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Welcome to the City of Empyreans.
 
Empyreans is a post-apocalyptic world set in eastern North America, roughly where the Great Lakes stand today - in the future they are known as the Saltless Sea. The extent of the known world consists of the City of the Empyreans - their only remaining city - and the surrounding camps of the Outsiders, their eternal enemy.

Here you will find a breakdown on some of the amazing things you can do as an Empyrean~

The City:
The City of Empyreans is circular in shape and surrounded by both physical and magical walls. There is no plastic in Empyrean City - everything is crafted of natural materials - wood, stone, metal and bone. The Empyreans use magical energy of the Elements of Fire, Light and Electric to light their cities, rather than fuel burning sources. They have a number of Golems, Hybrids and Monsters that are employed around the City for assistance, but these are all governed by the Empyreans of the City itself. Then entire thing is a tightly knit society, each member contributing something to maintain their survival.

The Caelestis
The Caelestis is literally the heart of the City. It is within this domed and guilt hall that the four Metatrons reside. The Metatrons are the physical manifestations of the four types of Ether that an Empyrean can bind to. Rasputin governs the Choleric Alignment, Mephistophiles governs the Melancholic Alignment, Nova governs the Sanguine Alignment and Fortuna governs the Phlegmatic Alignment. It is within these walls that all knowledge is poured into the Metatrons for governence. Husks are brought to them to be fused into new Empyreans, those who are judged guilty are brought to be Extinguished and those Empyreans ready to Transcend to the next level are embraced.

The White District
The White District, sometimes called The Academy, is the central section of the City and is built around the Caelestis. It is the most highly guarded area of the City and enlists the services of some of the most potent Empyreans in the City. It is wihtin the White District that Stage Zero Empyreans are confined until they complete their 16 course education and can transcend to Stage One. The 16 compulsory courses are: Astronomy, Philosophy, Rhetoric, Literature, Art, Mathematics, Science, Botany, Animal Care, Cooking, Music, Physical Education, Crafting, History, Law and Magical Theory.

The Amphitheatre
The Amphitheatre is a massive structure of glass and wrought brass that houses the swimming pools, some glorious fountaines and a massive stage with beautiful acoustics. It is here that various muscal, dramatic and assembly performances are put together. In a pinch it also serves as a meeting place for the members of Empyrean City to meet and organize themselves. It is from this room that all Public Service Announcements are made. It is attached to the White District.

The Flora Gardens
The Flora Gardens is a massive greenhouse-like structure that allows in sunlight and rain filtered pure by the magic of the Empyrean shields. Within the Flora Gardens all manner of plant species grow from the mighty oaks to the exotic Sundew. All of the magical property plants of Botany Class are grown here (with exception of the volatile Mandrake) as well as a number of supportative shrubs, ferns and fungi. The Flora Gardens is also a popular picnicing site and a safe location for people to free their Cicus pets, Hybrids or other familiars for some air and excersize. The Gardens are attached to the White District. 

The Fauna Gardens
The Fauna Gardens are set in the Sanguina District and are connected to the Flora Gardens by a series of underground tunnels. The Fauna Gardens are basically the breeding and training grounds for a number of Cicus animals and a wide variety of beneficial monsters. It is here that Monster Trainers educate and tame wild familiars so that they will be ready for homes with Empyreans who have received their Training Certificates enabling them to care for specific types of familiars. Often Hunters who catch beneficial monsters sell them to the Fauna Gardens. 

The Arena
The Arena is a massive colosseum-like structure with enough seating to house nearly three-quarters of the Empyrean City population. The floor is packed earth and the walls contain all manner of weapons, training gear, armour and the like for various sparring matches. It is here that Empyreans train up their physical skills or fight friendly duels for practise or entertainment. Duelling has become a huge part of Empyrean entertainment, so that there are a great number of Golems crafted for the sole purpose of duelling, and it is most often here that one has the chance to witness one of the unique Aberrations reveal their powers. It is attached to the White District.

