recursal/Fanatic-Fandom huggingface dataset:
Materials

The world of Starborn Alignment has a variety of materials to utilize - and not just raw materials! Hireath boosts a booming textile industry that stretches from the Onean mountains to the Aquorian coast.

The following is an up-to-date list of the materials you might come across on your Backpack Through Hireath.

## Metals

* Iron
* Bronze
* Silver
	+ Sterling
	+ Nickel
* Gold
	+ Rose Gold
	+ White Gold
* Copper
* Tin
* Brass
* Steel
	+ Incandescent Steel

## Textiles

In rough order of heavyweight -> lightweight

* Chainmail
* Fur / Pelt
* Leather
* Wool
* Fleece
* Burlap
* Corduroy
* Denim
* Flannel
* Felt
* Tweed
* Cotton
* Linen
* Velvet
* Satin
* Silk
* Chiffon
* Lace

## Gemstones

### Aodh (Eithne)

* Moonstone
* Red Ruby
* Amber
* Opal
* Rose Quartz
* Cinnabar
* Obsidian

### War-Forged (Onea)

* Moonstone
* Green Emerald
* Peridot
* Jade
* Opal
* Red Ruby
* Blue Sapphire
* Purple Amethyst

### Breim (Sirith)

* Purple Amethyst
* Purple Star Ruby
* Purple Jade
* Onyx
* Purple Spinel
* Rose Diamond
* Purple Fluorite

### Talori (Aquore)

* Aquamarine
* Lapis Lazuli
* Paraiba Tourmaline
* Blue Sapphire
* Imperial Topaz
* Opal
* Citrine
* Coral

### Serora (Sedo)

* Purple Lace Agate
* Turquoise
* Opal
* Orange Garnet
* Petrified Wood
* Obsidian
* Moonstone
* Sardonyx

### Vagabond (???)

* Bloodstone
* Onyx
* Tiger's Eye
* Specular Hematite
* Gold Rutilated Quartz
* Amber
* Azurite-Malachite

## Wood

* Bamboo
* Pine
* Mahogany
* Maple
* Cherry
* Birch
* Walnut
* Ash
* Oak
* Beech
* Alder
* Palm
* Aspen
* Fir
* Cypress
* Sycamore
* Dogwood
* Poplar

## General Raw Materials

* Wood
	+ Hardwood
	+ Softwood
	+ Painted
	+ Unpainted
	+ Logs
	+ Lumber
* Stone
* Brick
* Stucco
* Glass
* Ceramic / Pottery
* Plaster
* Straw
* Pebble
* Peat
* Sod
* Gravel
* Marble
* Granite
* Bone
* Shell
* Graphite

Many thanks to our War-Forged mod, tarried-sea, for creating this list!
Specialist

Specialists are horses with a particular skill set, and members of Vindicators, a Vagabond faction devoted to bringing order and equality to Hireath.

\*\*THIS RANK IS NO LONGER IN USE! IT CANNOT BE HELD BY CHARACTERS\*\*

The specialist rank has been merged with Soldier and Supporter ranks. "Specialist" as a term still exists among the Vindicators, but is not its own rank.

 Overview

Where the Soldiers are "jacks of all trades", the Specialists are masters of one. Specialists are so named because each has a very particular skill set. These skills range widely through a spectrum of combat and support roles, but are always something the Vindicators can put to use.

The advice of Specialists is sought after while missions are in their planning stages, as the combined expertise of the Vindicators is the key ingredient to the high impact of their missions. Specialists are expected to be out in the field just as often as the Soldiers are, although often their roles are understandably more specific.

Other than this (and the fact that Specialists are far outnumbered by their Soldier counterparts), there is not much of a practical difference in the day-to-lives of Specialists and Soldiers. While a Specialist's regular training may focus more narrowly than a Soldier's, all Vindicators contribute equally to the daily tasks around the Bunker, and share a familial bond.

Hierarchy has no place among the Vindicators, so even though the Specialists are fewer in number and have a more specific skill set, they are in no way superior to the Soldiers.

### Choosing a Specialty

Acceptable roles for a specialist include: Medic, Explosives Expert, Spy, Farmer, Tracker, Architect, Trap Maker.

Other practical specialties are welcome, these are just a guide! Feel free to note the group if you would like feedback on an idea for your Specialist's skill!

