Purifier, rectifier

Existential equalizer

The burning god on the wireㅤㅤ

We are becomeㅤㅤ

We are becomeㅤ

Fire

Come the final fiery hour

ㅤI invoke thy holy power

ㅤㅤThe world is ours to devour

ㅤㅤWe are become

ㅤWe are become

Fire

WELCOMEㅤTOㅤTHEㅤCARNIVOREㅤPROJECT

AN ORIGINAL UNIVERSE TAILORED BY RUNA / WERSA

18+ carrd! Triggering themes present!

! ! ! CONTENT WARNING FOR : HORROR, COSMIC HORROR, BODY HORROR, POSSESSION, VIOLENCE, TORTURE, WAR, DEATH, UNDEATH, RELIGIOUS IDEALIZATION, BLOOD & GORE, SEXUAL CONTENT & MORE. THIS IS A NASTY, NASTY UNIVERSE.


TIME UNTIL NEXT CARNIVORE UPDATE

    READ CAREFULLY

    TITLED THE CARNIVORE PROJECT, THIS UNIVERSE HAS UNDERGONE 10 OR SO YEARS OF DEVELOPMENT AND IS EVER-GROWING, EVER-CHANGING. IT HEAVILY EXPLORES THEMES OF COSMIC HORROR, WORLDS AT WAR BUT ULTIMATELY AT EACH OTHERS' MERCY, THE BIGGER THE BETTER, POWER THROUGH CONQUEST, AND ANYONE CAN BECOME A GOD. IF YOU ARE LOOKING FOR A WILD, UNHINGED UNIVERSE WITH FREE TO INTERPRET LORE, THIS CARRD IS FOR YOU. HOWEVER, I ASK ONE THING OF MY READERS : READ THE SECTION BELOW IN FULL. IT HAS INFORMATION VITAL TO VIEWING THE REST OF THE CARRD.


    THIS CARRD IS 18+. MINORS DO NOT INTERACT. TRIGGERS WILL GENERALLY GO UNCENSORED HERE BECAUSE YOU'VE BEEN WARNED, BUT ANYTHING TOO UNSAVORY WILL BE CENSORED. SIMPLY CLICK THE CENSORED TEXT TO REVEAL IT. ALL ART POSTED ON THIS CARRD WAS MADE BY ME, UNLESS OTHERWISE STATED ( CLICK IMAGES FOR CREDIT. ) DO NOT STEAL MY ART, HEADCANONS, WRITING, GRAPHICS, OR ANYTHING ELSE YOU SEE HERE. IF YOU'RE NO THIEF, CLICK HERE TO CONTINUE. I DO NOT ALLOW MY HARD WORK TO BE TAKEN, EDITED OR REUPLOADED ANYWHERE. THANK YOU FOR YOUR INTEREST IN MY LITTLE BRAIN BABY HERE — YOUR SUPPORT MEANS A LOT TO ME!

    THE CARNIVORE PROJECT

    18+ carrd! Triggering themes present!

    ! ! ! CONTENT WARNING FOR : HORROR, COSMIC HORROR, BODY HORROR, POSSESSION, VIOLENCE, TORTURE, WAR, DEATH, UNDEATH, RELIGIOUS IDEALIZATION, BLOOD & GORE, SEXUAL CONTENT & MORE. THIS IS A NASTY, NASTY UNIVERSE.


    TIME UNTIL NEXT CARNIVORE UPDATE

      READ CAREFULLY

      TITLED THE CARNIVORE PROJECT, THIS UNIVERSE HAS UNDERGONE 10 OR SO YEARS OF DEVELOPMENT AND IS EVER-GROWING, EVER-CHANGING. IT HEAVILY EXPLORES THEMES OF COSMIC HORROR, WORLDS AT WAR BUT ULTIMATELY AT EACH OTHERS' MERCY, THE BIGGER THE BETTER, POWER THROUGH CONQUEST, AND ANYONE CAN BECOME A GOD. IF YOU ARE LOOKING FOR A WILD, UNHINGED UNIVERSE WITH FREE TO INTERPRET LORE, THIS CARRD IS FOR YOU. HOWEVER, I ASK ONE THING OF MY READERS : READ THE SECTION BELOW IN FULL. IT HAS INFORMATION VITAL TO VIEWING THE REST OF THE CARRD.