The Observatory
The Observatory is a spiralling tower rising out of the Black District and is connected to the Planetarium in the White District by a spanning aerial bridge. It is from here the Empyrean Clock chimes, the Telescopes track the stars and planets and the Calendar is spun. There are troves of records in the Observatory that recount all manner of past events of note in the Empyrean History which are then copied and put in the Archives in the Library.

The Crater & The Ruins
The Crater is ground zero. From the Crater - the aftermath of the ruthless war between Empyreans and Outsiders - that the Ether first came. It is said the first four Empyreans who touched that Ether and survived - their bodies somehow converting it to Essence - were the same four Metatrons that exist today in the Caelestis. Spreading out from the Crater towards the Melancholia District are the Ruins. These burnt out husks of derelict buildings and smashed debris still hold something precious in and around them that has prevented the area from being rebuilt: The Scorched Souls. When the chemical bomb first hit and blew a hole in the very earth the Empyreans who lived in those areas were killed so excruciatingly painfully and so swiftly that when their bodies were obliterated, their souls were burnt into the spots where they stood. Their souls still linger in the ruins today, fused to the spots where they died and unable to flicker farther from their point of death than some ten feet - like feeble flames hugging their wickes. Today there are some brave few Empyreans who make it their duty to socialize with these trapped spirits, comforting them, learning from them, caring for them as best as can be done. 

The Guilds
There are Four Guilds in Empyrean City: the Tribal Guild, the Circle Guild, the Grimoire Guild and the Ritual Guild. The Guilds govern the schools of Magic by the same names. These are the four basic types of casting magics - those that are used in duels and battles. While anyone can learn the basic 36 spells of one of the four types, only those who dedicate themselves to the mastery of -one- type may be admitted to the Guild and learn the secret magics created by the Wizards and Guild Masters and Acolytes. These secret spells are harshly guarded and passed only between the members of a Guild.

The Gates
While there are a set of Gates separating the inner Colour Districts from the Outer Districts, the Gates we refer to here are the outer walls of the city. Both physical and magical in nature the only way to pass through these walls is by way of one of the Gates. The North Gate leads out of the Cholera District into the Dark Forests where the Mandrakes are grown and the stone quarries lie. The North Gate is a massive stone structure so engraved with runes that it is impenetrable by force. The East Gate leads out through the Ruins of the Melancholia District to the shattered lands of the Crater, where salvaging and monsters harvesting takes place. The East Gate is a mirror-like seemingly insubstantial structure like a veil or curtain that is wrought with such potent magics that one would be obliterated before they could manage to pass fully through its folds. The South Gate leads from the Phlegma District into the Saltless Sea where the fishing and purifications take place. The South Gate is in part a water turbine filtering the water and in part a series of canals to allow passage to the exploration and fishing boats. The West Gate leads out of the Sanguina District and into the No Man's Land between the bulk of the Outsider ranks and Empyrean City. The land between them is equally used as a farming field for crops like grain and harvesting of monsters, herbs, samples and the like. It is around these vast plains that the majority of the wars are fought between Outsider and Empyrean, and so the gate is made of spanning ever-burning flame that is safe enough for an Empyrean to exit but deadly to anything trying to come in. In order to gain passage in or out of any of the gates, one must obtain a Gate Pass from the Gatekeeper's Head Quarters.   

