyrodil’s victory in Bruma. There are also remnants of two siege crawlers, one real and one fake, set up to guard an Oblivion Flora Garden where living Harrada Root, Spiddal and Bloodgrass continue to grow to this day, kept alive and breed by special keepers for their alchemical effects. Various stuffed Daedra and Dremora species dot the Trophy Room as a reminder of what happened and why they are to be feared. There is a mock standard-sized Oblivion Gate, and a Room that shows what Mehrunes Dagon’s realm was like when you entered one of these gates, including fake Oblivion Flora. There is also a summoning room here where Mages can go to learn to summon the various Daedra/Dremora races, which is used mostly for their hearts or other valuable ingredients. It also has the story of the ‘Sateenve’ dark elf family who owned their Sateenve farm, the only place in Zeyelden to be destroyed and that is by one of the Great Gates after a series of smaller gates sprouted up in their farm.

While the Museum of Sigil serves as a badge of humility for Mehrunes Dagon, as it is a reminder that none of Zeyelden or its inhabitants died or suffered any sort of massive damage (outside of Sateenve Farm) unlike the rest of Tamriel, there are other sights in Portalis that grant just as much wonder and splendor. Portal Grounds, for example, is where many explorers meet up with their assigned parties as they are prepared to enter different worlds and dimensions, even different times of the same dimension. Here, mages from the Aetherium Arcanorium that specialize in the Portal enchant “Remembrance Stones” and they are crafted into easy to wear Bracelettes and/or necklaces by the Crystaline Dancers. These stones serve to remember the various worlds, dimensions, time and even the place first landed and exited. The mages of the Aetherium Arcanorium and members of the Crystaline Dancers also work together to create “Informital Orbs”, which is invaluable to the exploring parties. The Informital Orbs, or iForb, serve to describe information of the area/place as well as gather and retain information regarding that realm’s politics/war/history, who the Gods are, and lastly to allow one to understand the language of its people as well as to be able to speak the language.

Because of the invaluable pieces of enchantment stones and orbs located on each of these bracelets/orbs, it is stressed to each individual and party to guard these with their lives as even one falling into the wrong hands or left in the world can and will cause great destruction and disturbance. Though the Punishment may not be death, the consequences are severe enough that each one should heed this rule. This rule was broken once, on accident, by an un-named Wood Elf in the Early Second Era, and at the request of his family the history records were recorded to abscond his name just because it brought so much shame. The Wood Elf was involved in a fight, a hard won Skirmish where the enemy cut off his bracelet before the Wood Elf’s team pulled him back through the Portal to Zeyelden. The enemy was intelligent enough to figure out how to use the bracelet and they opened a portal to Zeyelden where they attempted to Invade and Conquer. Thought they were quickly defeated due to Zeyelden being ready for it just in case and the bracelet retrieved, it was learned later that the invading race had attracted some “Bronze skin Beings” who came in search of this bracelet. Had the bracelet not been retrieved, Zeyelden could of very easily gone into an Early War with the Dwarves who seek to return to Tamriel. That particular wood elf suffered punishment and humility so severe, it’s best not to remention it for sanity’s sake.

Portal Grounds is next to Mounts and Transportation, where various living animals or magically synthetic machines are kept to allow each race to be able to fly/transport themselves and their luggage and friends around, especially for the races who haven’t or can’t achieve wings for flight. Directly beside ‘Mounts and Transportation’ is the ‘Learning Bird’ where individuals who have gained their wings are taught to fly. If they haven’t gained their wings and are of the races able to aquire these wings, then there is a Spiritual Test Hall where they can go and interact with their spiritual selves and pass some tests in order to earn their wings. The test is hard and can’t be retaken right away, so training and preparation is a must.

For those that couldn’t achieve their wings, or are part of a bloodline or race that is too heavy in mass to have them, there is a special Arena, ‘Arena for Mounts, Training and Taming’ or just ‘Areount’ (Ah-REE- Ow-Nt) for short. Here, adventurers can train, tame, or otherwise learn to ride a beast or magical machine. It comes complete with its own Clinic/Medical facility and there is usually one or more Druidic Healer to heal the animals and humanoids too if the Medical facility is under-staffed. Ironically, Areount’s clinic and medical facility is the best place to go to for broken bones/ gorgings/ and even to have amputations+ limb regenerations and it offers training for new doctors/nurses/healers for dealing with these various conditions. While the main Hospital of Portalis is the place to go for most everything else including parasites, if you have serious physical wounds or you need a limb regenerated you go to Areount as the staff there deals with those wounds every single day. At Areount you can also get very special enchanted ‘Mount-Crystals’ sometimes called ‘Beast Crystals’ or ‘Blounts’. These crystals, usually made of Aetherium Crystal but in some cases, Varla Stones, These Crystals serve as a portable way to carry one’s mount or magical machine by casting a magical beam of energy that turns the creature/machine into a plasma-like energy and stores it in the crystal where the creature/machine can live and also recover from wounds and gain energy for coming out later when summoned. Each person can only have one crystal, or Blount, and each Blount can only hold one beast or machine.

