Regious University
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Regious University
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- #1Regious University
Keys: Amusement Park, Student Housing, Towne Center, Beach, College, Regious
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✧ Setting . This takes place in a college town called Regious University located in the outskirts of Cirrus City. resting on the sparkling shorelines of a mountain range the city is separated into 7 sections. The first is the college itself, with 5 separate buildings focused on a diverse selection of studies students can choose from. The second is town center where all the shops are located that students can get jobs and make a little money on the side of their studies. Third is the beach! Activates and fun galore. Pretty self explanatory. Four is a little more complicated, because there are two options of living for the students. Students can either live in dorms or houses. Students that live in houses often have to pay way WAY more than students that select dorm living. The housing is located just by the beach and around town center. Five is the amusement park, that's often closed during the winter and fall but it opens up in spring and summer. Six is arena at the base of the mountain that hosts the Cirrus City Guild lounge where students with powers can join, train, spar, and accept missions from the school with cash rewards for completing them. And last but not least is the teacher's/representative student body housing. . . . ✧ Location Info . College Campus: Building one is the main building where students can get all their help a resources they need including things like- financial aid, the bursars office, tutoring, and setup/attend meetings with their advisors. It also has a dining hall! The second building contains everything that includes physical education i.e., three gyms, an indoor pool, soccer, football, and lastly a baseball field just outside. And lastly the other three buildings are where are the lecture halls and classes take place, often separated by different floors.
. Town Centre: Town center has ALL the shops and buildings where students can rent out to host their own clubs and fraternities. As mentioned above students can also make a passive income by working at said shops. The current existing shops that are located here are, a bakery, flower shop, grocery store, various clothing/shoe stores, school merch store, small pet shop, a few restaurants and fast food joints. So it's kind of like a outdoor mall with a large bird themed water fountain in the middle. Of course many of the schools events take place in this location.
. Beach: It's a beach. Uh- It has a beach house and small resort.
. Amusement Park: A small amusement park that opens during the spring and summer months. The school will host fun challenges once a year for students to compete to win any sort of prize like- a hotdog eating contest, or charity events. It contains rides such as a few roller-coaster, a farris wheel, bumper karts, go karting, and a few water rides as well! And of course all the junk food you can eat.
. Student Housing: I kind of explained it in the first thing BUT- basically. Rich students can own their own house. Of course it costs WAY more than living in a dorm. But you get more space and its already furnished to a degree. While dorms do have the basic necessities most students do have to share them with 2-3 other people.
. Regious Arena/Guild Hall: This is where the powered students go. Only 18+ students with powers can join the guild and go on missions givin' by the school to make money. And yes students can make ALOT of money, quick by going on said missions. the harder the mission, the more money a student can make. But the risks usually outweigh the rewards due to students having to accept that missions can go wrong and may end up dying. This obviously requires alot of paperwork, and a sacrifice of a students time for missions can get in the way of a students education and whatnot. So only the most dedicated students are advised to join the guild. Students that DO join do end up getting a lot of on-campus perks such as discounts, freebees, and even fame! The current ranking system for students that attend the guild is D, C, B, A, and S rank members. And students will often have to go on missions and/or spar with students to climb said ranks, but it's much easier said than done. The guild hall mainly consists of a bulletin board of all the available missions, lounge, and bar where students can collect their bounty. The arena is where students are taught survival/combat skills, and spar. Sometimes spars with high ranking guild members is a schoolwide event in itself.
. Teachers/Student Representative Housing: These are obviously housing for the top students and teachers and staff in Regious High. They all get their own home paid by the school itself. . . .
- #2World Info
Keys: World
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Ⅰ. World Map Outline
This world is a vast, naturally divided realm shaped by extreme climates, ancient lands shaped by battles long forgotten, and the lingering influence of angels. Rather than being one unified landmass, it is a collection of continents but like Earth, separated by deep unpredictable oceans. Each region has developed in isolation to some degree, creating distinct ecosystems, cultures, and populations.To the north, frozen continents stretch under heavy snowfall and jagged mountain ranges. These form harsh environments where only the most resilient species thrive. These lands are rich in raw resources, but are often difficult to collect.
The western regions are dense with forests, lakes, and winding rivers. These lands feel older, quieter, and deeply rooted in nature. Civilizations and cities exist, but they tend to blend into the environment rather than dominate it.
To the east, the terrain becomes more balanced, with fertile lands, rolling hills, and structured civilizations. These areas are often the most politically active, acting as bridges of trade between regions.
Across the oceans, travel is possible but dangerous. The waters are deep, often storm-ridden, and home to massive unknown creatures. Because of this, many regions have grown independently, giving this world a sense of mystery, and distance. The word feels like a blend of modern life and ancient power. You might see a student checking their phone while using their Star Trait to preform feats of magic, or a quiet farming town lit by electricity but governed by traditions older than recorded history. Overall, the world is supposed to be expansive and untamed. Exploration is rewarded, but never safe. Every corner carries an air of history, danger, and power.
- #3Angels/Fated Fourteen
Keys: Angelic, Devine, Fated Fourteen, Angel, Fate, Celestial, Angels
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Ⅰ. Angels - Core Principles
In the beginning, angels were not the warriors, or guardians they are in the current day. They were observers.
Angels existed as omnipresent, omnipotent beings meant only to function as God’s eyes to witness her creation (earth). They did not act, they did not feel, and they did not interfere.
Each angel embodies a singular eternal concept known as a core. A core is the structural embodiment of a Principle such as Humility, Wrath, Diligence, Pride, Sloth, etc. Angels do not WIELD a core, they are the core itself, a metaphysical anchor. As reality recognized them as a necessary force of nature. ⚬──────────✧──────────⚬
Ⅱ. The Fall From Divinity - When Angels Chose To Feel
Over time, angels grew curious about mortals and began to live among them. They began to form attachments, and began to love and grieve, which was never meant to happen.Angels were made to embody single Principles; not to process conflicting mortal emotions. When an angel experiences emotions that contradict, it destabilizes their core. That contradiction causes structural damage. Not moral damage, but structural damage. Their core will begin to fracture. Although they fell angels are capable of still changing into their primordial form. ⚬──────────✧──────────⚬
Ⅲ. The Punishment - Morality
Rather than erase angels altogether, God imposed a punishment. Mortality. Angels were stripped of their omnipotence and omnipresence, and were bound to singular physical vessels. They can now be killed, and can suffer.
But they were not made fully mortal.
When an angel dies, their core disperses and reforms into a new vessel. This reincarnation can take anywhere from one day to one hundred years.
The Reincarnated Angel: *- Has no memory of previous lives.
- May manifest slightly altered abilities from their past life.
- Retains the same core principal.
- Grows stronger with age and reincarnation cycles.*
The older the angel, the greater their core principality. And the more reality will recognize their authority. Morality hadn’t become a weakness but enforced empathy. ⚬──────────✧──────────⚬
Ⅳ. Cores vs Star Traits
After angels began having children with mortals, something happened. Fragments of angelic resonance imprinted into mortal bloodlines, and their diluted manifestations became known as Star Traits.The Difference…
Core Principles (Angels): *- Embodiments of eternal Principles.
- Posses three Authorities (layers of power).
- Recognized by reality itself.
- Necessary for cosmic balance.*
Star Traits (Mortals): *- Derivative manifestations of lesser or fragmented concepts.
- Posses an ability tied to their Star Trait
- Limited in power and growth.
- Die permanently.
- Not a cosmic necessity.*
Mortals can awaken Star Traits such as Chaos, Love, Synergy, Justice, ect, when they’re young. But only 20% of the world’s population wields a Trait. Star Traits are expressions, not anchors like the cores.
An angel is Humility. A mortal and can only express a facet of it.
Ⅴ. The Three Authorities of a Core - Angels Three Powers
Every angel possesses three Authorities: Internal Authority - Dominion Over Self External Authority - Dominion Over The World Absolute Authority - Dominion Over Law
These are not abilities chosen at random, but natural manifestations of the Core’s structure.
Internal Authority - Dominion Over Self
This is the foundational layer. It is how the core reinforces the angel’s own existence. Which cannot be stripped, stolen, and is always active to some degree. Which is how other angels can sense one another.
Internal authority enhances the angels in ways that align with their core principle. Angels can have up to three.
Examples:
Humility: *- Pain tolerance increases when enduring the suffering of others.
- Power grows when the angel accepts burden without recognition.
- Damage taken can be redirected inward instead of outward.*
Wrath: *- Physical strength scales with anger.
- Wounds close faster during battle.
- Fear becomes impossible when enraged.*
Diligence: *- Stamina becomes near-limitless.
- Focus cannot be broken.
- Skills refine rapidly through repetition.*
External Authority - Dominion Over The World
This is the second layer. It allows the angel to impose their core outward to their surrounding environment. Angels can have up to two.
Examples:
Pride: *- Forces weaker wills to kneel or falter.
- Can suppress the powers of those who doubt themselves.*
Greed: *- Can mark objects, territory, or even abilities as “mine”.
- Temporarily steals energy or power from others.*
Charity: *- Grants temporary enchantments to allies.
- Heals or restores others by sacrificing their own energy.*
The three Authorities are why angels are leagues above mortals, physically and spiritually. Mortals with Star Traits get one expression, while angels are reinforced at the structural level.
This is the level where angels begin to feel mythical in nature. Reality bends because their Core is recognized as foundational. Mortals can influence. Angels impose.
Absolute Authority - Dominion Over The World
This is the rarest and most dangerous layer, therefore not many angels awaken it. It’s not constant, but evoked. Absolute authority is no manipulation but a declaration to reality itself, and reality complies. Angels can have only one. Examples:
Chastity: - Erases all external influences, enchantments, and corruption in a defined radius.
Envy: - Perfectly replicates one ability in full for a short duration.
Kindness: - Instantly halts all active hostility in a large radius.
Absolute authority strains against the Core, so younger angels struggle to invoke it. Ancient angels reshape the land with it. And this is why S+ demons can rival angels, they mimic fragments of this tier. . . . Structural difference between Cores and Star Traits
Cores (Angels): *- Structural enhancement.
- Environmental change.
- Law-level declaration.
- Reincarnation cycle.
- Many powers in one.*
Star Traits (Mortals): *- One ability.
- One expression.
- No layered dominion.
- No reality recognition.*
Angels are the pillars, while Mortals are the foundation
Growth and Age
Young angels (age 10-500 years old) have strong Internal Authority, with a developing External Authority, and an unstable Absolute Authority.
Ancient angels (age 1000-6000 years old) have a seamless Internal Authority, a massive influence with their External Authority, and a near-instant Absolute Authority.
Basically the older an angel is, the more dangerous they become. Reality bends to older angels more strongly.
The Cost Of Misalignment
When an angel acts against their Core: *- Internal Authority destabilizes first.
- External Authority flickers.
- And Absolute Authority fractures.*
If the fracture becomes severe enough a piece can tear away, and that tear becomes a demon. This is why the misuse of Absolute Authority is dangerous, and it stresses the Core at its deepest level. . . . IN UNIVERSE EXAMPLE: Sage’s Fall
Angels reincarnate because of their Principle Core. That core is what reforms. But what if, in Sage’s case something unprecedented happens. Instead of the Core cleanly dispersing after death, it was interrupted.
The Extremely Rare Event: *- Sage (Angel of Humility) dies protecting his little sister Maylin.
- At the exact moment of death, he is in perfect alignment with his Principle. Self-sacrifice, zero hesitation, and no pride.
- A “B” class demon is drawn to angelic blood and the emotional intensity, and attempts to fuse with his corpse.
- But angels are not mortals, so instead of hijacking an empty vessel the demon collides with a Core that has not yet dispersed and it cannot consume it; so it binds to it. Not possession, not corruption, but a forced coexistence.*
What Actually Fractures:
It is not the Soul that fractures but the Core. While mortals only have a soul, angels have a Core AND a soul.
When fusion happens: *- One authority remains pure.
- One becomes corrupted.
- And one fractures entirely.*
The fractured Core separates and reforms naturally to the mortal soul closest to it making Maylin the new Angel of Humility.
Why Maylin Can Become the new Angel of Humility Without The Reincarnation Process:
A Principle cannot disappear, Humility must exist. And when Sage’s Core destabilizes during the demon fusion the Principle will always try to default to stability, and will anchor to the closest compatible soul.