The Outer Districts
The Four Outer Districts are: to the north, the Cholera District famous for its Tribal Guild, masons, architechs, crafters, tradesmen and gardeners. The buildings of the Cholera District are very much small, cozy little stone buildings with glorious gardens, cobbled walkways and low terraced walls. The District is very much a social community where the comraderie between neighbours is very strong and the need for company very high. A lot of Tribal Ju-jus live in this District. To the east, the Melancholia District is famous for its Grimoire Guild and its eerie, barren feeling. Unlike the friendly welcoming atmosphere of the Cholera District, the Melancholia District is forboding, still and frigid. The inhabitants of this District tend to be solitary creatures, without much care for the needs of the physical like comfort or warmth. The buildings here are often hastily repaired ruins, derelict, tottering old buildings with failing shingles and leaning turrets. There have almost no gardens at all, and usually where there is a plot of land it is home to gravestones or weeds. Wrought iron gratings and mangled gateways separate lots and feeble lamps are the only source of light - gloaming in the mist and fog of the night time. Here reside the philosophers, the artists, the hex dealers, the hunters, the artefact keepers. To the south, the Phlegma District is famous for its Ritual Guild, its sparkling fountains and its music. It is nearly impossible to spend any length of time in the Phlegma District without hearing the tune or voice of some minstrel, bard, music teacher or choir. The buildings here are often full of light and reflective crystal making use of fountains, troughs and copper piping to move the water freely about. Hanging baskets of flowers and rooftop gardens add life and colour to this sector and attract the songbirds the Phlegma District prizes so highly. It is home to the musicians, the artists, the tailors, the gossips and the cooks. To the west, the Sanguina District is famous for its Circle Guild, its duelling halls, its martial arts temples, the Fauna Gardens, its smithys and its Incubation studios. The buildings here are stacked and storied, nearly flowing apartment complexes, with a feeling like molten stone and lava had set mid-flow to created asymetrical windows and brightly painted doors. There is a lot of cast metal in the Sanguina district from shining door knockers to glittering domed roofs to gold leaf on friezes and gargoyles. Here reside the Duellists, the weaponsmiths, the Golem and Hybrid Incubation Technicians and a great number of Gatekeepers. All the Outer Districts are separated by doorways in the walls as well as separated from the Colour Districts in a like manner. 
 
The Colour Districts
The Four Colour Districts are: to the north, the Green District is the buffer between the White District and the Cholera District and houses a great majority of Choleric Empyreans, many Gatekeepers and Chorus members, a number of tradesmen and crafters. The Flora Gardens open onto the Green District; it is also the location of the Techomagus Majore and the Apprentice's Bulletin Board. To the east, the Black District is the buffer between the White District and the Melancholia District and houses a great majority of the Melancholy Empyreans, many Grigori and Seraphim members, a number of artists, archivists, sages and tutors. The Library opens onto the Black District; it is also the location of The Temple and the Apothecary. To the south, the Blue District is the buffer betweent he White District and the Phlegma District and houses a great majority of the Phlegm Empyreans, many Seraphim and Chorus members, a number of musicians, diviners, faithful and performers. The Amphitheatre and the Atrium open onto the Blue District; it is also the location of the Dreaming Pool. To the west, the Red District is the buffer between the White District and the Sangunia District and houses a great majority of the Sanguine Empyreans, many Gatekeepers and Grigori, a number of monster trainers, crafters, alchemists and duellists. The Arena and Infirmary opens onto the Red District; it is also the location of the Weaponsmithery and the Gatekeeper's Head Quarters.

The Outside

Beyond Empyrean City are all matter of dangers. The climate is rather foul with acid rain and mutated plant and animal life. Monsters run rampant over the broken earth, the Outsiders set out their outposts, their war camps and their raiding parties. Belial and Mechiresa - the Dukes of Hell - have their lairs out in the wilds somewhere. The Rakshasa somewhere have a sprawling city of their own, as well as  a number of other monsters who set up colonies wherever they can find purchase. They say that there is nothing that can prepare you for the Outside...
The Lessons:

Art
Art teaches the use of the Spectrum of colours in crafting and casting of magic. It also teaches the powers of Mandalas as talismans or amplifications. Art also teaches the creation of Golems from design to birth and how to infuse them with protocol, skill and power.

Literature
Literature teaches the ability to direct magic on a target rather than on oneself or defaulting on one's opponent. It also teaches the ability to target specific areas of the body to achieve more damaged or create lasting effects.  