      THIS CARRD IS 18+. MINORS DO NOT INTERACT. TRIGGERS WILL GENERALLY GO UNCENSORED HERE BECAUSE YOU'VE BEEN WARNED, BUT ANYTHING TOO UNSAVORY WILL BE CENSORED. SIMPLY CLICK THE CENSORED TEXT TO REVEAL IT, OR DON'T. I AM NOT RESPONSIBLE IF YOU HURT YOURSELF READING ABOUT THIS UNIVERSE. ALL ART POSTED ON THIS CARRD WAS MADE BY ME, UNLESS OTHERWISE STATED ( CLICK IMAGES FOR CREDIT. ) DO NOT STEAL MY ART, HEADCANONS, WRITING, GRAPHICS, OR ANYTHING ELSE YOU SEE HERE. IF YOU'RE NO THIEF, CLICK HERE TO CONTINUE. I DO NOT ALLOW MY HARD WORK TO BE TAKEN, EDITED OR REUPLOADED ANYWHERE. THANK YOU FOR YOUR INTEREST IN MY LITTLE BRAIN BABY HERE — YOUR SUPPORT MEANS A LOT TO ME!

      HALT! CEASE! STOP! PULL UP!

      DID YOU READ THE RULES OF THIS CARRD UNDER THE READ CAREFULLY BIT? IF NOT, TURN BACK AND DO SO. IF YOU DID, YOU HAVE NOT ONLY MY LOVE BUT MY PERMISSION TO GO ON.

      CHOOSE A WORLD

      It begins with the phoenixes ; the creators of ➤ The Universe who breathe life into every planet they build. Three worlds ; one that rules over the other. One unaffected.
      ➤ Xi Qu'a, The Dominant, home of demons / ➤ Keros, the Submissive, home of many species but predominantly populated by humans. / ➤ Madragor, the Unaffected, home of angels.

      THE COSMOS


      Lore about this place will go here when I can be bothered.


      THE RACES OF THE COSMOS

      SOLAVIS,
      PHOENIXES

      RANK 15 CREATURE.
      Neutral.

      XI QU'A

      THE DOMINANT.


      Xi Qu'a ( pronounced ' Ssi-kua ' ) is the Czqem / demon homeworld and commonly referred to as ' Hell ' by most non-native races. ' Xi Qu'a ' in the demonic language, however, means ' still water ' which is most likely a reference to the planet's lack of any real weather. Xi Qu'a is both larger than Keros in size, and it has dominance over the other planet. This means, that Xi Qu'a revolves around Keros and most resources come its way. Xi Qu'ans have free access to Keros, can travel back and forth between the two worlds while Kerans require either a Xi Qu'an or powerful magic to visit Xi Qu'a.


      I. LANGUAGE

      The Xi Qu'an native tongue cannot be properly translated into any other language, nor can their alphabet. Those who study the demonic tongue knows that it is futile to even try, as those who have, have oftentimes gone mad trying. Demons will therefore communicate with other species by speaking their language, as all demons can comprehend any language spoken to them, and therefore learn how to speak it. The same can also be said for angels, for the most part.


      II. CITIES

      Akhzar ( pronounced ' Ak ( h ) -sarr ' ) or ' Gates ' refer to the large gate that leads to the Czqem capital. Behind the gate, inside the city wall lies the actual city of Akhzar, homing the vast majority of the Czqem's strongest individuals.


      III. LANDS

      Tba.


      THE RACES OF XI QU'A

      CZQEM QESZEM,
      ARCH DEMONS

      RANK 10 CREATURE.
      Hostile.

      Czqem Qeshri,
      HYBRID DEMONS

      RANK 5 TO 12 CREATURE.
      Hostile.

      Czqem,
      DEMONS

      RANK 1 TO 9 CREATURE.
      Hostile.

      KEROS

      THE SUBMISSIVE.


      Keros ( pronounced ' Ke-ros ' ) is home to many species and different climates. Unlike Xi Qu'a, which has only one major climate, Keros homes fertile lands and is therefore very self-sufficient in terms of resources and livestock. Xi Qu'ans do not require the same resources as Kerans to live, leaving the Kerans with largely enough resources to support all their major countries. Keros is home to humans, elves, dragons, faeries, harpies, mermaids and sirens, giants and a number of half breeds and hybrids. The human race has the highest number of individuals out of all the races, however. The origin of the name ' Keros ' and which language it comes from is a mystery to many, but it is believed to be of an ancient language ( perhaps even one of the first ) and meaning.