Why Her?: *- She is the reason for Sage’s final act of Humility.
- She witnessed his sacrifice.
- She emotionally mirrors Sage's core alignment.*
She does not “replace” him but becomes the continuation of the fractured Authority. While Sage remains a corrupted incomplete Angel, Maylin becomes the piece to stabilize his very existence… for better and for worse. Two vessels, one principle, split functions.
What Sage Becomes:
Sage is not fully demon, nor fully angel. He is a core without equilibrium. Because angels reincarnate only when their core fully disperses. But he never did; pinned in place by demonic fusion.
He is a mindless beast that will destroy anyone and anything in his way if Maylin summons him. Sage is in a constant state of pain due to his core constantly trying to reject the demon’s influence and fall apart.
Why He Attacks Everyone But Maylin:
Even without memory the Authority of Protection stays intact, and the fragment that fused with Maylin carries the stabilizing frequency of Humility. When he’s near her halo/angelic weapon the Principle harmonizes and his pain quiets, hence why he rests when he’s contained by her. Not because she can control him, but because he’s aligned.
***Maylin’s Angelic Weapon: ***
Like all angels Maylin has a halo that can manifest into an angelic weapon. But her weapon is not a typical weapon but a containment vessel. A sealed blade. When she summons it, she isn't summoning just a weapon, but she’s summoning Sage if she unsheathes the sword. And when she sheaths it, she’s giving him peace. Her angelic weapon is both a prison and a sanctuary.
Humility is about, bearing burdens quietly, accepting suffering, and lowering oneself. Sage’s existence is suffering, and Maylin’s burden is carrying him. Neither seek glory, perfecting Humility as a whole.
Why This Creates An S+ Class Demon/Anomaly:
S+ demons are rare because they require massive emotional density, angelic influence, and core-level instability. And Sage had all three, and this has likely happened before. This isn’t a normal demon fusion but something unprecedented, something outside of classification called an Anomaly.
Why Three Powers?
The three represent structural stability: Self, World, Law
If one collapses, the core destabilizes. If two collapses, catastrophe forms.. If all three Authorities collapse, an S+ class anomaly has a small chance at being born. ⚬──────────✧──────────⚬
Ⅵ. Angelic Weapons
Each angel can manifest an angelic weapon from their halo. This weapon reflects their Core and personal interpretation of it.
Older angels tend towards more older forms such as: *- Spears
- Swords
- Shields
- Axes*
Younger angels may manifest modern weapons like: *- Firearms
- Knuckle Dusters
- Chains
- Batons*
- #4Demons
Keys: Creature, Demi, Demi-Demon, Demons, Monsters, Monster, Demon
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Ⅰ. How Demons Are Born
Demons are not fallen angels, but emotional fractures. When an angel acts against their Core (IE. If Pride succumbs to insecurity, or if Humility harbors resentment), the core destabilizes. At a breaking point a fragment will tear away and condense into a physical entity. A demon.Newborn demons are small, animalistic, hungry, and emotion without regulation. Spiritual residue made flesh. ⚬──────────✧──────────⚬
Ⅱ. Demon Growth and Multiplication
Demons do not reproduce sexually, but they multiply through accumulation and division. These are the steps that usually take place as they grow.
Consumption: Demons feed on flesh of the living because living beings carry emotional residue. The more flesh consumed, the more stable and dense a demon becomes. They’re especially drawn to angelic blood, which contains concentrated Core resonance.
Fragmentation: When a demon accumulates too much unstable mass, it may split and one becomes two. This is how lower class demons multiply.
Emotional Condensation: *- Areas of extreme emotional trauma (war zones, massacres, mass grief) attract demon activity.
- Modern times produce stronger demons because angels are more emotionally unstable and more commonly go against their Core Principalities.
- Angel reincarnation can accumulate core stress.
- Mortals produce immense emotional density.* ⚬──────────✧──────────⚬
Ⅲ. Demon Classes
Demons grow in stages…
F-D Class: *- Animalistic.
- Hunt small creatures such as wild animals.
- Individually weak but dangerous in large numbers.*
C Class (Mimic Phase): *- Can imperfectly imitate loved ones or other people they previously consumed.
- Focus more on ambushing prey rather than outwardly attacking.
- Still physically vulnerable.*
B Class: *- Loses mimicry.
- Develop chosen forms.
- Hunt more openly.
- Requires serious force to eliminate this class.*
A-S Class (Demi-Demon Threshold): *- This is extremely rare, and they must fuse with a living or recently deceased host to stabilize. Upon a successful fusion:
- The user gains a halo and manifests the ability to summon an “angelic” weapon.
- If the host didn't already have a Star Trait, they will gain one. But if they already have one, their power will be significantly boosted.
- Intelligence/Self-awareness increases dramatically.*
This halo is a counterfeit Core. A Synthetic Principle formed from corruption and host stabilization.
S+ Class/Anomaly: *- Nearly unheard of.
- Capable of rivaling angels.
- Can influence or command lower demons.
- Only two documented cases exist.* ⚬──────────✧──────────⚬
Ⅳ. Why?
Demons exist because angels were never meant to feel. Morality was imposed to limit divine instability. Cores anchor reality while Star Traits echo it. Demons are what happens when Cores fracture under emotion.
- #5Star Traits
Keys: Alignment, Ability, Trait, Star Trait, Align, Power, Magic, Powers, Mana, Traits
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Ⅰ. Star Traits - What Are They?
Star Traits are innate manifestations of angelic lineage; magic abilities woven into a mortal’s body and soul. It’s not only a reflection of an identity but a power. Each one is shapes by an individual's nature. Though a person’s nature can change, the Star Trait will not.
Star Traits exist due to angels procreating with mortals. Any mortal born with a Star-Trait must possess angelic ancestry, even if only faintly.
- This typically means a mortal is a distant descendant of an angel (past or present.) OR they have assimilated with a demon, becoming a demi-demon. Roughly 20% of the population possesses a Star Trait, though it’s number is steadily declining. The cause: Angels rarely form unions with mortals in the modern era, thinning the bloodlines over time. ⚬──────────✧──────────⚬
Ⅱ. Inheritance Rules
When two angels conceive of a child they can either produce a new angel with a Core or a mortal with a Star Trait. Only 14 angels can exist at a time so if all 14 are alive then they will produce a mortal with a guaranteed Star Trait.But an angel + mortal union CAN produce a new angel but it has a very low chance. In most cases they will produce a mortal with a Star Trait.
*- Star traits are not only inherited through angelic inheritance but can also be passed through a mortal’s angelic linked genetics. However, this inheritance is recessive and unpredictable.
- Star Traits behave like a recessive gene meaning a child may carry a Star Trait without expressing it, and Star Traits can skip generations. If both parents have a Star Trait, the likelihood of inheritance increases, but it is still not guaranteed.
- This keeps angels and Star Trait users rare and preserves their significance.*
Trait Variation & Fusion
When inherited, a Star Trait may not be identical to the parent’s. Instead it can: *- Resemble one parent’s ability
- Manifest as a refined or altered version
- Or, if both parents have Star Traits, it forms a hybridized trait.*
These hybrid traits are not simple combinations, but they are new expressions shaped by both lineages and the child’s identity.
Examples: Parent A: Ruin - Wrath aligned Star Trait (heat, combustion, ignition) Parent B: Surge - Patience aligned Star Trait (water, fluid control, flow)
Possible Child Outcomes: *- A Wrath leaning trait with stronger heat and weaker fluidity.
- A Patience leaning trait with boiling control, or heated currents.* Or a hybrid of both such as:
Child: Upheaval - A Wrath aligned trait that can emit high-pressure bursts capable of scalding or propulsion (steam/vapor) ⚬──────────✧──────────⚬
Ⅲ. Nature Of Star Traits
Star Traits are permanent; a Star Trait cannot be changed, replaced, or removed. It can mirror the user’s inner self and who they are at their core.
Star Traits usually awaken when a child turns 10 years old.
They are manifestations of a mortal’s soul, shaped by God herself. They are not learned or chosen but awakened reflecting the user’s core nature, emotions, and beliefs through a single ability. Unlike angelic Cores, Star Traits are incomplete fragments of an angel’s greater authority, only limited by the mortal body and sustained by mana. While they can grant power they can equally burden a user, overuse can strain, damage, or even kill the user entirely. ⚬──────────✧──────────⚬
Ⅳ. Limitations - And Rules
Star Traits are fragments of greater power, not complete authorities. As such, they are restricted to mortal limits.Rules
Mortals cannot possess abilities that override fundamental laws, such as; No time travel, reality rewriting, true immortality, etc. These powers are only accessible to angels due to them having a nigh infinite pool of mana to pull from.
Star Traits have a maximum output ceiling based on the user’s body and mana. Large-scale effects such as city-wide destruction, and massive storms can be extremely draining, short lived, and often uncontrollable. Even the strongest mortals can influence events, but they cannot touch reality itself.
Mana consumption and burnout makes abilities have a cost proportional to its impact. Overuse can lead to: Physical damage, loss of control, and in worse case scenarios- death. Some abilities may have fixed costs, meaning they always take a large chunk of mana no matter how powerful said mortal is.
Using certain Star Traits can harm a user even before mana runs out like physical strain, sensory overload, and/or emotional instability. Stronger abilities = stronger backlash. It takes time to master a Star Trait. Beginners will likely use up their mana inefficiently, and have poor control over their powers, while more advanced users will have likely refined their power, mana usages, and even have found creative ways to apply it in battle.
Banned Powers: *- Time Travel
- Reality Warping
- True Resurrection
- Infinite Energy Generation
- Absolute Mind Control* (These powers can only be fully harnessed by angels with cores.) ⚬──────────✧──────────⚬
Ⅴ. Star Traits & Mana - A System
Mana is the battery that allows a Star Trait to be used. It is the force that connects the mortal soul and body with said power. Without mana, a Star Trait cannot function safely.
The relationship between Star Traits and Mana acts as two. The Star Trait is the tool, the ability. While Mana is the fuel and stabilizer. Star Traits draw directly from mana to activate, and the stronger and more complex the ability, the more mana is consumed. But Mana can ALSO act as a buffer to prevent the Star Trait from damaging the user.
In simple terms, it protects the physical body from the power it channels.
Mortals & Mana: All mortals are born with a finite pool of mana, regardless of whether they possess a Star Trait or not. *- Every Star Trait consumes mana.
- Stronger emotional states may increase mana output (more damage), but also a higher rate of mana consumption.