## Rank Levels

* **25 AP |** You have found a way to use your skills for good. Select a **Talent** related to your skill early. (i.e. Agriculturist for farming, Herbalist for medic, etc)
* **50 AP |** This is dangerous work! Don't get caught unprotected. Receive **Goggles** for free.
* **75 AP |** You're learning to plan your moves carefully. Add an additional **+15 SP** to your Wisdom stat.
* **100 AP |** Another pair of eyes could be helpful... If your familiar slot is empty, receive a **Vagabond level 2 familiar (except rare)** for free.
Peacemaker

Peacemakers are the official representatives of Serora abroad. They serve as negotiators of good will between their host herd and their homeland. They often spend months away from Sedo at a time.

**Peacemakers are a limited rank, and require a monthly activity check.**

## Overview

Peacemakers speak in an official capacity for Seroran interests in foreign countries. They seek to give out a good impression of the Seroran people, while also reporting home about interesting developments among their hosts. Peacemakers are expected to be savvy and diplomatic, with the ability to befriend locals without losing sight of Serora’s interests. They are often the arrangers of trade deals and other beneficial treaties. Peacemakers are empowered to make minor political decisions and agreements on their own, but must defer back to the Sultan on more major decisions.

As Serora is quite different from many of the other herds, Peacemakers often experience culture shock when first traveling outside their home country. While efforts are made to prepare them for this eventuality via study and teaching them to use shards, most Peacemakers spend the start of their assignment feeling terribly homesick.

When back home in Sedo, they act as an expert in government meetings when requested. They are expected to offer honest and forthright advice when asked.

## Appointment and Requirements

The Peacemakers are appointed by the Sultan based on merit and personality. Prospective Peacemakers present themselves to the Sultan as a candidate, and they have usually prepared for the role by being mentored by a former Peacemaker or councillor to learn diplomacy.

The Peacemakers serve until they resign, or are dismissed by the Sultan.

**The requirements for becoming a Peacemaker are as follows:**

* 18+; 20 or older preferred
* No major or recent criminal history
* Literate

### Current Peacemakers

* Leonora - Aodh
* Open - War Forged
* Open - Umare Breim
* Acheron - Kawaru Breim
* Open - Flight
* Isleen - Rogues

## Rank Levels

* At 25 AP |  As a Peacemaker you really need to know how to make a good impression. A silver tongue and a bit of knowledge will take you far. If you wish, receive **a Tier 1 Talent** early (first talent only).
* At 50 AP |  While Serorans are famously communal, they recognize that other herds can judge based on appearance and they want you to look your best. Receive a **Cloak** and **Collar** for free.
* At 75 AP |  Sedo relies on you to make a good impression and offer even better advice. Add +**15 SP** to either your **Wisdom** or **Cunning**.
* At 100 AP | **A Peacemaker** needs to stay in contact with their home. So long as your familiar spot is not already filled, you may receive a **Seroran Mythical or Rare Familiar** for free.
Paladin

The Paladin is the elected leader of the Vindicators.

## Overview

The leader of the Vindicators. The Paladin is elected for their courage, wisdom, and strength. They lead from the front lines, and do not pass the most dangerous task off to someone else. Paladin is an elected position, and family lines have nothing to do with this position; the very idea of hereditary leadership leaves a sour taste in a vagabond's mouth. The Paladin is elected for life, or until asked to step down by their peers.

The notion of hierarchy has no place among the Vindicators; the Paladin is an organizer rather than a ruler, whose job is unique among the Vindicators though not necessarily above them. The Paladin cooperates and pitches in shoulder to shoulder with the other Vindicators and enjoys very few special privileges other than the respect of their peers. They are obeyed because of their wisdom and skill; not because they’re above the others.

Dinah was the first Paladin of the Vindicators. She had been leading them for 17 years, replacing the more rudimentary leadership structures from before her time. After her death in spring 1702, Shale was chosen as the new and second Paladin.