      I. LANGUAGE

      Humans speak common, as do most of the species of Keros, whether it be their mother tongue or something they pick up of their own volition. The draconic language has almost been lost to the ages on multiple occasions. Elves are perhaps the people who are the most reserved about how they speak. They prefer that other species speak to them in their language.


      II. CITIES, HUMAN TERRITORY

      Day's Spire is home to the largest number of citizens out of all the main cities in Keros. It has the largest marketplace out of both worlds, and it is easily accessible. The city is built upon a pyramid-like foundation, with different rows all the way down. The richest citizens live at the top, the poorest live at the bottom. The city is surrounded by water, broad canals where ships and sea traffic can pass through and access the surrounding marketplace. The marketplace takes up most of the ground surrounding the inner city, and all races can be found there.


      III. CITIES, DRAGON TERRITORY

      Rahgos ( pronounced ' Ra-gos ' ) is the dragon major city to the north. The northern dragon tribes are more brutal and physically stronger than the other dragon kinds, and their home territory reflects that. They live in caverns and underneath the ground where it's warmer, and their major city is located between the peaks of two tall mountains far off the coast. Rahgos has many roads carved into the mountainside, and equally much of the city is located outside as inside that way. Although the city is less decorated on the outside as compared to the other dragon cities, inside areas of Rahgos are coated with gold in many places.Azghal ( pronounced ' As-g ( h ) al ' ) is the dragon major city to the west. The lands are dominated by large forests and open plains. The dragons here have built their major city deep in the woodlands, supported by hills and the tallest trees in the whole of Keros. Azghal has several different levels, bridges and floors built around tree trunks. Azghal is located so that it is completely unavailable for ground walkers to reach, save for the Forest Elves they live in harmony with.Meqir ( pronounced ' Me-kir ' ) is the dragon major city to the south. It is located just off the coast, and much of the city is even built over water. It is the most accessible city out of all the dragon cities, and the southern dragons are also the most welcoming of all. Meqir has a marketplace, allowing especially sailors into their trade district. Meqir is easily the most decorated, detailed crafted city out of all dragon cities, its many streets are coated in gold and jewels. The buildings are not particularly tall compared to most dragon structures, probably because the southern dragons are the smallest in size.


      IV. LANDS, MAGIC HOTSPOTS

      The Dragonlands can be found in between and around the lairs and cities of which the dragon races reside. These lands are, of course, dominated by the dragons. Not many other species live in these lands.The Tranquil Forest homes the Forest Elves, the Fae, Harpies and the dragons of the west. The Tranquil Forest is by far one of the most fascinating natural locations in Keros, its wildlife and plant growth is not seen anywhere else. The trees within the Tranquil Forest stand so tall it would look like they reach the skies from beneath, and their trunks are larger than any house or tower. The air within the Tranquil Forest is humid, but it is not a tropical forest.The Bewitched Forest was the once beautiful and harmonious south eastern part of the Tranquil Forest. The Fae who lived there overindulged on some of the foulest magic, and it quickly spread throughout the forest where they went. By the time the Fae and their corruption was stopped, the damage was already done and the part of the Tranquil Forest had succumbed to the darkness. It was therefore renamed to the Bewitched Forest, a warning to all who came near. No one ever enters the Bewitched Forest and come back without having gone mad.


      V. MAGIC

      Keros is a a planet rich in magic. From the air to the soil, magic is everywhere to be found and it travels through key points of the world, like a current. Mages train their whole lives to learn how to understand these currents, but they are ever changing, making it difficult. Magic is a neutral tool some wield with good intentions, some with bad. The way magic is used has a lot to say about how restorative it will be. . . Or how destructive. If it falls into the wrong hands, it can easily raze whole cities. If it falls into the right hands, however, it can restore that which is lost, including bringing the dead back to life. There have been written countless books on the laws of magic on Keros, and should a mage be found to use magic in a way that isn't legal, they will be punished accordingly.