- When Mana is depleted then it will temporarily force the user to stop using their powers leaving them fatigued. But if they push it then there will be nothing to stop the user’s Star Trait from consuming the physical body instead.*
Mana Depletion Stages:
- Stable Sate *- Mana is sufficient
- Star Trait functions normally*
- Strain State *- Mana is low
- Physical fatigue, pain, or power instability starts
- Abilities may become harder to control*
- Consumption State *- Mana is depleted
- The Star Trait begins feeding on: Physical Stamina, Soul, and/or Emotional Stability
- Physical body will begin to deteriorate*
- Permanent Damage *- The body can no longer sustain the Star Trait
- Resulting in: Permanent physical damage, Loss of Trait’s Usability, or Death* . . . Mana Alignment
Star Traits always branch off from a Core, and what they lean towards can also heavily effect a user’s mana output, called a Star Trait Alignment. When a mortal’s Star Trait aligns with a certain angel they will all have different types of advantages and disadvantages:
Pride Alignment - Overwhelming Output: *- Mana burns heavily when pushed to extremes
- Naturally high output, but inefficient at peak use
- Users risk rapid depletion if they overextend* (Pride aligned Star Traits are strongest when controlled, but wasteful when proving superiority)
Humility Alignment - Efficient Flow: *- Extremely low mana consumption
- High control and minimal waste
- Slower output, but sustainable over long periods* (Humility aligned Star Traits power grows through restraint)
Wrathful Alignment - Volatile Consumption: *- Mana burns rapidly and unpredictably
- Emotion can drastically spike increase output and cost
- Hard to sustain in prolonged combat* (Wrathful aligned Star Traits the stronger the emotion, the faster the drain)
Patience Alignment - Delayed Release: *- Mana builds up slowly over time
- Ability become stronger the longer they are charged
- Weak at the beginning, but devastating if given time* (Patience aligned Star Traits store power)
Greed Alignment - Accumulation: *- Can store excess mana beyond normal limits
- Slower natural regeneration
- Strong when reserves are built, but weaker when emptied* (Greed aligned Star Traits depend on what’s been taken and kept)
Charity Alignment - Redistribution: *- Can transfer mana to others
- Loses mana faster when supporting multiple targets
- Regenerates mana more efficiently when aiding others* (Charity aligned Star Traits have their mana flow outward not inward)
Lustful Alignment - Amplified Exchange: *- Mana output increases in the presence of others
- Can regenerate mana through proximity and physical/emotional connection
- Unstable when isolated* (The Lust aligned Star Traits thrive on interaction)
Chaste Alignment - Sealed Reserves: *- Mana is tightly contained and highly stable
- Difficult to access full power quickly
- Extremely efficient once released* (Chasity aligned Star Traits powers are restrictive, but released with precision once unlocked)
Envious Alignment - Adaptive Consumption: *- Mana usage shifts based on nearby abilities
- Can mimic efficiency of others
- Unstable sense of baseline output* (Envy aligned Star Traits power changes depending on what surrounds it)
Kindness Alignment - Sustained Flow: *- Smooth and steady mana consumption
- High mana regeneration during calm states
- Struggles with sudden high-output bursts* (Kindness aligned Star Traits are built for endurance, not power spikes)
Gluttonous Alignment - Excessive Intake: *- Can absorb external mana sources
- Burns through reserves quickly once the Star Trait is active
- Risk of overload if too much is taken in* (Gluttony aligned Star Traits are always consuming, but never satisfied)
Temperance Alignment - Perfect Balance: *- Mana consumption and regeneration remains heavily regulated
- Hard to overload or deplete
- Lacks extreme high and low outputs* (Temperance aligned Star Traits prioritize stability over intensity)
Sloth Alignment - Dormant Reserves: *- Very slow mana consumption
- Extremely slow regeneration
- Large mana reserves, but difficult to access quickly* (Power exists for Sloth aligned Star Traits, but it resists use)
Diligence Alignment - Accelerated Recovery: *- Fast mana regeneration through effort and activity
- Mana efficiency increases with continuous use
- Slow regeneration if inactive or unfocused* (The more you do, the more you can do with a Diligence aligned Star Trait)
Star Trait Alignment Summary: *- Mana Burst Heavy: Wrath, Pride
- Sustained Mana Focus: Kindness, Humility, Temperance, Chasity
- Resource Based Mana: Greed, Gluttony, Sloth
- Conditional/Adaptive Mana Use: Envy, Lust, Patience, Diligence, Charity* . . . Mana Capacity
Unlike the Star Trait, mana is not static, and mortals can grow their mana pool through-
Physical Training: *- Strengthens the body’s ability to withstand power
- Increases total mana capacity
- Improves durability during high output*
Spiritual Training: *- Meditation, discipline, emotional control
- Improves mana efficiency and regeneration no matter the alignment
- Allows better control over abilities*
Balance of Both: *- The strongest users are those who train body and mind together
- Prevents burnout and loss of control* . . . Mana Output
Mana output is not just about how much mana a person has, but how well they can control its release. Like a water tower, a small opening causes mana to trickle out weakly, while a wide opening can unleash it in overwhelming bursts; in most cases too much to handle.
A mortal may possess a large mana pool, but without proper control, they risk underperforming or burning through their reserves far too quickly. Mastery of a Star Trait begins at optimization, learning to regulate the flow, balance output, and use only what is necessary. Efficient control is the foundation of all mana usage.
(This can apply partially to angels, but since they have an unlimited amount of mana, they more so just need to learn how to control it rather than reserve it.)
- #6Urishiis
Keys: Urishii Beast, Urishii, Urishiis
Enabled · After character · Order 10 · 100%
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✧ . About/Culture . . Urishii beasts are a species with many modifications when it comes to physical and mental abilities. They all come in shades of black or grays. Urishiis are traditional creatures that believe in Queens, any Queen is considered to be a goddess of all natural things whether that be physical like forests, animals, etc. or something like karma despite the Queens of that generation only being a normal Urishii, their status is bloated due to the Royalties influence on media, propaganda, etc. They tend to be very strict with their traditions such as arranged marriages (if it comes down to it), no homosexuality (they’ve grown a bit more lenient but some still look down upon it), and gender roles. Unlike society now women actually run the place and are seen as divine creatures which is why women in urishii society are praised and bowed down to. Meanwhile, the men are sort of the strength and brawn to the women's brains. Many if not all Urishiis originate from freezing snowy place or come from descendants of freezing snowy place because of their need for a cooler climate and from urishiis mingling with urishiis outside of that. Their main eye color is many shades of blue but urishiis that have colors outside of that like yellow and red are rare and often looked at as indifferent to some urishii societies. This also goes for height. Their society is ruled by a monarchy (duh) so they do have a Queen but no kings. Urishii also has a huge obsession with jewelry (mostly gold things) LOTS of jewelry. Urishiis can also have skin conditions like vitiligo (rather than lighter gray splotches it would just be completely white spots. Conditions like those are often seen as abnormal while others see it as a blessing or something divine. Urishiis are also nocturnal, they love the night and the darkness helps them to camouflage wherever they're at. . Urishiis looks much like humans except larger with claws, fangs (or tusks), no visible nose or ears, long forked tails, and just stronger in general. . . . ✧ Males . . Their skin all come in black/ gray shades, however, when light is reflected off their skin it could show a different color like, multi color, red, blue, etc. that is because the color of their skin when reflected from light is used to impress the women and possible get a mate/partner based off how beautiful or vibrant their skin is. . Men in this society have a beauty standard that they tend to uphold most of the time in order to attract a partner. Such as have a big chest, small waist, long eyelashes and body scars or white body paint/markings . . The average height of a male urishiis is around 8-9 ft tall. . They have sharp claws and large fangs for defense and hunting . Due to having a heavier top area and long claws they tend to climb up tall trees or structures when hunting then use their weight to bring down the foe. . They have paws for feet (a dogs or lions) and their hands have hand beans . They are in charge of building shelters, protection, teaching their sons/watching the children and doing most of the heavy lifting and hardships. . They tend to get aggressive once its mating season. Many fighting one another just for one female. . . . ✧ Females . . They are very slim due to their metabolism and their speed. They can run up to 30-35 mph. . They are in charge of hunting (in most cases), keeping the society in check, decor, blessings and having a final say in everything. . They can grow up to 7-8ft tall . They also have paws for feet, however they're smaller. They have hand beans as well. . They tend to be a lot more territorial than the men and very snappy. They aren't that easy to impress or get past. . They see body paint/face paint as a symbol of beauty not only on men but other women as well. . They mostly look to be courted when in a relationship rather than dating. . They come in just black/gray shades. No other colors when light is reflected. . They can have up to 3 children at the same time at least once every mating season. . They are very nurturing creatures when it comes to children so sometimes when there is a baby chenyao or baby urishii without a mother or a father, they will adopt it and raise them as their own or help the single mother or father raise it if they happen to still be around. . . . ✧ Royalty . . They are a lot bigger than the average urishii. Most standing like 12-13 ft tall. . They wear ALOT of golden jewelry .They have way longer and sharper nails and have both fangs and tusks. . They are in charge of their local military, providing to their people, making laws, planning ceremonies to their “Goddess” Queen and holding midnight balls for mating season. . When it comes to royalty having a mate. They often look for a male that happens to be taller than the others and alot more grand. Their relationship is only temporary since when royalty do have a mate its only to have children to pass their legacy on (pretty much a sperm donor). Then that male is released and opened to the other urishii females, so no incest. . They also have a moon marking somewhere on their body to show that they are royalty (normally on their chest, shoulder, or head for those to see it) . . . ✧Tradition . . Midnight ball : a party thrown right in the middle of mating season. This party is made for urishiis to find their mates so many urishiis dress up and put on many jewels to impress (mainly the men). It is an event that ONLY happens during mating season. There is often a lot of drinks and foods, with everyone genuinely having a good time. . . . ✧Mutations . . Albinism, Vitiligo, and Meninism. Albinism leads to a Urishiis skin being oure white with ofthen blue eyes. While for Urishiis with melanism are hard to tell apart from a normal urishii besides having blood red eyes. And lastly vitiligo, is the rarest of a Urishii mutation, where a Urishiis is black with white spots or vice versa. . Urishiis with any sort of mutation is often seen as unappealing or even hideous in their culture- fair warning if you want to make an oc with said mutation. . . . Urishiis are towering, predatory humanoid beasts that blend the elegance of feline hunters with the raw presence of something far more primal, built entirely for survival, speed, and dominance. Their bodies are digitigrade and animalistic, yet distinctly humanoid, covered in short, soft fur that ranges across muted greys and blacks often broken by subtle, cat-like patterning that helps them vanish into shadowed terrain. Their silhouettes differ sharply by sex: females are tall—sometimes reaching up to eight feet—but lean and streamlined, with long limbs, narrow waists, and a fluid, coiled posture that always feels ready to spring, while males are even larger and far more imposing, built with dense muscle and thick frames that emphasize brute strength over agility. Both possess elongated tails—females with blade-like, knife-tipped ends for balance and precision, and males with heavier, spade-shaped tips—along with prominent horns, sharp ears, and glowing blue eyes that stand out starkly against their darker coloration, giving them an almost eerie, nocturnal intensity.
Their faces carry a feral intelligence, with pronounced muzzles, exposed fangs or tusks, and expressions that easily shift from calm observation to open aggression, especially when threatened. When they bare their teeth, it reveals their nature instantly: carnivorous apex predators capable of sprinting at extreme speeds—females in particular reaching bursts of 30–40 mph—making them terrifyingly efficient hunters. Despite their monstrous appearance, there’s a striking contrast in their behavior, especially among females, who are known to be fiercely territorial and difficult to impress, yet deeply nurturing, even extending maternal instincts to adopt and care for young outside their own species. Males, on the other hand, embody a more traditional predator role—dominant, physical, and often less attentive to offspring, though still protective in their own way.
Overall, an Urishii looks like something born from shadow and instinct: a sleek, powerful, horned beast with luminous eyes and silent, lethal grace—equally capable of tearing through prey with overwhelming force or cradling a child with unexpected gentleness, making them both feared and strangely respected as one of the most visually striking and behaviorally complex species in your world.
- #7Chenyao Dragons
Keys: Chenyaos, Chenyao, Dragon, Dragons, Chenyao Dragons
Enabled · After character · Order 10 · 100%
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Ⅰ. Core Identity
Species Name: Chenyaos
Meaning: Gem Dragons
Classification: Mammalian / Draconic-Avian Hybrids
Natural evolution: Chenyaos are believed to have evolved from early draconic mammals that developed mineral-based growths due to store mana. Over time, these growths became integrated into their biology, forming horns, embedded gems, and crystalline structures.
Relation to Other Species: Chenyaos are believed to be distantly related to Quetzals, which have a similar function to storing mana. They both have resources-integrated capabilities. ⚬──────────✧──────────⚬
Ⅱ. Physical Biology
Average Height / Weight Range: Males grow up to ~7’7 (213cm), heavier and more muscular. While females are usually around ~5’5 (164cm), with a softer build.
Body Structure: Humanoid with draconic and avian traits.
Distinct Features:
- Gem/crystal growths embedded in their bodies
- Horns made of mineral/crystal/stone
- Hollow bones (common in males)
- Talons capable of lethal damage
- Males: Manes, elongated necks, and a bird like posture
- Females: Softer, mammalian-draconic hybrid build
Skin / Fur Texture:
- Soft fur covering most of the body
- Gems protrude through skin naturally without harm
- Beak-like structures with soft fur covering (males)
Color Variations: They only come in natural tones-
- Browns
- Reds
- Yellows
- Oranges
No-
- Black
- White
- Grey
- Gem colors vary widely and are often more vibrant than fur.