However if one gets tired of their mount/machine and wishes to have another they can either trade amongst themselves by both willingly touch their crystals together and each chanting ’El’naus Alreun Sol’atherun’ or they can return to Areount, free their mount and then either train/capture a new one by heading off to Mounts and Transportation or they can buy one, which is usually much more expensive to buy a pre trained one than buying a mount and training it yourself. The cheapest is to capture one yourself and then train it yourself but it’s also the most dangerous. There is an option to either use Zeyelden based Beasts/Machines or you can find a realm that has a unique species and capture the creature from that realm/world or machine from that realm/world but you must have an empty crystal and it’s recommended to be something that can fly and maneuver on land but can be something that is water based for those more wet-water worlds.

Leaving the complexity of Areount and the magical crystals, one can be amazed at the various shops and schools found in Portalis. One School specializes in studying Flora found in other parts of Mundus namely Tamriel as well as the Flora found in the various worlds/times of portal transportation. This school, named Fleurasia, studies and conducts experiments on plants namely to see if they are an invasive species or a helpful species or even a neutral species and as such determines if they are fit to be grown in private Alchemical Gardens. Invasive species are to be exterminated, even if they have helpful alchemical effects. In cases where the Flora has extremely helpful medical or alchemical effects, records are kept on their home worlds/times and on their natural environment and ideal living conditions so that one may travel there to collect more. However if they are endangered or nearly extinct, exceptions are made to have them ground in very specific guarded Greenhouses and that world/place is marked for direct intervention for healing and restoration so the invasive plant can grow again. Andralsaliah is another school and does basically the same Fleurasia does except on Fauna from both Mundus and from the other realms.

In cases where Portal-Traveling adventurers use Blounts to capture outer-wordly or other-realm beast/machine or in some race cases sentient plants that can move and think on their own even fly, they must check in these species with Fleurasia/Andralsaliah respectively so it can be deemed if their mount is invasive or not, its gender and whether or not if it’s pregnant if it’s a female or A-Sexual, or otherwise a threat to Zeyelden. Should the Mount pass, then the adventurer is given a Ticket-License for it which they can use for training that outer-realm mount/beast at Areount as well as get supplies at ‘Mounts and Transportation’.

There are schools for scholarly purposes which offer history of Tamriel and Zeyelden and one in particular is used for teaching the ‘Voice of Zel’ or Zeyelden’s Th’uum. This school is called the College of Az-Dovah, or Az-Dovah for short. Here lucky and trusted individuals are trained to utilize The Voice as well as the basics of Skyrim’s word walls. They are taught the Dragon Language, which there are two variations of. There is Zeyelden’s Dragon language which includes female variations and then there is Skyrim’s Dragon Language, which absconded almost all female references so that only man and dragon remain. Not everyone can train here and they must prove themselves usually in tests given to individuals individually, with one test differencing from the next. Here, Az-Dovah trains its users on how to Utilize the voice when not in Zeyelden or Tamriel but in another world that perhaps does not have magic.

Portalis also has a unique Concert and Music hall, where music from Tamriel/Mundus/Zeyelden is gathered but also Music from other worlds. One is liable to see many Crystaline Dancers in training here or performing for an audience. Taverns/Bars/Pubs also offer variation of different tasted alcohol/ales/liqueur/brandy/wine.

One can sell/trade and buy many different items here. One Shop in particular allows one to make or have made their own fabric while Tailors and Seamstress offer custom clothing while the Blacksmith and Armorer offers different armor to be made. One can even go to the Dye House and Dye their Armor/Clothes and/or weapons for a fair price. There are also various shops for appraising unknown items usually collected from other worlds/realms. Here one can have the identity and value worth of an item identified. Only a Master of Appraisal can identify items of legendary or divine origin, which includes demonic such as from the Daedric Princes.

Jobs and Crafting in Portalis include Blacksmithing, Tailoring, Alchemy, Enchanting, Cooking, Handicrafting (for jewlry and accessories), Loom-Threading, Dye-crafting, Silk-Making, Wool-Making, Tanning, Cellulose-Fiber preparation and even Gardening.

Some of the Jobs and Crafting fall under skills of learning experience such as Blacksmithing and Enchanting while others are a skill to be learnt but doesn’t make you stronger but does make one more knowledgable. There are other jobs, true, but these are mostly reserved for those that do not adventurer or are retired from adventuring such as guard duty, medical work, or mining.

Portalis is also one of very few places in Zeyelden that is independent of the Queen, and the Queen’s Rule does not extend to Portalis. The Divines themselves control Portalis and monitor it closely and they have also Banned Queen Voilindae ((Aelein’s Grandmother and Queen since Zeyelden’s founding)) and any of her supporters from entering or interfering with Portalis and/or its people. This Ban was made 150 years ago when Princess Aelein was exiled. There is also a special section known as the Princess’s Quarter which is dedicated to Aelein and all those who have been victimized and/or persecuted from Queen Voilindae and her allies. As such, if one is running from their lives by having upset the Queen in some way, they seek refuge in Portalis where the Gods themselves will judge them. There is rumored that some Portalis citizens secretly respect the Daedra and some honour them in some way but also the nine divines.