Rhetoric
Rhetoric teaches the act of channelling energy to a specific purpose. From hand gestures called Mudras that heighten certain skills or states of mind to opening up the Chakras to better channel or soak magic, to simply channelling Essence to better protect oneself from exposure that can lead to Broken or Cursed statii.

Music
Music can be a powerful tool in manipulation and casting. Bardic practitioners master the ability to use music as a shortcut to casting complicated spells in the throes of battle. It can also be used to heal, inspire or subdue those around you and has the unique ability to affect a great number at a time.

Law
There are certain Laws in Empyrean City that cannot be broken without pain of Extinguishing. All must take to heart these basic 10 Laws... However, there are some who go farther and learn about the Esoteric Laws, a set of 16 restricted Laws that when mastered enable the Empyrean to bend the rules and weild otherwise dangerous or over-powerful skills such as Resurrection or Possession.

Botany
Botany is the art of raising magically potent plants. These plants have uses in Medicine, Alchemy and of course in Druidic Magic. Druids are those practitioners who master the art of casting the preparations of a spell and infusing them into a seed or sapling to be later released at full completion and thereby save casting time in battle.

Astronomy
Astronomy is the study of the Planets, the Constellations and the Zodiac. Each one has certain qualities that affect with their influences whenever they are at their fullest strength - that is to say, visible in the sky. These attributes can be called upon to augment or strength spells magic, charms, channelling and a myriad of other skills from Golem Crafting to prayer. 

Cooking
Cooking includes not only the act of making food or drink, but primarily Alchemical Recipes. Each recipe requires certain components and procedures which, when mastered, create bottled magic that can be released for instant effect. From treating burns to healing paralysis, from creating a protective circle to rousing someone from sleep the effects of Alchemy are varied and indispensible.

Physical Education
PE teaches the arts of physically fighting, from basic sparring to advanced martial arts and weapons wielding. This is one of the few courses which can also be taught in part to familairs like Cicus pets, Golems or Hybrids sot hat they too can help you out in a tough spot. As there are different body types, the PE skills are broken up into those which are most applicable to Academic, Journeyman or Kinesthetic body types.

Animal Training
Animal Training is the art of training up familiars, which includes: certain types of Monsters, Aberrations, Cicus animals, Golems and Hybrids. Aberrations are the soul manifestation of specific types of minerals, ores and gems which can wield magics unique to their kind. Golems are constructs made from concepts and magic that have physical abilities based on their Golem Shard that can be set up as Defenders, Duellists or Labourers. Hybrids are organic mixes of plant and/or animal parts that are a fusion of their Hybrid Samples and can be set up as Servants, Companions or Labourers. Cicus animals are those from the wild that somehow got tangled up with raw Ether and like Empyreans managed to fuse it into Essence. They can telepathically communicate with their owner and other familliars but toherwise behave very much liket he animalt hey began as. As for monsters, only some of them can be used by Empyreans, but those that can offer some very unique skills from the Gaap's teleportation to the Ronwe's mimicry.  

Philosophy
Philosophy is the art of worship for the Old Deities long since abandoned by the ancestors of the Empyrean peoples. There are a number of Old Pantheons that they have awakend, including the Vedic, the Greek, the Aztec, the Norse and many others. It is said that only those Empyreans who pray will not be turned into Monsters in death. When an Empyrean prays to a deity, they accumulate Karma which can in turn be used to call down miracles from their patron gods.

History
History teaches the origin of the Empyrean people and their Outsider enemies, or at least, the Empyrean version of things. It is considered that the Empyrean version is sufficient to raise the young Empyreans to work in and for the City. Still, there are some who require more information... Those who are granted this information known as Restricted Histories are granted access to heightened freedoms and abilities because they have showed greater clarity and understanding to wield their knowledge safetly. 

Mathematics
Mathematics is the art of spinning geomentric shapes, angles and the magical power in numbers to enhance precision, magic, effect and duration. One  a basic spell has been learned and achieved,t he use of Mathematics can enhance or otherwise manipulate the basic rules of the spell work to increase it's potency, lengthen its duration or create lingering effects. The best Bards and Circle magic practitioners are those who master Math.