      VI. RELIGION

      Citizens of Keros are not ignorant about the existence of angels and demons. They do not see them as godly or ungodly creatures per se, but more often they are viewed as harbingers of order and chaos. In terms of " real " gods, Keros has them. Any person could, if they believe hard enough in their god and its cause, manifest a celestial being which could be perceived as that specific god. These " gods " can be good or evil, depending on the person who made it up. They do however have a hard time tethering themselves to the world of Keros, making their stay often short lived. Their manifestation is only made possible in the first place, because Keros is so potent in terms of magic.


      VII. MYTHOLOGICAL CREATURES

      Mythrunner : A dark entity known to take the shadowy form of any animal. It is said that he sprung from the corrupted lands of the Bewitched Forest, and that he will tie himself to a living being — often one who shows great promise, to help them in their task, whatever it may be. Mythrunner is said to fight tooth and nail for the person he has tied himself to, even going so far as committing genocide for them. He is ever changing, un-killable, and should not fall into the wrong hands. He will stay with the person he is tied to until they complete their task.


      THE RACES OF KEROS

      HIGHKIN,
      DRAGONS

      RANK 7 CREATURE.
      Neutral.

      ZALISAI,
      ELVES

      RANK 5 CREATURE.
      Neutral.

      fey,
      FAERIES

      RANK 6 CREATURE.
      Hostile.

      humans
      X

      RANK 4 CREATURE.
      Friendly.

      nosfera,
      VAMPIRES

      RANK 5 CREATURE.
      Hostile.

      AMARAI,
      SHAPESHIFTERS

      RANK 4 CREATURE.
      Friendly.

      VENA,
      MERFOLK

      RANK 4 CREATURE.
      Hostile.

      venu,
      SIRENS

      RANK 5 CREATURE.
      Hostile.

      MADRAGOR

      THE UNAFFECTED.


      Madragor ( pronounced ' Ma-dra-gor ' ) does not participate in the affairs of Xi Qu'a and Keros, but its inhabitants, the angels, can be found on Keros despite this. Madragor is a beautiful world coated in gold, is rich in water, and the plant life take an ethereal blue color. Madragor is a traveling planet, meaning its location within the universe may change. When an angel travels to Keros, it does so often to stay there for a lifetime if not longer. Its main purpose is to restore the world to its balanced state and get rid of any and all chaos left behind by the demons. Furthermore, Madragor is rumored to have healing powers, giving mortals who should tread upon its soil immortality. This has, however, never been proven, as there are no records to be found of mortals who have ventured there.


      I. LANGUAGE

      Madragor's native tongue can be translated by humanoids, but it is highly unlikely that their language will be understood, as their way of speaking and the way they arrange their words is so vastly different from any other language known to man.


      THE RACES OF MADRAGOR

      madrea,
      ANGELS

      RANK 10 CREATURE.
      Neutral.

      SOLAVIS, PHOENIXES

      I AM THE FIRM HAND OF LIFE AND THE GENTLE HAND OF DEATH. WITHOUT ME, THE UNIVERSE WOULD BE DEVOID OF COLOR.

      The first of the phoenixes were born among the stars before any other life drew breath. They quickly got to work shaping the universe to their liking, creating planets upon which they would then breathe life into existence. It is said that for every new world that is created, a phoenix sacrifices itself to create life, only to be born anew, lifetimes later. They consider their lifework more important than anything else, even their own existence, and would sooner die than let their worlds fall to ruin.Because of this, they are known to take the shape of mortals and visit the worlds they create from time to time. It is the only way they can manipulate events that transpire upon the planet, and they are often found in places of power and prestige. Some have even created offspring with mortals, though such births often result in tragedy. A phoenix lives a lonely life, for in their thousands of years long lifespan, it is incredibly rare that two phoenixes meet. Because of this, phoenixes are surviving only barely as a race — they simply do not meet often enough to create offspring at a rate that would significantly bump up their numbers. But, due to rebirth, they are surviving for now.

      • NATIVE NAME : Solavis.

      • MEANING OF NAME : Bird borne of the sun.

      • DANGER LEVEL : Rank 15 creature.

      • STANDING : Neutral towards other races.

      • LIFESPAN : 0 - 1,000,000, or anything in between. Once a cycle is completed, the phoenix will be reborn after centuries of incubation.

      • LANGUAGES : Any. No native tongue.