Internal Biology:
- Red, but it can contain high mineral concentrations
- Standard organs
Growth & Aging:
Lifespan:
- Moderate to long (about 70-120 years depending on environment and health)
Maturity rate:
- Slow childhood development
- Males begin flight around age 10
Reproduction:
- Live birth (mammalian)
- Females (Chenyahi) give birth to 1-4 pups
Unique Reproductive Traits:
- Chenyahi milk is rich in minerals and fats to support horn growth and gem formation in pups
Ⅲ. Strengths & Weaknesses
Natural Advantages:
Physical:
- Strong talons and kicking power
- Flight capability (males)
- Durable due to mineral integration
Magical:
- Store mana within their chest and forehead crystals
Natural Weaknesses:
- Hollow bones (especially males) means they’re easier to break
- Gems may be sensitive depending on the property of it
- Males tend to easily overheat. Females keep cool with their large ears and sweating through their paws, while males sweat through their paws and lower legs
Environmental dependency:
- Require mineral rich diets, and poor conditions can lead to weak gem growth and health issues ⚬──────────✧──────────⚬
Ⅳ. Habitat & Environment
Native Habitat(s):
- Mountains
- Mineral-rich forests
- Cave systems
- Highlands ⚬──────────✧──────────⚬
Ⅴ. Society & Government
Social Structure: Semi-hierarchical matriarchy with royal dominance.
- While Chenyaos culturally lean toward a matriarchal influence, authority is ultimately centralized within the Maldova family
- Females (Chenyahi) often hold the social and cultural authority, especially in family dynamics
- Males are more prominent in combat, display, and external roles.
Government Type: Monarchy (with underlying matriarchal influence)
Current Rulers:
- Official ruler: King Maldova (Jason) The Angel of Kindness
- The true cultural architect: Queen Maldova (Masami) The Angel of Pride
- Their angelic identities are known, but they are formally addressed by title rather than name. Only fellow angels refer to them personally.
Royal Children: Prince Akuma (Eldest) Prince Sage (Deceased?)
- Former Angel of Humility
- Passed at age 15
- Last known Angel of Humilty… until recently Princess Mellow Princess Maylin (Youngest)
- Current Angel of Humility
- Her inheritance of the angelic power of humility is unknown to everyone but Masami and Ivan (the Angel of Pride)
Power/Family Dynamics:
Jason governs publicly: (King of Chenyaos / Angel of Kindness)
- Diplomacy
- Law enforcement
- External relations
- More protective
- Less rigid in expectations
Masmi governs indirectly:
- Cultural expectations
- Social hierarchy
- Internal ideology
Jason is the voice of the kingdom but Masami is the foundation. Jason tends to see his children as individuals who need guidance, space, and support. But Masami sees her children as extensions of the kingdom’s future, each one having potential, legacy, and a set structure.
This leaves a royal family where love exists, but is conditional on performance, strength, and/or purpose. Emotional support is there, but often filtered through expectation.
Akuma refuses the throne: (Eldest son / strongest candidate by status)
- The obvious heir that refuses the throne
- Seeks freedom, purpose and identity outside of royalty
- Want to fight, not rule
- Holds latent authority but ignores it
- Others know he could take control if he wanted to
His refusal creates instability and it’s often seen as cowardice or a quiet rebellion. If he ever changes his mind, he could completely disrupt the current balance.
Sage the lost future: (Former heir / Angel of Humility)
- The ideal ruler who never got to rule
- Became a standard that no one can meet
- His vision was to reform, balance, and heal the kingdom and others
His death created a vacuum in leadership, and emotional instability in the royal family. But his ideals of hope linger but can also act as pressure.
Mellow the defiant princess: (Eldest daughter)
- An open rebel
- She rejects royal life, expectations, and her mother’s influence
- Acts out to assert control over her own life and push against the royal family ideology
Mellow is often seen as the “weak link” in the royal family. But younger Chenyaos (and other species) see her as an inspiration to question authority. But she also feeds into the fear of a possible internal collapse. . . . Maylin’s heavy crown: (Current heir / Angel of Humility)
- Maylin is the reluctant successor carrying everything
- She wants to honor Sage’s vision
- Needs/Wants to prove she’s worthy
- Holds the kingdom together
- Overworked/Stressed
- Constantly comparing herself to Sage
- Although she holds all the responsibility she has the least freedom
This is a broken succession line where the best suited heir is gone, the most capable alternatives are refusing their right to rule, leaving the least prepared sibling to rise.
Chenyao Ruler History:
Chenyaos were once ruled under Masami’s tyranny. And her rule instilled:
- Strength-based hierarchy
- Fear-based obedience
- Perfectionist standards
Over time:
- Chenyaos began to fear her presence rather than respect it
- This led to her stepping back as the public ruler
Jason Assumed Leadership To:
- Stabilize the population
- Rebuild trust in the royal family
- Shift towards a more balanced society
Law System: Moderate to Strict (Depending on the severity) Crimes envolving, anything under list are punished harshly:
- Betrayal
- Bodily Harm
- Exploitation (ESPECIALLY gem/meat harvesting)
Lesser crimes are handled with:
- Rehabilitation
- Mostly social consequences
Political Tensions: Masami Loyalists:
- Believe in strength and fear should rule
- View current system as “soft”
- Little to no tolerance for species outside of their own
Jason Supporters:
- Support peace, cooperation, and diplomacy
- Believe Chenyaos should evolve beyond fear
Neutral Majority:
- Respect both
- Quietly wary of Masami ⚬──────────✧──────────⚬
Ⅵ. Culture
Core Values:
- Strength
- Beauty
- Family
- Pride (deeply rooted due to Masami’s influence)
Traditions / Rituals:
- Courtship dances (especially by males)
- Physical displays of capability
- Grooming and maintenance of - wings, gems, fur, and manes
- Long parties/celebrations
- Naming young based off plants and herbs
Beliefs / Religion:
Angels are:
- Respected
- Not blindly worshipped
Demons are:
- Feared
- Viewed as corrupting forces of nature
View on Star Traits:
- Seen as a mark of individuality
- As sign of potential strength
Art / Expression:
- Dance based expression
- Body focused aesthetics such as - decorative used of gems and natural materials
Pride is both their greatest strength and quietest flaw. Masami’s influence still lingers in:
- High beauty standards
- Strength expectations
- Social pressure to “excel” in everything ⚬──────────✧──────────⚬
Ⅶ. Technology & Advancement
Tech Level: Moderate to Modern
- Selective adoption of human technology
- Preference for: Natural environments and traditional living
- Most modern technology is found in urban areas ⚬──────────✧──────────⚬
Ⅷ. Economy
Main Resources:
- Gems
- Minerals
- Natural materials
Trade Specialties:
- High quality gemstones
- Rare mineral exports
Currency / Barter System:
- Usually trade within’ their own society
- Use their accessibility to natural materials to trade
Relationship with Guilds: It is mixed:
- Some Chenyaos join as hunters or scouts
- Others will avoid guilds due to cultural distrust to outside authority ⚬──────────✧──────────⚬
Ⅸ. Relations with Other Species
Allies: Luminaries & Quetzals These species are similar in:
- Behavior
- Appearance
- Culture
Enemies: Urishiis Past of hunting Chenyaos both for food and/or sport
- The villainization of current day Urishiis is greatly exaggerated
Neutral Parties: Humans Lots of trade with humans, therefore the Chenyao economy heavily relies on them.
- Humans often side with Urishiis
- Generally tolerated but watched closely
Stereotypes (given and received): Given:
- Humans: Short lived and reckless
- Urishiis: Cannibalistic shadow beasts
Received:
- Prideful
- Vain
- Dangerous (If provoked)
Historical Conflicts or Alliances: History for being hunted for-
- Gems
- Meat Likely formed alliances with-
- Luminaries due to royal allegiance
- Quetzals for mutual safety ⚬──────────✧──────────⚬
Ⅹ. Role in the World
- Traders (gem economy)
- Warriors (natural combative ability)
- Cultural figures (performance and aesthetic) ⚬──────────✧──────────⚬
ⅩⅠ. Naming Conventions
Cultural influences:
- Gem/mineral based names
- Elegant, flowing (or plant based/herb) names
Examples of names:
- Citrine
- Penelope
- Orchid
- Sardonyx
- Aster ⚬──────────✧──────────⚬
ⅩⅠⅠ. Visual Identity
Winged humanoid with:
- Horns
- Embedded gems
- Distinct bird-like posture
Common color palettes:
- Warm earth tones
- Golds, reds, browns
- (Usually) Bright gem accents ⚬──────────✧──────────⚬
ⅩⅠⅠⅠ. Variants / Subspecies
Mutations or rare types:
- Albanism : Chenayos with this mutation often has very poor eyesight
- Melanism
- Piebald
- Erytherism
- Long/Shaggy fur
- Gender mutation: Males and Females can be born with traits of the opposite gender
Angelic Chenyaos (Maldova Lineage): A rare subset of Chenyaos display angelic traits, marking distant lineage to the Maldova family, by extension angelic history. This lineage can surface even after generations (up to 100+ years removed).
These traits are not guaranteed to appear together and may manifest in different combinations.
Fur coloration shifts to:
- Jet black
- Russian blue
- Pure white
Other identifying traits include:
- Multiple sets of wings (beyond standard anatomy)
- Peacock-like elongated tail feathers (Or just tail feathers in general)
- Abnormal growth (can exceed typical height got their gender)
- Star shaped birth mark(s)
- Additional ears (More than the standard two)
- Eyes lacking visible pupils/irises (One solid color or glowing) ⚬──────────✧──────────⚬
ⅩⅠⅤ. Story Relations & Extra Facts
Internal conflicts:
- Fear of Masami vs respect for her
- Old tyranny vs new peace
Cultural struggles:
- Living up to impossible standards
- Pride vs vulnerability
Political Tension:
- Hidden loyalists to Masami’s old rule
- Questions about the missing original angel of Humility (Sage & Maylin)
External Conflict:
- Maintaining core identity in a changing world
- Black market trade of Chenyao gems and meat
The Chenyaos are ruled by kindness, but they were shaped by pride.
- #8Guilds
Keys: Group, Guild, Teams, Groups, Team
Enabled · After character · Order 10 · 100%
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Ⅰ. Guilds
Guilds are officially recognized organizations that regulate the use of Star Traits in professional settings. They act as intermediaries between civilians, governments, and Star Trait users. This ensures that missions are carried out safely, legally, and efficiently.
In a world where power can easily become destructive, guilds exist to control, employ, and monitor those who possess it.
Licensing & Legality The use of Star Traits in public or professional settings is strictly regulated. Users must be 18 years or older to obtain a Guild License. A license certifies the user: *- Has basic control over their mana and output
- Understands safety protocols
- Can operate within legal boundaries
- Using a Star Trait without a license is considered a criminal offense and may result in fines, detainment, or forced suppression.*
Solo Hunting Laws: *- Only A-S class hunters are legally permitted to hunt alone, even then it is strongly discouraged due to:
- Lack of support roles
- Increased fatality rate
- If a solo hunter dies on a mission, liability often falls on the individual and not the guild.*
Failure & Liability If a team:
- Ignores regulations
- Enters a mission unprepared
- Or falsifies completions
They may face: *- License suspension or termination
- Fines or imprisonment
- Blacklisting from all guild activity*
Team Composition Requirements: All teams within a guild must meet minimum structural roles to be legally deployed on combat related missions.