Science
Science includes the systems of anatomy of both Outsiders and Empyreans so that one can better use their own form and manipulate the weaknesses of their opponents. Science also teaches Medicine and the art of healing in a non-magical manner, with gauzes, salves, tinctures and other methods that are sometimes safer on familliars and for those who have already had a great exposure to Essence. Science also teaches the art of hybrid technologies, specifically Caster shells - basically spell magics contained within a bullet that casts upon release from a Caster Gun.

Crafting
Crafting includes any craft: sewing, metalwork, woodwork, drafting, engraving, sculpting, embossing, weaving, etc. These crafts can be used at blank value to create things, or they can be applied to other skills to heighten the effect of potions, worship, Ritual magic, Grimoire magic etc... Crafting also teaches the creation of Technoequips.

Magical Theory

Magical Theory teaches the basic 36 spells of each of the four types of casting magic: Grimoire Magic is the art of drawing, writing, painting or runic casting to create spell effects and draw things to life. Circle Magic is the art of transecting shapes and boundaries to isolate targets and effects, create barriers, and manipulate characteristics. Ritual Magic is the practice of following form and procedure to recreate summoning, invoking, separating elements and controlling monsters. Tribal Magic is the practise of utilizing the movement, rhythm and energy of the body to draw on the planet, the inner stregths and levels of one's unified person to increase abilities and evasions.
The Temple
The Temple is a safe house, a bunker should the worst come to pass. In the meantime it is a training ground for Hunters - those who take down anything that is a danger to Empyrean City - from rampant monsters to undercover spies. They vend lures and snares as well as protective talismans and charms. The woman who runs the Temple is a vicious and grizzled Melancholic named Sable who is said to be so contaminated with Essence Exposure that she has 5 to 6 Grigori constantly trailing her in case she suddenly begins to mutate into some massive unmanageable monster.

The Apothecary
The Apothecary is a shop that sells all manner of ingredients for alchemy, magical preparation, prayer to the gods and other supplies. It is also a place to get Samples for Hybrid crafting, Golem Shards or Aberration stones. One can also get Hybrids or Golems Incibated there for a fee. Euphrasia runs the Apothecary as well as the Infirmary, so she often has assitants helping to run the shop and the Infirmary for when she's busy.

The Weaponsmithery
The Weaponsmithery is where one can get damaged Technoequips repaired, weapons crafted and specialty items made. The man who runs it is Gregor, a smouldering Sanguine who is said to be one of the most multi-talented Empyreans in Empyrean City's history. He loves a challenge and can make anything so long as its not alive. He has an impressive repetoire of skills, including: knitting, smelting, weaving, pottery, needlepoint, wood carving, metal casting, engraving, mechanics, painting and masonry. It is said that in the back of his shop Gregor keeps a vault of artefacts and legendary items that are simply too potent to be left int he wrong hands. In dire situations he brings out some of these dangerous toys and saves the day despite breaking a few rules.

The Technomagus Majore
The Technomagus Majore is the shop of Metro, Gregor's best friend, and the shop is aptly connected through a sliding wall panel. Metro is an extremely social Choleric and a miniature, which suits him well because his nimble little fingers can get to work on all the tough mechanisms of technoequips. From Voltgrips to Megaton Boots, Metro crafts it - even Castor Shells! He also takes custom requests and manages to fit whatever the request might be into a Technoring when he's done.

The Apprentice's Bulletin Board
The Aprentice's Bulletin Board is like a career's office. Here one can pick up an apprenticeship, a career, a quest or a housing commission. Lus runs the ABB in a disorganized, hectic, haphazard way... Still he manages to find when he needs when he needs it. Lus also keeps a full register of every Empyrean in Empyrean City, as well as those who are potential Husks (Spectres) and those who have died. He also sells a little bootleg under the table, if you've got the Credits to pay for it...