      • SUBRACES : None.

      • RESIDENCE : The Cosmos, though some may reside on a planet of their choice.

      • KEY FEATURES : Depending on their chosen element, a phoenix may take on features that resemble that element even when not in their celestial form. For fire, this could be glowing golden freckles, for water, they may be prone to crying, etc. All phoenixes inhabit features that speak to their element. Younger phoenixes' elemental traits are more obvious than those of their elders'.

      I. APPEARANCE

      A phoenix's celestial form is larger than any planet, and takes the shape of a bird clad in golden flames, not unlike the sun. The older the creature, the more colorful it is, so younger phoenixes can be seen with warm colors, like fire — reds, oranges and yellows, while older ones may have colder colors like purples, blues, and greens, mixed in. Their beaks are typically long, like that of a toucan's.They may take any form they please, however, but most prefer that of a humanoid, if not human, seeing as they have the most widespread influence on most worlds. No matter which form they take, however, there is always some little detail that speaks to their true nature. It could be a scar that glows like fire in the sun, eyes that glow like the sun, or something of that nature. Even when not in their true form, phoenixes are immune to fire damage and do not require oxygen to breathe.

      II. POWERS

      phoenixes are known to control the elements, but this can be any element between fire ( The most common one. ), wind, water and earth. They typically specialize in one of these, though some may choose to dive into multiple elements and train with them. A phoenix chooses an element when they are barely hatched, and never stops playing with, if not training with their element. This means that the older a phoenix is, the stronger is their connection with their chosen element. Some of the most powerful phoenixes can even use their element in their non-celestial form, and things connected with said element may occur around them. For example, a phoneix on Keros who chose the element of earth may find that earthquakes sometimes happen around them, one that chose fire may find that forest fires may happen around them, etc. etc. This, is another way one may spot a phoenix. If a phoenix exhausts its energy reservoirs, however, it will die on the spot.

      III. PURPOSE

      It is a phoenix's sacred duty to create and destroy life, unmotivated by their own feelings and attachments. Therefore, phoenixes who have not adopted mortal flaws such as emotions and feelings are often described as cold, calculating and completely immovable mentally. Phoenixes do not hatch with a wide array of emotion like those that mortal races are born with. It takes repeated exposure to said emotions, as well as a desire to adopt them, for a phoenix to be able to feel anything.However, should a phoenix come to adopt the ability to feel emotion, said ability will vanish when its light is snuffed out. In other words, when a phoenix dies, so does all of its learned skills, memories of past lives, and so on. The only thing that remains somewhat intact through rebirth is a phoenix's personality. It is, for all intents and purposes, a brand new beginning.

      CZQEM QESZEM, ARCH DEMONS

      MY NAME IS ONLY SPOKEN IN WHISPERS : QUIET, BEGGING, CHANTING. I AM THE AFTERTASTE IN YOUR EVERY SIN, THE SWEET RELEASE OF BREATH WHEN YOUR RIBS CAGE IN.

      Commonly referred to as ' demon ' or even ' devil ' in some non-native cultures, the Czqem are ancient and the only race native to Xi Qu'a. "Czqem" can roughly be translated to "children", most likely to reflect the Czqem hierarchy and the way their society is built.The Czqem society is above all ruled by seven Arch Demons ; Pride, Envy, Wrath, Sloth, Greed, Gluttony and Lust. These seven rulers and their consorts birth the rest of the Czqem population, but they do not mix their bloodlines. Therefore, Czqem are referred to by their given kin type, whether they are a pride, envy, wrath, etc. etc. type of demon. Furthermore, the longer Czqem descend down the bloodline, the weaker they are. The Arch Demons are extremely powerful, potent beings with high magic capabilities. Czqem directly borne from the Arch Demons and their consorts are also powerful beings, albeit nowhere near their level of strength. Their offspring, their offspring's offspring, and so on, gradually become less and less powerful. The weakest Czqem are mere servants for the Xi Qu'an army, lesser demons that are easily defeated one by one, but can be overwhelming in large numbers. Czqem also become gradually smaller in size the further down their bloodline they are. A Czqem's strength and it's place in the Czqem society can often be determined by it's size.

      • NATIVE NAME : CZQEM QESZEM.