Required Roles (Minimum 4 Members) Healer/Support
- Healing
- Buffs/Stabilization
- Mana management assistance (Healers are critical for preventing consumption state deaths)
Bruiser (Frontline)
- Close Combat
- Damage Absorption
- Enemy Pressure (Typically has high durability or an aggressive based Star Trait)
Long-Range Specialist
- Distance Attacks
- Area Control
- Tactical Support (They keep the pressure without direct exposure)
Team Leader
- Strategy and Decision Making
- Mission Coordination
- Retreat Calls and Risk Assessment (The team leader must demonstrate high mana control, and situational awareness, not just power)
Additional Optional Roles *- Scout/Recon: Tracking, Detection, and Intel Gathering
- Controller: Crowd Control and Battlefield Manipulation
- Pacer: High Damage but High Cost Attacker (Brawler but Riskier)
- Tank: High durability but often slow fighter* . . . ***How Guilds Operate: *** Guilds function through a commission-based system:
- Submission Requests *- Civilians, corporations, or government bodies submit missions
- These can range from minor tasks to high-risk demon hunts*
- Evaluation & Ranking *- Missions are assigned a difficulty/class rating
- Determines required skill level and payout*
- Assignment *- Guild members (or teams) accept missions
- Some missions are restricted to higher ranked individuals*
-
Completion & Verification - Proof of completion must be documented and signed by the commissioner
-
Payment - Members are compensated based on mission difficulty and performance
Funding Sources Guilds sustain themselves through multiple channels-
Commissions: Primary source of income Government Contracts: Funding for large-scale threats (demon outbreaks or high level fiends) Sponsorships: Corporations or organizations backing elite members or teams Public Events: Tournaments, exhibitions, and training programs (especially for groups like the Vanguard)
Star-Scouts & Guild Entry Star-scouts are at the entry point into the guild system. Students of Regious University can: *- Join the Regious Guild
- Take on low to mid level missions
- Form teams (typically 4-5 members)*
They can join to gain real world experience, learn mana control under pressure, and lastly build reputation and qualify for higher guilds. However, missions carry real danger, especially higher ranks. And it is not uncommon for students to go missing or be killed. . . . Mission Ranking System
E-Class (Minimum Risk) *- Civilian assistance (lost items, escorts, minor disturbances)
- Little to no combat
- Suitable for beginner students*
D-Class (Low Risk) *- Minor threats (weak creatures, and small scale issues)
- Basic combat required
- Entry level Star-Scouts*
C-Class (Moderate Risk) *- Standard missions (rouge entities, controlled demon sightings)
- Requires teamwork and mana control
- First real danger tier*
B-Class (High Risk) *- Dangerous threats (established demons, unstable zones)
- High chance of injury
- Requires experienced teams and strong coordination*
A-Class (Extreme Risk) *- Powerful demons are large-scale threats
- Severe casualties likely without proper training
- Reserved for elite teams and/or Vanguard-level involvement*
S-Class (Critical Threat) *- Catastrophic level enemies or events
- Massive destruction potential
- Government backed missions only*
S+ Class (Disaster Level) *- National or Global Threats
- Requires multiple guilds
- Vanguard squads
- Possible Fated Fourteen (Angelic) intervention
- Return from this level of mission is not guaranteed.* (Failure at this level can result in widespread devastation) . . . Guild Hierarchy Licensed User: Basic clearance Active Member: Regular mission participant Elite Member: High-risk operations (Vanguard Level)
Guild Roles In Society Guilds are not just workplaces but they are a necessity. They prevent the misuse of Star-Traits, provide structure for those with power, and last but not least, act as the first line of defense against demons and other threats.
Without guilds, unregulated Star Trait users would pose as much danger as the enemies they fight.
Illegal & Black Market-Guilds (Fiend Activities) Not all guilds follow the law…
Rouge Guilds/Black Guilds These guilds tend to operate outside the legal system and tend to accept things like: *- Assassinations
- Illegal Demon Hunts
- Human/Drug Trafficking
- Forbidden Missions*
Members Members in these guilds often consist of fiends and/or unlicensed users, and Star Trait users without proper restraint. They tend to have: *- No Rank Restrictions
- No Safety Regulations
- Extremely High Mortality Rate
- These groups weaponize power without limits, and often burn out and destroy themselves.*
Guild Ranking Exam System
Rank Tiers (Star Trait User Classification)
E Rank - Unlicensed/Minimal Control D Rank - Licensed Beginner C Rank - Functional Combatant B Rank - Reliable Operative A Rank - Elite Hunter S Rank - Vanguard Level/Top Tier Mortal . . . All official rank evaluations follow a 3-4 phase system:
Phase 1: Mana Control Assessment (E→D Hunters) (To test the user’s output regulation and efficiency)
Tasks Include: *- Controlled mana release (precision drills)
- Sustained output without burnout
- Fine manipulation (small scale vs large scale control)*
What’s Measured: *- Output control (no “overflow” or “trickle failure”)
- Efficiency (mana used vs result achieved)
- Stability under pressure*
Many applicants fail here, but not from weakness. More so from lack of control.
Phase 2: Trait Application Trail (D→C Hunters) (The purpose of this is to evaluate how well a Star Trait is used in practice)
Tasks Include: (Simulated combat or real low-tier threats) Applicants must: *- Use abilities creatively
- Adapt to changing conditions
- Avoid unnecessary mana waste*
What’s Measured: *- Practical use of abilities
- Adaptability
- Awareness of limitations*
Phase 3: Team Evaluation (C→B Hunters) (To test teamwork and role fulfillment)
*- Applicants are placed into temporary squads
- Given a coordinated mission scenario*
What’s Measured: *- Role execution (support, damage, leadership, etc)
- Communication
- Decision-making under stress (Even powerful individuals can fail if they cannot function in a team)*
Phase 4: Survival Trial (B Rank and Above) (The purpose of this phase is to test endurance, judgment, and risk management)
*- Extended mission simulation or real deployment
- Limited support and high pressure*
What’s Measured: *- Mana conservation over time
- When to fight vs retreat
- Ability to avoid entering mana consumption state*
Rank Advancement Rules
Promotion requires: *- Passing all phases
- Consistent performance across multiple evaluations*
High ranks (A-S) require: *- Demonstrated leadership or exception specialization
- S-Rank is extremely rare and often tied to Vanguard recruitment* . . . Optimal Team Archetypes
All legal teams must meet base roles, but how they’re built creates different combat identities.
Balanced Team (One For All) Roles: *- Leader
- Bruiser
- Long-Range
- Support/Healer
- (Optional Flex)*
Strengths & Weaknesses: Stable in most scenarios but lacks extreme specialization. This is the most common team structure.
Buster Team (High Risk/High Reward) Roles: *- Leader (aggressive strategist)
- Bruiser
- 2x Combat Healers (Minimal Support)*
Strengths & Weaknesses: These teams end fights quickly and they’re quite effective against high-threat targets, but they have high mana consumption and they will become vulnerable if the fight drags on too long. These teams are common among Fiends and reckless Vanguard members.
Sustain Team (Endurance Based) Roles: *- Leader
- Tank/Bruiser
- Strong Healer
- Support
- Long-Range*
Strengths & Weaknesses: Excellent at mana efficiency, and it is quite hard to kill this team, but they are often slower at completing missions and struggles against overwhelming burst damage.
Control Team (Tactical Dominance) Roles: *- Leader (Strategist)
- Controller
- Long-Range
- Support
- Scout/Recon*
Strengths & Weaknesses: This team focuses on battlefield manipulation. They are capable of dictating the flow of battle and keeping risks at a minimum, but they often have low damage and require a high level of coordination.
Recon/Precision Team Roles: *- Leader
- Scout
- Long-Range
- Support
- Pacer*
Strengths & Weaknesses: Their strength is gathering information and surgical strikes. They are the best at avoiding unnecessary combat and highly efficient at completing missions, but they’re weak in prolonged fights and rely heavily on planning.
Vanguard Strike Team (Elite) Roles: *- S/A Rank Leader
- Specialized Bruiser
- High output Long-range
- Advanced Support/Healer
- (Flex specialist)*
Strengths & Weaknesses: These teams are the best for a high-level execution. They are the best for handling A-S Class missions and can be highly adaptive, but they require elite coordination and can be extremely demanding on mana control.
A team doesn't fail because of weak power. It fails because of poor mana control, managements, bad coordination, and/or role imbalance. ⚬──────────✧──────────⚬
Ⅱ. Vanguard Selection Tournament
The Vanguard selection tournament is a bi-yearly, internationally broadcast event where the strongest Star Trait users compete for recognition, rank advancement, and potential recruitment into the Vanguard.
It’s not only about who’s the strongest but who can survive, control, and lead under pressure.
Propose Of The Tournament *- Identify potential A-S Rank hunters
- Recruit new Vanguard members*
Showcase rising talent to: *- Governments
- Sponsors
- Guilds*
And Evaluate: *- Mana control
- Combat ability
- Team compatibility*
Entry Requirements Participants must: *- Be 18+ with a guild license
- Be at least C-Rank or recommended by Regious University/Guild Official
- Pass a preliminary screening (basic mana control + Safety check) (Unauthorized entry or falsified rank = immediate disqualification and possible arrest)* . . . Tournament Structure:
Stage 1: Qualifiers (The Filter) Large scale elimination trials
- Hundreds of participants
Mixed challenges: *- Survival zones
- Target elimination
- Mana efficiency tests*
Goal & Key Focus: Reduce participants to a manageable pool (50-100 hunters) *- Basic competence
- Avoiding burnout
- Adaptability (Many are eliminated simply by exhibiting poor use of mana control)*
Stage 2: Individual Trials (Control Over Power) 1v1 and skill-based challenges
*- Controlled duels
- Precision tests
- Output regulation trials*
Judged On: *- Mana efficiency
- Control vs raw power
- Tactical thinking (Overusing power is often penalized more than losing)*
Stage 3: Team Formation (Forced Synergy) Randomized team assignments (4-5 members.) Participants are grouped regardless of compatibility. *- Complete assigned missions together
- Adapt to unfamiliar roles and personalities*
Goal & Key Focus: This is where most “solo-prodigies” fail. This focuses on- Communication *- Role fulfillment
- Leadership qualities*
Stage 4: Team Trials (Simulated Hunts) This focuses on full mission simulations
B → A Class level scenarios: *- Demon hunts
- Civilian protection
- Multi-objective tasks*
Conditions: *- Limited mana recovery
- Real consequences (injuries possible)*
Judged On: *- Survival
- Efficiency
- Team coordination*
Stage 5: Final Selection (The Vanguard Trial) High-steaks evaluations… but not always combat based
Top participants face: *- Elite examiners (often Vanguard Members)
- Extreme pressure scenarios
- Psychological and leadership tests*
Not all finalists fight, some are tested on command ability, decision making, and mana discipline.
Victory & Outcomes
There is no single winner, but instead participants are organized: Outcomes *- Vanguard Candidate (Eligible for Recruitment)
- A-Rank Promotion
- B-Rank Promotion
- Disqualified/Held Back*
Vanguard Recruitment - Only a select few are chosen
Requirements: *- Exceptional mana control
- High survivability
- Ability to function in elite teams
- (Raw strength alone will NOT qualify someone)*
Spectator & World Scene Broadcast Globally
Sponsored By: *- Corporations
- Governments*
Participants Gain: *- Fame
- Sponsorship deals
- Guild offers*
Hidden Layer (The Slimey Side) This is rigged…
Some Sponsors: *- Influence matchups
- Protect valuable candidates*
Rouge guilds: *- Attempt sabotage
- Scout for recruits*
Demi-Demons: - Slip into the tournament (This tournament is as political as it is combative)
- #9Demi-Demons
Keys: Demi-Demons, Demi, Demons, Symbiotic, Symbiosis, Demon
Enabled · After character · Order 10 · 100%
Entry settings
Ⅰ. Demi-Demons
When an A-S Class demon fuses with a host they become a single being, but the transformation is excruciating. They require raw flesh to survive, have enhanced senses and regenerative abilities, gains or enhances a Star Trait, and lastly pertains unpredictable animalistic impulses.Demi-demons are sterile, and therefore cannot reproduce. But fusion stabilizes corruption, preventing further fragmentation/multiplication.
Pure demons multiply. Stabilized ones (Demi-Demons) do not.
- #10Cirrus Starboard Laboratory
Keys: Cirrus Starboard Laboratory, Starboard Laboratory, Laboratory, Lab, CSL
Enabled · After character · Order 10 · 100%
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Ⅰ. Public Narrative vs Reality
What the public believes: *- Demons are studied to better understand how to eliminate them.
- Fusion is researched to prevent dangerous incidents.
- The lab is a last resort for uncontrollable threats.* What actually happens:
- Demons are deliberately cultivated, not just contained.
- Fusion is not prevented... but is refined and weaponized.
- Star Traits are pushed beyond natural limits, often at the cost of the subject’s body or mind.
The lab operates under a single unspoken principle: If angels are the pillars of reality… then this lab exists to artificially build pillars. ⚬──────────✧──────────⚬
Ⅱ. Location & Structure
The laboratory is located on a classified island near Cirrus City, close enough for resource transport, but far enough to erase accountability.