The Gatekeeper's Headquarters
Aside from just a place to apply for a Gate Pass, the Gatekeeper's HQ is also a bit of a tactical headquarters. When War hits Empytrean City, it is from this hall that troops are put together, fighters are armed and battleplans are formed. Nolan is running it as the leader of the Gatekeepers, and is currently the largest Empyrean in Empyrean City. In the Gatekeeper's HQ they keep track of the movements of monster migrations and Outsider parties so that any Empyrean party heading out can keep themselves as safe as reasonably possible.

The Dreaming Pool
The Dreaming Pool is a place of prophecy, divination and worship. It is here that Empyreans come if they wish to look into their fate,t heir future, their luck, their past or their destiny. Ardys runs the Dreaming Pool and trains up his apprentices to keep their senses tuned to the currents of the world so that they can pick up on the first signs of trouble. Many also come here for its tranquil atmosphere and safe haven feel to pray to their Pantheons and accumulate Karma.

The Library
The Library is connected to the White District but is also freely accessible to any member of Empyrean City. It is within these walls that all salvagable fragments of old history are restored and set into the Archives. There are all manner of references to help Empyreans with their studies from games to novels, maps to poetry. Without a full picture of the past, every scrap of writing or programming or art from the old world is considered historical. It is also where Empyreans ready to Transcend take their examinations. in back rooms Restorations experts carefully put back together damaged relics found in the outside world to add to the collection.




Empyreans:

The World: Long after World War Four, the Empyreans are the last remaining city against a world of monsters and their mortal enemies, The Outsiders. Having discovered long lost arts of magic, the Empyreans find themselves changed to reflect the nature of their souls, and it is for this coveted knowledge the Outsiders relentlessly pursue them. Sterile from the Outsider's weaponry, the Empyreans propegate their species by collecting Husks from the Outsiders and infusing them with Essence to make them into Stage Zero Empyreans. As the little Empyreans are taught to weild the magics of Empyrean City, they grow, and transform into often fantastical creatures. And while all this poetry of learning goes on within the gates, outside the War wages on...
 

The Story: Originally begun as an RPG on the website Gaia Online, Empyreans swiftly grew larger than I could have ever imagined. It became a full role playing game full of interactivity for the dedicated players who joined me and fell in love with this unique and richly detailed world. The plot is an ongoing one and continually formed and influenced by the actions and reactions of the players to various situations we throw at them.
 