      • MEANING OF NAME : the Demon Lords, Lords of Hell, Demon Aspects, Mothers and Fathers of Demons, Arch Demons, and more.

      • DANGER LEVEL : Rank 10 creature.

      • STANDING : Hostile towards other races.

      • LIFESPAN : 0 - ∞. Demons cannot die of old age.

      • LANGUAGES : Any.

      • SUBRACES : Czqem Pride, Czqem Envy, Czqem Wrath, Czqem Sloth, Czqem Greed, Czqem Gluttony, and Czqem Lust, from which more subraces spring.

      • RESIDENCE : Akhzar, Xi Qu'a. The Czqem capital.

      • KEY FEATURES : Each of the seven existing Arch Demons have their own unique looks, reflecting their given emotion, or as some would call it, sin. Pride is by far the most humanoid looking, but even then, her body is sharp and thin like a skeleton. Greed and Envy share many similarities, Wrath has Hellfire running down his spine, and Lust is completely cocooned in her own horns. Sloth has countless limbs with long, sharp claws. Gluttony is made up of mouths and gnashing teeth. Each Arch Demon has their designated consorts, all of which are intersex — not unlike the Arch Demons themselves, or any other demon for that matter. Pronouns are therefore a rather laid back subject for any demon, but more of that below.

      I. APPEARANCE

      Pride is the tallest of the seven, her body is skeleton thin, and built of demonic carapace. She has a long, flexible tail. Her body is covered in deadly, poisonous spikes and her horns form a large and impressive headdress-like look. Envy and Greed show many similarities in design, including a skull-like face and a thick coat of fur and feathers. Envy's skull resembles that of a crow's, he has bird-like legs and extremely long, sharp talons on both hands and feet. Greed, on the other hand, has the skull features of a carnivorous feline, and his coat is mainly fur. Greed also carries a lot more jewelry on him than any of his siblings, taking a special interest to gold. Gluttony is more maw than body. Fangs everywhere. Sometimes the screams of those she is currently digesting can be heard when she opens her mouth. Lust has arms and legs covered in scale-like carapace, a long, soft tail and less spikes on her body than most of her siblings. Lust demons' horns grow with their power, so Lust's horns are naturally the largest. They curl and curve all around her body. More tba.

      IV. the grand trial

      The Arch Demons have ruled for as long as the Czqem have been in existence, so it is a little unsure how Xi Qu'a would fare without their lead. Surely, without a ruling hand to guide the endless army of Czqem, the race would fall to ruin. But what happens if someone was to wrestle control from the Arch Demons? In fact, there is a law in place for such an event. Keshari Queri, meaning "Grand Trial" is an event during which the throne room is transformed into a battle arena. The challenger will then fight the Arch Demons one by one, starting with the weakest of them and then working their way up to the strongest of them. The matches are fights to the death, so either the challenger lives to take hold of the thrones, or they die trying. There can be no change of heart once the Arch Demons have accepted such a challenge, on either part. They are simply pitted against each other until someone is victorious. In Czqem history, Keshari Queri has happened less than a handful of times, and no challenger has ever managed to defeat Lust, the weakest of the Arch Demons. Lust takes great pride in this.

      II. CONSORTS

      The Czqem Qeszem were the first living Czqem, the original demons. Amongst them is only little difference in strength. If they were to be ranked correctly by their level of power, they would come as the following ; Pride, Envy, Wrath, Sloth, Greed, Gluttony and Lust. From them morphed their consorts. They realized that breeding within themselves was dangerous, as they remained wanting to be at the top of the power in their home world. So they each split a part of themselves, creating their consorts that they could create offspring with freely without birthing any hybrids between their bloodlines that could rival their position. Later on, they had more consorts.Pride's consorts are Spite and Vanity. Envy's are Jealousy, Aversion and Resentment. Wrath's are Anger, Revenge and Hatred. Sloth's are Lethargy and Apathy. Greed's are Avarice and Cupidity. Gluttony's are Insatiability, Hunger and Emptiness. And Lust's are Agony, Lechery, Temptation and Desire.