If one seeks fortune or even to start a new life, Portalis is the place to go. Within Portalis and near As such, if one is running from their lives by having upset the Queen in some way, they seek refuge in Portalis where the Gods themselves will judge them. There is rumored that some Portalis citizens secretly respect the Daedra and some honour them in some way but also the nine divines.

If one seeks fortune or even to start a new life, Portalis is the place to go. Within Portalis and near The Portal Grounds, there is a Fame Wall. Groups and Individuals can utilize this wall to compete with each other for various things such as Worlds Saved, Enemies Destroyed, Races Saved, Wars Ended, Over Population Reduced, Magic discovered, Gods discovered and even sometimes Gods/Deities saved. The Wall automatically records the Top Ten magically and the top teams get rewarded handsomely. This also has the added bonus of encouraging teams to get stronger and better, while serves as a learning experience for all ages.

Portalis is probably the only place, other than The Cult of Auraneil, where all Guilds even Rival Guilds can communicate on even grounds and even interact with each other on positive terms. It’s where Lord Endeziel, high ranking member of the Blood Orchids of Sithis, met his now ex-wife Raenaline, a Crystaline Dancer. Such things don’t normally happen outside of Portalis and is why Adventuring Groups can consist of both Chestnut Tang and Blood Orchids of Sithis members. Every Guild of Zeyelden has a hall set up in the Guild Quarters of Portalis, though Rival guilds are kept apart. Here, individuals seeking information about each guild as well as the guild of their choice to join can freely do so. Guild Officers come, sometimes in place of their Guild Leader if He or She isn’t presently available, to look over each prospective newcomer to see if he or she has what it takes. New Associates can also get their guild armor from here, available in many sizes and patterns to fit all of Zeyelden’s current races. Each hall has a Tailor/Seamstress/Blacksmith/Armorer to custom make or fit the Guilds Armor to each race and race body type.

Blood Quarter is actually the Quarter where Druidic, Were-Kin, and Vampire representatives hold their individual halls for anyone seeking to be part of the bloodlines. There is also a Fourth House, where one can cast away their disease and try for a Different Bloodline and Bloodbranch, such as a Werewolf wanting to be a WereBear or WereLion instead.

Lastly is Portalis’s Sports Quarter. Here there are indoor and outdoor sports types and Also Arena where individuals, groups, or even guild parties can go and battle each other for fame/bragging rights and money. From Magic, to Archery, Jousting, Swordplay or even sports that feature crafting halls are here, where one can train or dual another individual or be part of group competing. Guild Officers/Recruiters can also be here and scout out Guild-less but promising individuals, and offer them a family.

Portalis is unique in Zeyelden, where everyone is treated fairly and welcomed.((unless otherwise stated like the Queen)) Respect is not given based on birth station, but on what the individual and his or her family can do. Members of Vampire, Were or Druidic can come here too looking for any potential new blood and new family members. Similarly, the Druidic, Were and Vampire Tiers ((Vampire Tier is actually what Portalisans call the Queen’s Tier)) send their young bloods and/or those they deem need more training or socializing to Portalis willingly or not.

Upon entering Portalis, one can’t miss the sight of a growing crowd making a very large commotion. For a small Rogue Portal ((I.E. one that isn’t controlled by the Portal Grounds)) just opened up and spat out a lone, Four legged four armed and very obese woman-thing. Students and Instructors of Andralsaliah as well as higher-ranking guards of the Paragons of the Divines guild were desperately trying to keep a distance between the crowds of people and this lone individual woman-thing, who looked like a cross between a grotesque four legged spider and a four armed human woman. She stood about 7 feet tall and weighed at least 500 pounds. One of the Instructors, an older but powerful spell-sword named Lin-Yin was able to get to the creature while being guarded by her top classroom students. Lin-Yin was of Akaviri descent and one of the few that Aloxies respected and even trusted, as two of them blocked off the crowd and studied directly under her.

The crowd was very noisy and it was made worse when some of the rowdier Dragon Riders guild members arrived on their dragons and some were actually trying to force their way past the crowd to get to this spider creature woman. Powerful Air-Dancing magic from the Crystaline Dancers ceased their movement however, and members of the Aetherium Arcanorium were slowly and trying to make their way to this creature as the crowd got thicker and thicker and louder and louder.

Spoiler:
Roleplay Start

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 Post subject: Re: ~Zeyelden: The Roleplay~
PostPosted: Sat Oct 13, 2012 1:16 am 
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Vlynt landed his dragon and stepped off, taking full advantage of his new surroundings, "Move out of the way! The Dragonriders have come to see this woman, Move!"

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