The Characters:
The player characters are rather numerous to detail, but here are the key NPCs:
Eleuthero ~ The oldest of the Empyreans alive today, Eleuthero is the Head Master of the White District as well as the Philosophy Professor. He's a Phlegmatic , and holds the position of Chorus.
Bellona ~ The most powerful magic user in Empyrean City, Bellona is the keystone for the Seraphim defenders of the City. She's also the Magical Theory Professora. She's a Melancholic Academic, and holds the position of Seraphim.
Abrid ~ Said to be the only magic user in Empyrean City who might possibly rival Bellona, Abrid is the Science Professor and was the inventor a large majority of the caster Shell technology the Empyreans use. He's a Choleric , and holds the position of Seraphim.
Nolan ~ Nolan is the largest Empyrean currently in Empyrean City, and is the co-ordinator of the City's Gatekeepers. He is also in charge of releasing Gate Passes for Husk Harvesting, Scouting and scavenging for supplies. He's a Sanguine Kinesthetic, and holds the position of Gatekeeper.
Ardys ~ Ardys is the City's Prophet, and is the most famous Echo the City has ever seen, along with Euphrasia. Ardys designed the Dreaming Pool to better facillitate skrying and fortune telling, and leads the Fortune Tellers of the City. He's a Phlegmatic , and holds the position of Chorus.
Euphrasia ~ Euphrasia is Ardys' Twin Sister, or Echo. She heads the Infirmary and runs the Apothecary on the side. She too is a Phlegmatic , and holds the position of Seraphim.
Gregor ~ The most talented of the Crafters in Empyrean City, Gregor is often on the wrong side of everyone, but his insight and skills are so prodigious, he could basically get away with murder. He runs the Weaponsmithery and is a Sangunie Journeyman. He holds the position of Grigori.
Sable ~ Sable leads the Hunters of Empyrean City. She has record-breaking amounts of Essence Exposure, and at any given time has anywhere from 6 to 8 Grigori tailing her to make sure that when she breaks under the strain of her Cursed status whatever form of Monster she mutates into can be subdued. She's a Melancholic Journeyman, and holds the position of Grigori.
Elias ~ Elias is the Astronomy Professor, and one of the most popular Duellists in the City. He's a , and holds the position of Grigori.
Dameron ~ Dameron is Elias' lover, and his duels with Elias always draw a huge crowd and great revenue. He's the Literature Professor. He's a Melancholic Academic, and holds the position of Grigori.
Kortus ~ Kortus is said to be the second biggest Empyrean in the City, and is the Crafting Professor. Kortus is a Choleric Kinesthetic, and holds the position of Gatekeeper.
Metro ~ Metro, a Minature Empyrean, runs the Technomagus Majore, adjacent to Gregor's Weaponsmithery. Metro is a great spreader of gossip, but generally well-liked. He's a Choleric Journeyman, and holds the position of Chorus.
Orrys ~ Orrys is the Physical Education teacher, and trains up a lot of the duellists. He's a Sanguine Kinesthetic and holds the position of Gatekeeper.
Tryna ~ Tryna is the Cooking Professora, and a brilliant Alchemist. She's the unusual combination of Sanguine Academic and is a Gatekeeper.
Lelaus ~ Lelaus is the youngest of the Professors, and teaches Animal Care. He oversees the Fauna Gardens, and trains the Monster trainers. He's a Sangunie Journeyman, and holds the position of Gatekeeper.
Requiem ~ Requiem is the City's head Librarian. Requiem oversees the book restoration and administers the Transcendence Exams. He's a Phlegmatic Academic, and holds the position of Chorus.
Lus ~ Lus is the Career's Officer, running the Apprentice's Bulletin Board, and assigning Jobs, apprenticeships and Housing Commissions. He deals very closely with Outsiders and scavenges everything from information to 'Shnappy'. He's a Sanguine Kinesthetic, and holds the position of Grigori.
Quenda ~ Quenda runs the Flora Gardens, and is Professora of Botany. She's a Choleric Kinesthetic, and holds the position of .
Tamerind ~ Tamerind is the second-oldest Empyrean in the City, and is their Historian, History Professor to the Zeroes as well. Tamerind is a Choleric Kinesthetic, and holds the position of Chorus.
Bardane ~ Bardane is the Law Professor and runs the Senate. He's a Phlegmatic Journeyman and holds the position of Chorus.
Raelyn ~ Raelyn is the Art Professora. She is one of the City's senior Golem Incubation Technicians. She's a Academic, and holds theposition of Seraphim.
Melonia ~ Melonia is the potent Rhetoric Professora. She's a Grigori and heads the Servitum. She's a Sanguine Journeyman.
Paxar ~ Paxar is the Mathematics Professor, and has a severe Broken Status. So long as his nails keep twitching all is well, but as soon as he focusses too strongly on any one thing, he can inadvertently kill the target of his focus. Paxar is a Phlegmatic Journeyman and a member of the Chorus.
Nehna ~ Nehna is the leading Bard in the City, and is the Music Professora. She's a Phlegmatic Academic and a Seraphim.
Vanga ~ Vanga is the only Albino Empyrean currently in the City. Albinos are those who do not take to a particular Alignment, but instead absorb a little of each. Vanga takes on the characteristics and tendancies of those overwhelming Empyreans around him. He fluctuates his additions and they are always Limited. Vanga is the keeper of the Restricted History and the Esoteric Laws.
All Content © Astra Crompton.
Do not use or replicate without express written permission.