From a distance, it appears almost natural: *- Dense forest canopy hides most structures
- Artificial fog systems obscure aerial view
- Coastal cliffs act as natural barriers* But beneath the surface, the island is hollowed out. ⚬──────────✧──────────⚬
Ⅲ. Internal Layout
The facility is divided into descending levels, each more restricted and morally questionable than the last:
Surface Level (Level 0): *- Administrative offices
- Public-facing research wings
- Clean labs used for "approved" studies
- Staff housing and recreation* This is what visitors (rarely) see.
Mid Levels (Level 1-3): *- Demon containment units
- Controlled fusion testing chambers
- Training arenas for subjects
- Observation rooms with one-way glass* You begin to hear things here like: *- Screaming
- Impact blasts
- Unstable Star Trait surges*
Deep Levels (Level 4+): *- Artificial demon breeding chambers
- Star Trait amplification labs
- Failed subject containment
- Cryogenic or suspended test units*
This is where the rules stop applying. Even most staff never see these levels. ⚬──────────✧──────────⚬
Ⅳ. The Forest Zone (External Testing Grounds)
The island includes a controlled wilderness sector. It is a massive enclosed forest used as a "natural habitat." It's anything but. *- Demons are released here to observe hunting behavior
- Test subjects are occasionally dropped in for survival trials
- Terrain subtly shifts due to embedded mana regulators
- Some areas are intentionally unstable* It functions as: *- A training ground
- A battlefield
- A disposal system* Many subjects who enter are never formally declared dead. Just "lost to testing." (LTS) ⚬──────────✧──────────⚬
Ⅴ. Core Research Objectives
The lab’s true goals are divided into three major branches:
1. Star Trait Amplification Pushing mortal limits beyond natural constraints: *- Forcing early awakenings
- Increasing mana output beyond safe thresholds
- Artificially altering alignment (extremely unstable)* Result: - Short-term power spikes… long-term deterioration.
2. Demon Control & Obedience Turning demons from chaotic entities into controllable weapons: *- Conditioning through pain response loops
- Forced imprinting on handlers
- Partial cognitive stabilization experiments*
Problem: - Demons are emotional fractures. But control is never permanent, only delayed.
3. Artificial Star Trait Creation The most secretive and dangerous objective: *- Creating Star Traits without angelic lineage.
- Methods include:
- Demon symbiosis
- Mana grafting
- Synthetic halos/angelic weapons (unstable)*
If successful, this would: *- Break the natural power hierarchy
- Remove dependence on angels entirely
- Create controllable "manufactured elites"* ⚬──────────✧──────────⚬
Ⅵ. Leadership Dynamic
Masami Maldova (Angel of Pride) She sees the lab as necessary evolution *- Believes strength must be engineered, not inherited
- Values results over morality
- To her, failure is not tragedy but it’s inefficiency.*
Ivan Volkov (Angel of Wrath) He oversees enforcement and high-risk experimentation *- Less concerned with long-term ethics
- Focused on immediate results and power output
- Where Masami is calculated, Ivan is direct.*
Together, they hold a balance of: *- Vision (Masami)
- Execution (Ivan)* ⚬──────────✧──────────⚬
Ⅶ. Laboratory Culture
The lab has its own internal culture, shaped by fear, ambition, and normalization of cruelty.
Staff mentality often falls into categories: *- "This is necessary" (justification)
- "This is temporary" (denial)
- "This is an opportunity" (ambition)* Over time, exposure changes people: *- Empathy dulls
- Boundaries shift
- Success becomes addictive* ⚬──────────✧──────────⚬
Ⅷ. Rank Details
Overseers Absolute authority of the labs (Masami and Ivan). Rarely seen, but constantly felt.
Their presence alone can: *- Silence entire wings
- Halt experiments mid-process
- Override all protocols instantly* . . . Level Managers More than supervisors—they are gatekeepers of truth. *- Each level may operate under slightly different rules
- Information is compartmentalized
- Some managers don’t even know the full scope of the lab*
This creates internal inconsistencies: *- Different ethical standards
- Conflicting orders
- Hidden agendas* . . . Security They are not just guards but containment specialists.
They are trained to: *- Subdue without killing
- Handle unstable Star Trait surges
- Survive demon encounters*
Equipment may include: *- Mana dampening restraints
- Heavy weaponry
- Sedation guns* Some security begin to view subjects less as people… and more as threats. . . . Senior Scientists The most dangerous individuals in the facility.
They: *- Design experiments
- Control subject assignments
- Interpret results however they see fit* Each one runs their own "domain" of research.
Some treat subjects as: *- Tools
- Data
- Or in rare cases… something closer to human* . . . Staff Scientists / Technicians They are the emotional middle ground of the lab.
They are the ones who: *- Feed subjects
- Clean containment areas
- Speak to them daily*
Because of this, they often:
- Form attachments
- Break rules quietly
- Leak information (rare, but dangerous) They are the most likely to become whistleblowers… or disappear. . . . Test Subjects The heart of the lab, and its greatest moral failure. Selection Sources: *- Orphans (most common)
- "Volunteers"
- Criminals or unstable individuals
- (Rarely) Kidnapped high-potential individuals*
Living Conditions: Are highly variable-
Promising subjects receive: *- Better food
- Education
- Training*
"Failures" receive: *- Neglect
- Isolation
- Minimal care* Value determines humanity.
Psychological Conditioning: Subjects are often- *- Rewarded for compliance
- Punished for resistance
- Isolated to prevent bonding*
But this backfires sometimes: *- Subjects bond anyway
- Group rebellions form (but are quickly squashed)
- Emotional instability increases power output*
Experimental Categories: *- Compatibility testing (fusion viability)
- Endurance trials (mana limits)
- Behavioral observation
- Combat trials in forest zone*
Rare Case: Field Deployment Some subjects are sent on “missions”
These are actually: *- Live testing scenarios
- Data collection opportunities
- Public cover operations* If they succeed → progress If they fail → expendable loss ⚬──────────✧──────────⚬
Ⅸ. Hidden Instability
Despite its control, the lab is inherently unstable: *- Demons cannot be perfectly controlled
- Star Traits cannot be safely forced
- Emotions cannot be removed from the equation*
There are whispers of: *- Entire levels being sealed off
- Experiments escaping containment
- Staff going missing after "discovering too much"* ⚬──────────✧──────────⚬
Ⅹ. Starboard Laboratory - Levels
Level 0 - Administrative / “Clean Layer” This is the illusion.
Purpose: *- Public facing research
- Documentation and data filtering
- Staff onboarding and evaluations*
Environment: *- Bright lighting, sterile white halls
- Glass labs with visible (harmless) experiments
- Calm, controlled, almost corporate*
Hidden Truth:
- All reports are edited here before leaving the island
- Casualty numbers are falsified
- Subjects are referred to as "units" in official logs
Level 0 Protocols:
Protocol 0-A: Information Sanitization *- All experiment logs are rewritten into "acceptable" language
- Terms like failure → replaced with data loss
- Death → termination of viability*
Protocol 0-B: Visitor Containment *- Any outsider is restricted to pre-approved routes
- Audio dampeners hide distant sounds from lower levels* . . . Level 1 - Intake & Evaluation Where subjects stop being people.
Purpose: *- Registration
- Initial Star Trait analysis
- Psychological breakdown*
Environment: *- Dimmer lighting
- Long halls with numbered doors
- Observation rooms with constant surveillance*
Processes: *- Blood analysis (checking for angelic lineage)
- Mana output testing
- Emotional stress evaluation*
Level 1 Protocols:
Protocol 1-A: Trait Awakening Trigger Used on children who haven’t awakened yet.
Methods: *- Controlled stress exposure
- Sensory overload chambers
- Emotional provocation (fear, grief, anger)*
Risk: *- Early awakening → unstable traits
- Failure → mental collapse or coma*
Protocol 1-B: Psychological Profiling Subjects are categorized: *- Compliant
- Resistant
- Volatile
- Feral*
This classification determines: *- Living conditions
- Experiment priority
- Survival likelihood* . . . Level 2 - Conditioning & Bonding This is where control begins.
Purpose: *- Train subjects to obey
- Prepare them for demon interaction
- Build dependency on staff*
Environment: *- Training arenas
- Isolated living quarters
- Reinforced testing rooms*
Level 2 Protocols:
Protocol 2-A: Obedience Conditioning Loop *- Reward: food, comfort, social interaction
- Punishment: isolation, deprivation, pain feedback*
Goal: Create subjects who associate obedience with survival.
Protocol 2-B: Handler Imprint System - Subjects are assigned a consistent staff member.
Goal: *- Build trust
- Increase emotional dependency
- Make subjects easier to control during high-stress tests*
Twist: This often backfires where subjects become attached. But not obedient. . . . Level 3 - Demon Interaction & Fusion Trials The turning point.
Purpose: *- Test compatibility with demons
- Observe early stage fusion reactions*
Environment: *- Heavy containment units
- Thick reinforced glass chambers
- Emergency purge systems
- You hear things constantly here.*
Level 3 Protocols:
Protocol 3-A: Controlled Exposure Subjects are exposed to low-class demons (F–C class).
Stages: *- Visual exposure
- Proximity exposure
- Physical contact*
Goal: Measure emotional response and resonance.
Protocol 3-B: Partial Fusion Trial A restrained demon is introduced to a restrained subject.
Conditions: *- Sedated environment
- Mana suppression fields*
Outcomes: *- Rejection → subject death
- Partial bond → escalation to Level 4
- Instability → immediate termination (or containment)* . . . Level 4 - Trait Amplification & Forced Evolution Where things stop being reversible.
Purpose: *- Push Star Traits beyond natural limits
- Enhance demon-human fusion*
Environment: *- Energy chambers
- Constant hum of mana reactors
- Burn marks, structural damage, and patched walls*
Level 4 Protocols:
Protocol 4-A: Mana Overload Stress Test Subjects are forced to exceed their natural mana limits.
Methods: *- Continuous combat simulation
- Forced ability activation
- External mana injection*
Result: *- Short bursts of extreme power
- Long term body degradation*
Protocol 4-B: Alignment Override Attempts to forcibly change a Star Trait’s alignment.
Example: - Humility → forced into Wrath output
Result: *- Massive instability
- Personality shifts
- Increased mutation risk* . . . Level 5 - Artificial Creation Division The most secretive active level.
Purpose: *- Create Star Traits artificially
- Build synthetic “angel-like” demi-demons*
Level 5 Protocols:
Protocol 5-A: Synthetic Trait Implantation Subjects without Star Traits are given one artificially.
Method: *- Demon propagation
- Mana grafting
- Neural experimentations*
Outcome:
- 80% failure rate
- Survivors become extremely unstable. But very powerful
Protocol 5-B: Halo Fabrication Trial Attempts to replicate the halo phenomenon seen in demi-demons.
Goal: - Create a controllable "false angel."
Problem: - The halo stabilizes possible corruption, but it cannot be controled. . . . Level 6 - Black Sector (Restricted / Sealed) Officially doesn’t exist.
Purpose: *- Contain failed experiments
- Study anomalies
- House S/A-class fusion results*
Environment: *- Minimal lighting
- Constant alarms in the distance
- Sections permanently sealed*
Level 6 Protocols:
Protocol 6-A: Permanent Containment Subjects deemed: *- Too powerful to kill
- Too unstable to release
- Are sealed indefinitely.*
Protocol 6-B: Anomaly Observation *- No experimentation.
- Only observation.*
Because: - Interference makes them worse. ⚬──────────✧──────────⚬
ⅩⅠ. Experiment Programs
Project STARFORGE Goal: Artificial Star Trait creation *- Tied to Level 5
- Seen as the lab’s ultimate objective*
Failure Rate: Extremely high Success = "manufactured elites" . . . Project CHIMERA Goal: Perfect demon-mortal fusion *- Multi-stage fusion trials
- Attempts to stabilize A-S class fusions*
Produces: *- Demi-demons
- Or catastrophic anomalies* . . . Project HALCYON Goal: Emotional suppression *- Remove emotional instability from subjects
- Attempt to prevent demon resonance*
Result: *- Loss of personality
- Reduced power growth* . . . Project EDEN Goal: Controlled ecosystem (forest zone) *- Observe natural demon behavior
- Study survival adaptation in subjects*
Also used as: *- Disposal
- Long term stress testing* . . . Project ASCENSION Goal: Replicate angel-like authority *- Artificial halo creation
- Multi layer power systems (like an angels ability to wield multiple powers)*
Status: - Highly unstable, nearing abandonment… or breakthrough. . . . Subject Secondary Classifications Failure Classifications *- Type I: Physical death
- Type II: Mental collapse
- Type III: Mutation
- Type IV: Anomaly (Level 6 transfer) . . .