      V. THRONE ROOM

      The relationship between the Arch Demons ranges from efficient co-workers to flat out fighting internally over different opinions. As each of them embodies their given deadly sin and has little more of a personality apart from it, it is safe to say that they do not always agree. This is why Pride, being the elder of the seven and slightly superior, makes the final decisions in court.Pride's throne, as they all have their own seat in the Akhzar Throne Room, is located at the very front, with Envy and Wrath slightly behind her, then Sloth and Greed slightly behind them, and then Gluttony and Lust slightly behind them, forming a ╱╲ shape. The Akhzar Throne Room is the largest room in the whole city of Akhzar, with an excessively tall roof and walls decorated with gold and jewels as wells as curtains of semi-transparent scarlet fabrics as it is style in Akhzar. The bricks with which the entire building is build are pitch black of color. The gemstone inlays on the bricks are rubies and sapphires, encased in gold.

      III. laws

      It is completely forbidden for not only the Arch Demons, but for their bloodlines as well, to breed with each other outside of their given bloodline. Sloth Demons only have offspring with other Sloth Demons, etc. etc. If it is found out that a hybrid has been born, the parents are immediately executed and the hybrid Czqem are exiled to Keros ( quite literally pushed off the planet Xi Qu'a and sent rocketing through the gap in space between the two worlds, burning away their physical form and thereby powers in the process ) This is the only known method to strip any Czqem of their powers, however a Czqem's soul is not attached to their physical body. It takes special methods to kill a Czqem completely because of this, as their soul can live on even without a physical body to host it. In the past, Father Greed and Mother Lust have been exposed birthing hybrid demons, supposedly because of the nature of them both. They have not been punished by death, however, as Pride considered it more trouble than it's worth, but all found offspring between the two Arch Demons were exiled or executed.

      VI. FEEDING

      Czqem feed off of other species to survive ; they sustain their power by feeding off of the essence of others and their power is their nutriment. But Czqem can only feed off of specific essences, depending on their bloodline. A Czqem Pride will feed off of their prey's pride, selfishness and self centeredness, for example. Their bodies are not able to handle different types of essence, only the essence fitting for the bloodline they are born into. They do not need any other form of nutriment to live, however some Czqem take a liking to eating the flesh of their prey, or even other races' cuisine.Czqem Qeshri or Hybrids are dangerous because of this. If a Czqem can feed and grow in power off of one source, a Czqem Qeshri can feed off of two, allowing it to grow twice as powerful, twice as fast. This is the reason that breeding between the bloodlines is completely forbidden in Xi Qu'a.Mortals can only hold so much essence at a time and thus, they can easily die if sucked dry.

      ZALISAI, ELVES

      tba.

      TBA.

      • NATIVE NAME : ZALISAI.

      • MEANING OF NAME : Noble blood.

      • DANGER LEVEL : Rank 5 creature.

      • STANDING : Neutral towards other races.

      • LIFESPAN : 0 - 1.000 years.

      • LANGUAGES : Zali.

      • SUBRACES : Elves of the North, Elves of the Forest, and Elves of the Desert.

      • RESIDENCE : Rahgos and the Tranquil Forest respectively. Most Desert Elves are nomadic or live somewhere in the outskirts of Faz'ark, the desert.

      • KEY FEATURES : Characterized

      I. NORTHERN ELVES

      TBA.

      II. FOREST ELVES

      The Forest Elves are elves of the woodlands, one with nature and excellent archers. They interact well with the more ' beastly ' races, and of course, animals. They are not usually as physically strong as the other elven sub-race, but they are faster, more agile, and some even acrobatic. They live in harmony with the dragons of Azghal, and their major city is located right beneath Azghal. Their skin color ranges from human skin tones of varying shades, to greenish tones.A Forest Elf starts their archery training when they are very young. They are expected to be able to hunt for themselves before they reach adulthood, and to be providing for the tribe in any way possible. A large amount of responsibility is placed on a young elf's shoulders. Forest Elves are known for their athletic builds and their often strict relationships with their young. It is rare to see a Forest Elf who doesn't fit in, or chooses to go their own path. Many see it as an honor to one day surpass their parents, and to provide more for their tribe. The leader of the tribe is always someone who has a deeper connection with nature than common, who is thought to be able to commune with the spirits and such. Forest Elves are not particularly fond of their desert counterparts. They are not particularly fond of other races, either, but some can be found travelling the world or mingling with other races — these are typically the outsiders of their own society.