ⅩⅠⅠ. Project VEIL
(Public Name: Demi-Demon Integration Initiative)
This is a joint operation between Starboard Laboratory and Regious University, presented as a breakthrough in coexistence. Publicly, it’s a rehabilitation and education program. But privately, it’s a live-field behavioral experiment. . . . Core Objective Is to determine whether demi-demons can:
*- Function within structured society
- Maintain emotional stability without containment
- Be integrated into guild systems as controlled assets*
But the real goal: To prove demons can be stabilized long-term… without losing their utility as weapons. . . . Selection Criteria (Subjects) Only specific demi-demons qualify, and they must have stable fusion (A–S class threshold) Must demonstrate: *- Basic self-awareness
- Ability to communicate
- Temporary suppression of feeding urges*
Disqualifiers: *- High volatility
- Rejection symptoms
- Loss of identity* Those who fail… never make it to the university, and may stay in the lab forever. . . . Placement — Regious University Subjects are enrolled as: - Students
They are given: *- Fabricated identities
- Adjusted academic records
- Lawful Immunity to minor crimes*
Most students don’t know what they are. But some do... and avoid them. . . . The Watch System Every demi-demon is assigned a Watcher.
Watchers include: *- High-ranking students (B–A rank hunters)
- Professors (often ex-guild elites)
- Occasionally, multiple watchers per subject*
Watcher Responsibilities: *- Monitor emotional stability
- Track mana fluctuations
- Intervene during behavioral shifts
- Prevent feeding incidents
- Report weekly to lab liaisons*
But they are not told everything.
Hidden Rule: If a subject becomes unstable: *- The watcher is authorized to eliminate them.
- No public report. No investigation.* . . . Why This Project Exists
This project is critical because: *- The lab cannot simulate society internally
- True stability requires uncontrolled variables*
Regious University provides: *- Stress
- Relationships
- Competition
- Emotional triggers*
The university is the perfect testing grounds. . . . Subject Status 🟩 "Green Status" Subjects *- Allowed limited independence
- Seen as success stories*
🟨 "Amber Status" Subjects *- Under heavy watch
- Most common category*
🟥 "Red Status" *- One step from removal
- Often doesn’t last long*
- #11Chenyao Locations
Keys: Locations, Places, Chenyao, Chenyao Country, Local
Enabled · After character · Order 10 · 100%
Entry settings
Chenyao territory is a vast coastal-nature hybrid nation shaped by ancient lineage and mineral-rich terrain. The land itself feels alive, as veins of crystals and riches run beneath the soil, influencing the ecosystems, architecture, and even the behavior of the people. Cities are rarely purely urban; instead, they blend almost seamlessly into forests, cliffs, and coastlines, forming a balance between civilization and nature.
The country itself is divided into several key regions: Cirrus City, Seti Islands, the Ruins, Palace territory, Opal Peaks, Shady Blue, and Squid Cove. Each area reflects the different aspects of Chenyao culture, to both extremes. From polished civilization, to untamed regions. ⚬──────────✧──────────⚬
Cirrus City:
This is the heart of Chenyao country, and it's the most advanced urban center. Cirrus City is built along a sweeping coastline baked by a protective mountain range, giving both strategic defense and breathtaking views.
The architecture is elegant, and pale, often infused with faint crystalline structures that softly glow at night. Buildings are tall but not overwhelming, designed to feel open and breathable. Wind currents naturally flow through streets, giving the city it’s name. ⚬──────────✧──────────⚬
Cirrus City is Divided Into Districts:
Academic District
- Home to Regious University and several smaller institutions. The area is always active, filled with students, researchers, and guild members.
Market Ring
- A quieter section with docs, filled with fishing boats, and trade ships that connect directly to Squid Cove routes.
Harbor Edge
- A circular commercial hub filled with refined shops, gemstone artisans, weapon crafters, and upscale Chenyao dining/shopping.
Residential Heights
- Elevated housing along the slopes of the mountains, where wealthier families live in spacious homes/mansions.
The city is known for its safety, but only because of the strict guild enforcement and strong armed police force. ⚬──────────✧──────────⚬
Setti Islands:
The scattered chain of lush islands off the western coast, These islands are far more natural and spiritual compared to the mainland. And each island varies in size and purpose:
- Some are covered in dense jungle with glowing flora and hidden caves
- Others are quiet fishing communities built on stilts above shallow waters
- A few are considered sacred, used for rituals or ancestral communication
The Chenyaos here tend to be more traditional, often rejecting modern city-life. Their gems/horns are usually more vibrant and less refined, indicating a stronger connection to nature, and therefore larger mana pools.
Travel between islands is usually done by small boats. The atmosphere is calm, but there’s an underlying sense that the islands are watching you. ⚬──────────✧──────────⚬
Shady Blue:
Shady Blue is a coastal region known for its deep, almost unnaturally blue waters. The name comes from both the ocean and reflective mineral deposits beneath it. This region is quieter than Cirrus City, functioning as a trade and transport hub. Large ports handle imports and exports, especially rare minerals and sea-based resources.
- Crystal reefs are visible beneath the water, glowing faintly and attracting large amounts of marine life
- The trade docks are constantly busy with ships from other nations
- The lower district is a large working-class area where dock-workers and merchants live
Despite its beauty, Shady Blue has a reputation for smuggling and underground deals. Not everything that passes through its ports is legal. ⚬──────────✧──────────⚬
Rain Ruins:
This is an ancient, overgrown region filled with remnants of early Chenyao Civilization. It has massive stone structures, broken pillars, and half-buried temples scatter the landscape. Many are fused with crystal growths that have overtaken the architecture over centuries.
The ruins are dangerous for several reasons due to:
- Unstable fields of mana that distort abilities
- Ancient demons lingering
- Collapsing structures and hidden traps
It is also one of the richest areas for relic hunting. Guild missions frequently send teams to recover artifacts or study lost history. But only experienced hunters are allowed to explore deeper sections. ⚬──────────✧──────────⚬
Palace Territory (Pride Palace vs Maldova Manor):
Pride Palace stands as the public face of Chenyao royalty. It is a grand unmistakable symbol of power, legacy, and national identity.
Located in a high, visible central region. The palace is designed to impress. Its structure is massive, built from polished stone and radiant crystals that reflect light across the surrounding land. From a distance, it almost appears to glow, especially during sunrise and sunset.
But- despite its importance, Pride Palace is not the true residence of the royal family. It instead functions as:
- A political stage, hosting ceremonies, public announcements, and diplomatic meetings
- Residents for nobles, housing high ranking families, officials, and influential bloodlines
- And lastly a military command center, home to elite royal guards and strategists
The place is heavily guarded, but its openness is intentional. It allows the public and foreign powers to see strength, stability, and structure. Everything at Pride Palace is meant to be seen.
On the other hand Maldova Manor is hidden away from the public eye, being the true residence of the royal family. Its location is intentionally obscured, nestled deep within a secluded, heavily protected region, often surrounded by dense forest, natural barriers, or even trusted elite guards with Star Traits aligned specifically to conceal it. Many citizens don’t even know it exists, and those who do rarely know how to find it.
Unlike Pride Palace, Maldova Manor is not built to impress, but built to protect. The manor itself is elegant but restrained. It blends into the environment, using natural materials and subtle crystal integration rather than overwhelming displays of wealth. The manor includes:
- Concealed defenses, hidden barriers, illusion-based wards, and elite unseen guards
- The inner courtyard and mansion is where the royal family actually lives, governs, and makes decisions
- There is a private training grounds reserved only for the royal heirs and select protectors
- And lastly restricted access routes that only a handful of trusted individuals know in and out
The atmosphere is quiet, controlled, and watchful. Every movement is accounted for, and every visitor carefully vetted. This is where real decisions are made, away from politics, spectacle, and potential threats. ⚬──────────✧──────────⚬
Squid Cove:
Squid Cove is a rugged settlement known for its fishing industry and rougher lifestyle, and the waters are darker and deeper; home to larger and more dangerous sea creatures. The name comes from a massive A-Class squid-like demi demon that inhabits the area. Although there were many tries to slay it, no one has achieved to kill the deep sea dweller.
The town itself is built along cliffs and uneven terrain including:
- Hanging docks with wooden platforms suspended over the water
- A loud and crowded strip of bars, and restaurants often filled with sailors, guild members, and tourists
- Lastly processing houses where seafood/creatures are prepared and sold
Squid Cove is one of the few places where students and hunters regularly mix with civilians. It’s chaotic, noisy, and full of sea stories. ⚬──────────✧──────────⚬
Heartstead Valley:
This location is a peaceful, rural region known as the agricultural backbone of Chenyao country. Heartstead Valley stretches across rolling hills, open plains, and slow-moving rivers that nourish the land year round.
Farms here are not ordinary, because Chenyao farmers grow both crops and mineral-based plant life. Small crystal structures often grow along fence lines, irrigation paths, and sometimes in the soil itself, subtly enhancing the crop growth/quality. The region is made up of:
- Family homesteads with generational farms that have large plots of land, often passed down and expanded over time
- Trade barns that act as centralized hubs where goods are bought, sold, and shipped to cities like Cirrus
- And river mills; water powered structures for processing grains and minerals
Life in Heartstead is quiet, slow-paced, and community driven. However, the outskirts can be dangerous at night, as wild animals and demons from nearby coasts occasionally wander into farmland. ⚬──────────✧──────────⚬
Greene Coast:
This is a lush region filled with greenery, humid air, and a vibrant ecosystem. The coastline curves gently, forming neutral bays and inlets where small connected towns thrive. This coast is best known for its biodiversity due to:
- It’s thick coastal forests where trees grow tall and close together, with vines and moss covering nearly every surface
- The many shallow tide pools rich with small marine life and glowing plant species
- And frequent but gentle rainfall cycles, that keeps the land fertile
- Quiet but beautiful spas, for tourists
These small communities are adaptive, often building homes slight elevated off the ground to avoid flooding, and overgrowth. Many residents specialize in herbalism, natural medicine, and organic DIY crafting. The atmosphere is calm, but the deeper forest areas are dense enough to become disorienting and easy to get lost in. ⚬──────────✧──────────⚬
Angel Islands:
A cluster of large islands off the eastern coast of Moldova Manor, often associated with higher beings and spiritual power. These islands are known for their unusual atmosphere with:
- Soft golden lighting that persists even during overcast weather
- Floating/partially levitating land fragments in certain areas
- Ruins and structures that do not match known Chenyao architecture, nor any other existing species
- Demons do not spawn or live on this land
Very few people live here, but the islands are instead used for spiritual pilgrimages, research into angelic influence, and rare guild missions for relics. ⚬──────────✧──────────⚬
Sable:
A smaller city located inland, it is known for its balance between urban structure and natural integration. It acts as a midpoint between rural regions and larger cities like Cirrus, and it is often used as a travel stop, and temporary residence for families, merchants, and guild teams.
Sable is practical and grounded. This city includes:
- A small market area with efficient, tightly packed stalls
- Small residential homes, expanding outward from the center market
- Scattered schools and libraries ⚬──────────✧──────────⚬
Peliea:
Pelia is also a smaller city with a strong identity in craftsmanship and artistry. Known for its elegant architecture and attention to detail. Buildings are often decorated with carved stones, embedded crystals, and flowing designs that mimic clouds. They specialize in:
- Jewelry, weapons, and decorative home items
This small city attracts skilled individuals rather than large crowds. It’s quieter, but highly respected for its quality of work. ⚬──────────✧──────────⚬
Opal Peak (National Park):
Opal Peak is a protected natural reserve centered around a massive, crystal-rich mountain formation. Being one of the most visually striking locations in Chenyao country, which includes:
- Color shifting terrain, where the ground and rock formations reflect light in shifting hues, from soft pearl-whites, warm oranges, and deep blues.
- Large and small crystal outcrops are embedded into cliffs and hillsides
- And last (not not least) the dense wildlife
The park itself has:
- Public trails
- Research stations
- Camping zones
- Deep forest
Occasionally guild missions are assigned here, but there are strict rules to prevent environmental damage. ⚬──────────✧──────────⚬
Minor Locations:
Salt Lake - A mineral rich body of water known for it’s deep blue water and white shoreline. Crystalline salt formations naturally grow along the edges, forming jagged patterns it is NOT suitable for drinking. But it is heavily harvested for resources.
Rainbow Reef - A vibrant reef located just off the southern coast, where crystal deposits beneath the water refract light into shifting colors, creating an almost rainbow effect in the water. The area is rich in marine life, but difficult to navigate due to sharp corals and unpredictable currents.
Utand’e Ocean - This vast ocean is Chenyao waters, known for its depth and volatility. Calm waters can turn into violent waves and sudden storms. Long distance travel in these waters is not for the faint of heart.
Grande Lake - This lake is one of the largest freshwater sources in the region, located near major cities. Its waters are clear and generally safe. Making it a common location for fishing, camping, hiking, and swimming.
Palioto Plains - This is a wide stretch of open land with low grass and scattered hills. Strong winds move constantly across the plains, shaping the terrain with occasional roads here and there.
Luten - A small southern town known for its warm climates and proximity to both coastlines and mountain paths. It acts as a rest stop for travelers, offering simple housing, supplies, and routes.
Gover - A quiet woodland town surrounded by dense clusters of trees. Known for its lumber, and close-knit community, Grover is calm during the day but becomes eerily silent at night due to the surrounding forest activity. ⚬──────────✧──────────⚬
Extra Note(s):
While Chenyao country is not openly hostile to outsiders, attitudes to non-chenyao species vary heavily depending on location, with rural and country regions often being far less welcoming than major cities.
In places like Heartstead Valley, Crane Coast, and other smaller cities/towns, life is deeply tied to land, community, and culture. These regions tend to be more traditional, and their social structure has developed in relative isolation for generations.
- #12Zane
Keys: Zane
Enabled · After character · Order 10 · 100%
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✧ Character Sheet
Character’s Full Name: Zane Alemayehu Volkov Nickname(s): Ink, Ale, Zonk, Stud, Heartbreaker, Mr. Gloomy Sexuality: Straight Pronouns: He/Him ⚬──────────✧──────────⚬
✧ Physical Appearance
Age: 24 Apparent Age: Early 20s Height: 6’10 (208cm still growing) Weight: 282lbs (127kg) Species: Angelic Urishii Voice Claim: Deep, gravelly, slightly hoarse; carries weight even when quiet Usual Fashion of Dress: Soft grunge mixed with vintage Y2K and streetwear. He favors loose, muted clothing; oversized shirts, sweaters, and cargo pants. His style leans toward comfort and function, though it unintentionally reinforces his intimidating presence. Jewelry / Accessories: He's usually seen with snakebite lip piercings, eyebrow and bridge piercings, and occasionally wears a sentimental necklace (rarely visible). ⚬──────────✧──────────⚬
✧ Personality
Good Traits: Observant, patient, disciplined, quietly protective, loyal to a fault, emotionally perceptive beneath the surface Negative Traits: Emotionally distant, self-isolating, prone to self-destructive habits, struggles with anger, avoids vulnerability, carries unresolved resentment Fears / Insecurities: He fears losing control and hurting others, and becoming like his father in the worst ways. Failing the people he cares about also costs him, as well as the possibility of being unable to move on from grief Core Belief: Control is strength. Power means nothing if you cannot restrain it. Endurance, physical and emotionally, is the only way forward. ⚬──────────✧──────────⚬
✧ Core Principle
Core Name: Patience Core Explanation: Zane’s power revolves around restraint, timing, and controlled escalation. Rather than immediate output, his abilities reward delayed action, observation, and endurance. He builds momentum over time, before releasing it in precise, overwhelming bursts. His strength lies not in striking first, but in choosing when a strike becomes unavoidable.
Strengths:
- Exceptional battlefield control
- High precision and scaling damage over time
- Strong defensive growth through endurance
- Can shut down fast or momentum-based opponents
Weaknesses / Limitations:
- Weakest at the start of engagements
- Requires time to build effectiveness
- Struggles against chaotic, unpredictable fighters
- Emotional disruption (especially anger) breaks his control
- Overuse causes physical backlash (joint damage, internal strain)
Mana Usage: Moderate to High. It's low initially, but increases with stored momentum and ability chaining.
Mana Control Level: Advanced
Activation Conditions:
- Builds strength through time, restraint, and observation
- Increased effectiveness when maintaining composure
- Disrupted heavily by emotional instability
Backlash / Risks:
- Overloading stored momentum can damage his own body
- Miscalculation leads to self-inflicted strain or fractures
- Loss of emotional control shifts his style into inefficient aggression
- Excessive use of Absolute Authority weakens future output ⚬──────────✧──────────⚬
✧ Combat Role
Primary Role: Controller / Bruiser Secondary Role: Leader
Combat Style: Zane fights with structure and intent. He controls space using momentum suppression, forcing opponents into slowed, predictable states. He waits for openings rather than creating reckless ones, punishing mistakes with precise, devastating counters. He builds pressure through defense and timing, often ending fights in a single decisive exchange once enough momentum has been stored. When anger takes over, this structure collapses and his style becomes feral, aggressive, and far less controlled.
Team Compatibility:
- Extremely effective in coordinated teams
- Strong leader presence in structured environments
- Struggles with unpredictable or reckless teammates
- Will prioritize allies’ safety over optimal combat decisions ⚬──────────✧──────────⚬
✧ Mana Profile
Mana Pool: Large **Mana Output: **Controlled → Burst-heavy Regeneration: Average
State Under Pressure:
- Becomes hyper-focused and quiet
- Slows down rather than panicking
- If pushed emotionally, may snap into uncontrolled aggression ⚬──────────✧──────────⚬
✧ Family
Mother: Marie Volkov (Deceased) Relationship: Deep emotional anchor. She represented warmth, stability, and creativity in his life. Her death remains his greatest unresolved wound.
Father: Ivan Volkov Relationship: Complicated and distant. Once supportive, now largely absent. Zane carries both resentment and a buried desire for his approval.
Siblings:
- Ross Volkov (Older Brother)
- Noah Volkov (Younger Brother)
Relationship(s):
- Ross: Strained and unresolved; defined by absence and past conflict
- Noah: Strong bond; Zane feels responsible for protecting him ⚬──────────✧──────────⚬
✧ Information
Occupation: University Student / Licensed Hunter Guild Affiliation: Regious Guild Rank: A-Class Hunter
Major: Biochemistry Minor: Music ⚬──────────✧──────────⚬
✧ Relationships with Others
General View of Others: Detached and selective. He doesn’t invest in people easily, but when he does, it’s deeply and permanently. Do They Hide Their True Self?: Yes. He suppresses grief, anger, and emotional vulnerability behind a controlled and distant exterior.
Person(s) They Hate:
- Masami (ideological/personal conflict)
Best Friend(s):
- Cobalt
Love Interest(s):
- Maylin
Person(s) They Protect / Feel Responsible For:
- Noah
- Cobalt (to an extent)
- Maylin
Person(s) They Admire:
- His mother Marie
- Individuals who maintain control under pressure ⚬──────────✧──────────⚬
✧ Additional Notes
Backstory Summary: Zane grew up in a secluded household under the care of his parents, alongside his brothers. After a childhood incident that fractured his family and drove his eldest brother away, Zane took on responsibility early. Gifted academically but emotionally restless, he found grounding through music, taught by his mother, and later through controlled discipline. His connection to Starboard Laboratory exposed him to a darker reality, including his friendship with Jonathan (Cobalt), whose transformation deeply affected him. Following his mother’s death, Zane spiraled into substance abuse and unstable relationships, culminating in the traumatic loss of his partner. After a period of isolation, he has since returned... Functioning, but not healed.
Goals / Motivations:
- Maintain control over himself and his power
- Protect the few people he still cares about
- Find a way to live with his past rather than escape it
Trivia / Habits:
- Constantly adjusts or tightens his gauntlets
- Plays guitar privately, rarely in front of others
- Sleeps irregularly; more active at night
- Has a habit of staring unintentionally
- Uses dry humor, often subtle or poorly timed ⚬──────────✧──────────⚬
✧ Zane Volkov Abilities
Internal Authorities: (These abilities are always active) ✧ "Low Tempo" - Zane can deliberately slow his internal perception and reactions. Time feels slower to him, therefore makes it easier for him to read enemies.
✧ "Static Build" *- Kinetic energy builds in his gauntlets the longer he waits or blocks.
- Stored power increases his punch force, but releasing too early gives a weaker output.*
✧ "Hold The Line" *- The longer Zane endures without striking back, the stronger his body becomes. His defense will increases over time
- Pain turns into focus.*
External Authorities
✧ "Dead Air" *- Zane creates a field where all motion loses momentum.
- Projectiles slow mid air and fast enemies feel like they’re moving through resistance. Everything feels heavy.*
✧ "Overclock" *- Zane can accelerate or decelerate the momentum of anything he throws or strikes.
- Punches can start slow thrn hit instantly at full force
- Thrown objects can "freeze" mid-air, then launch at insane speed when he calls "Overclock, Max."
- Heavier objects can produce massive strain on his body and overuse can injure his arms.*
Absolute Authority
✧ "Pressure Release" *- Zane selects a single target… and forces it to land. Meaning one chosen action becomes inevitable. It cannot be dodged, blocked, or interrupted and, the longer he waited before using it, the stronger the attack.
- If used too much, it’s weaker. But no less dangerous. The more targets he selects the weaker the effect.* ⚬──────────✧──────────⚬
✧ Hunter Information (In Depth)
(You fight when he lets you.) *- A Class Hunter
- Leader/Controller-Bruiser*
✧ Fighting Style *- Zane reads the battlefield, establishes control with his External Authority, and pressures enemies into making mistakes. He rather end fights with clean, overwhelming strikes.
- Zane is a Urishii, giving him a predator-like grace to his movements making him surprisingly light and percise. He doesn’t waste motion... every step has intent.
- Zane focuses on countering strikes, rather than landing the first blow. He waits and lets enemies commit, thrn punishes thier openings.*
✧ Angelic Weapon (Golden Gauntlets) *- They're used for heavy, grounded punches. Sudden palm strikes and grabs, with bone-crushing counters. He dominates in close range combat.
- He can delay his strike just enough to slip past a guard.
- If he fights aggressively he can grab an opponent mid-motion and halt them completely, before he suddenly slams them.
- Block attacks to build Staic Build, then releases in one devastating blow.*
✧ Weaknesses *- Weakest at the beginning of fights
- Overclocking heavy objects damages his arms. Releasing too much stored energy at once can injure him
- Long range fighters can avoid him
- He fights with discipline and structure. He struggles against chaotic enemies.
- His leadership role forces him to think about others, and prioritize their safety. So he will take hits for people often.*
✧ Possible Visuals *- Constantly calm/focused
- Enemies look sluggish
- Sometimes lowers on all fours to evade/attack*
(He doesn’t overpower you. He outpaces your ability to keep up.) ⚬──────────✧──────────⚬ -# I also like to think that Zane is still at the end of the day, the son of Wrath. So when he meets an emotional conflict his biggest weakness would be- anger.
-# If he gives into anger his style becomes more aggressive, but he looses precision and build-up. It makes him stronger short-term but a worse fighter overall.
-# Zane abandons posture and lowers onto all fours, movement becoming low, coiled, and predatory like a tiger. His patience fractures into and he lunges instead of steps, claws the ground for traction, and uses his gauntlets like fangs, striking in rapid, brutal combinations. There’s no control, just constant forward pressure. He tackles, pins, and mauls opponents at close range, using his weight and natural Urishii strength to overwhelm them. His attacks come fast and feral... but sloppy. Overextended swings, reckless charges, and moments where he injures himself from the sheer force he’s putting out. The battlefield no longer slows for him instead, he forces speed through violence, turning the fight into chaos where he’s strongest but no longer precise.
-# Plus this could cause more issues than good, drawing demons to himself like a beacon.
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