      III. DESERT ELVES

      The Desert Elves reside in the deserts of Keros, where every day is a fight for survival. They are seen as scavengers, or even bandits by most other races — and yes, even by the Forest Elves as well. This is because they tend to rob anyone and anything they can, so that they can survive the harsh environment they live in. They are very resourceful however, and can make little miracles with next to nothing. Their skin color ranges from human skin tones of varying shades, to greyish blue tones.

      VENA, MERFOLK

      I AM THE SCOURGE OF THE SEA, EVERY LANDLUBBER'S DREAM. EVERY SAILOR'S NIGHTMARE.

      Colorful people of the sea, Merfolk are known to have the upper bodies of a human, and the lower bodies of any sea creature known to man ( or sometimes, even not known to man. ) These creatures may strike you as beautiful, but don't let your guard down — seeing a Vena is a bad omen, for where there is one, there is many. They are carnivores who will feed on anything they can get their hands on, though they take a particular liking to the sailors of Keros. They lure said sailors into cliffs lurking just beneath the surface with their formidable singing voices, so that they may hunt the sailors while their ship sinks.But the hunt can go both ways. Many citizens of Keros consider Merfolk as worthy prey, and their fangs especially sell for a large amount of money on the market of Meqir. Merfolk tend to live far enough below the surface that their homes are left in peace from the surrounding world, but not far enough down that they live among the Sirens.

      • NATIVE NAME : Vena.

      • MEANING OF NAME : Colorful.

      • DANGER LEVEL : Rank 4 creature.

      • STANDING : Hostile towards other races.

      • LIFESPAN : 0 - 60, sometimes slightly older.

      • LANGUAGES : Sign language. May speak if taught to.

      • SUBRACES : Too many to count.

      • RESIDENCE : Underwater, deep enough to be left alone, but not deep enough that the sun's light does not bless them.

      • KEY FEATURES : Colorful in design, taking on features of sea creatures. By far the easiest way to tell a merfolk and a siren apart is to check if they have hair. Only the former is able to grow hair, whereas the latter is always completely bald. When they open their mouths, one will see rows upon rows of fangs.

      I. APPEARANCE

      Typically, merfolk are bright colored, and their fins and tail decorations are massive and beautiful. They have literally evolved to be eye-catching, and, true enough they are visible from long distances away. Normally. There are those merfolk who take on a more dark or light color palette — although completely black or white merfolk are exceedingly rare to come by. So much so, only a small handful of them have been spotted in all the time that men have kept records of seeing merfolk at sea.There is no color code in their hierarchy though, rather, the bigger the individual, the higher up in the hierarchy they are. When it comes to their picking order, the same is true. Features that merfolk have that sirens don't, are hair — typically long and matching the color of their scales, fins of varying sizes, colorful patterns all over their bodies, and gooey black eyes.

      II. TRADITIONS

      Merfolk are flock oriented creatures. Nothing comes before the survival and well-being of their clan. Things like their hierarchy is in place to keep every member safe, from the smallest fin to the biggest. And naturally, they have developed some traditions for certain milestones in any individual's life. To name a few, every Vena has their first milestone when they come of age. This is when they are considered properly part of the clan, and are given a piece of jewelry to symbolize their place in the clan. The jewelry varies from clan to clan, can be made of shark teeth, coral, and other ocean themed items. Next, every Vena has a farewell-and-see-you-again party thrown for them before they leave on a personal journey through the Great Open Sea after finding a mate. Merfolk mate for life, so this only happens once per individual. And of course, there is the tradition of seeing the deceased off to the abyss below. They may be quiet for days following this.

      III. SUBRACES

      A clan's name is given based on where they live. Those who live by the reef may have coral-themed names for their clans, and coral-themed names for their members as well. Clans located by the kelp forests may have kelp-themed names, so on and so forth. A Vena can not be placed in a given clan by the color of their scales, but rather, by the theme of their jewelry given to them upon reaching adulthood ( See : II. Traditions. ) — junior Vena must therefore stay within the territory of their given clan at all times, otherwise they may be mistaken for a different clan, or worse, get lost.Of the known subraces there are the reef merfolk, the kelp merfolk, the cavern merfolk, and the shipwreck merfolk. Each subrace has adjusted to life in their given location, and would suffer if they were to be lost for extended periods of time. A vena only ever braves the rest of the ocean when they are ready to mate, as a test of their strength.