## Rank Levels

* **0 AP |** Receive your first **Blessing** and a **Mythical Familiar** from the Vagabond shop.
* **25 AP |** The path of righteousness chose you for a reason. Receive your **Talent** early.
* **50 AP |** You are a symbol, one that inspires your people. Receive one free **Accessory** from the shop.
* **75 AP |**  You’ve broken the chains on so many souls, but the war for total freedom rages on. You must be swift, and steady. Gain an additional **+15 SP** to either speed or wisdom.
* **100 AP |** A **strange stone** has appeared among your possessions. The deep gold color calls to you…
Pygmy Gryphon

Pygmy Gryphon

Pygmy Gryphons are natives of Onea, although it is not unknown for them to stray into the surrounding forests of Sirith and Eithne. In general the little carnivores prefer the cooler climate of Onea however, and can often be found soaring over the western sea cliffs, seemingly immune to the chill air and icy sea spray.

Combining the curiosity of cats with the arrogance of raptors, Onea's pygmies are often considered nuisances, who relish in harassing sailors or merchants, and are not above stealing anything that catches their eye. The gryphons are difficult to tame, even if obtained as captive-bred fledglings, and if they do tame at all, the goodwill tends to extend only as far as one equine. Anyone else will, generally, be fair game, whether as a perch or scratching post. Probably both.

Despite their intractable nature, the gryphons are seen as a sacred hybrid created by Kaia and Alya, and to see one in flight before a journey or decision is often taken as a good omen (until the sacred pest decides it really ought to upend your basket of jewelry).

 Creation Rules

### The Gryphon will always:

* Have warm-toned eyes- or silver
* Have wings
* Have a bird "front" and cat "back"
* Weigh less than they appear to

### Gryphons can:

* Have silver eyes
* Have stray or "extra" feathers on their body, including "false tails" and ear tufts.
* Have domestic cats or "big" cats for their feline half, but size will always match their bird half.

### Gryphons can **not:**

* Be larger than the average size of their bird counterpart, with females often being sightly larger than males
* Be owls
* Be non-raptors for their bird half or non-feline for their cat half (shocking right)
* Have blue or green eyes
Starscape

Starscape is the plane of existence inhabited by Hireath’s five original gods. Mortals are aware of its existence, but can not enter nor in any way experience the Starscape without the assistance of a god. It is beyond the reach of mortal means, even when utilizing powerful blessings.

## Starscape as a Space

The Starscape is a magical, mysterious realm beyond true mortal understanding. Its true complexity is only observable through the eyes of gods. It is a vast, seemingly endless and timeless plane, where the gods are not grounded by time or space. The countless stars glimmering within are the souls of dead mortals, sleeping and unaware.

When observed by a mortal, the appearance of the Starscape can change according to the god who brought them there. The most common appearance of the plane is a vast, starlit sky, dark and yet awash with light.

## Gods in the Starscape

The gods spend most of their time in the Starscape. This is where they reside whenever they are not physically present on the mortal plane. They can hear prayers, and observe the mortal world. The gods may also grant blessings while still within the Starscape, making their voice heard and their presence felt without truly leaving.

Indeed, for many years after the God’s War, the gods never left the Starscape. This was to uphold the covenant they made, promising not to meddle in the affairs of mortals. They would bless their followers, appear to them in dreams or visions, or occasionally let the gentle touch of their elements do the talking - but they would not walk among their people.

This is because being in the Starscape makes the gods, in some ways, significantly weaker. To exert their will in any major way (such as altering the landscape of Hireath or create new life), they must be present on the mortal plane. They can also maintain a safer distance with their followers - avoiding unwanted side-effects such as the poisoned bond, but often losing a more personal relationship with each mortal under their guidance.

On the other hand, being the Starscape also gives the gods some benefits. Lacking physical bodies, they can not be injured. The lack of a body also makes it easier for them to observe all of Hireath, rather than what is around them - although most gods choose to observe their own herd, above all.

It is said a god can remain in the Starscape while simultaneously projecting a truly mortal, non-godly version of themselves onto Hireath.
Healers

Knowledgeable and kind, these equines treat all manner of injuries and illnesses with a mixture of natural remedies, medical science, and magic.

## Overview

Healers in general are well known for their use of natural remedies, medicines, and magic to heal their patients. While some blessings may be a great asset to a healer, they are not required to be skilled at the job. The use of yoga and meditation can often be found woven into a healers processes, as addressing mental and emotional health is an important part of addressing physical health.

It is imperative that a healer has a vast knowledge of herbs and other plants, especially those that are edible and those that are not and how they can be used, as well as taking and utilizing scientific advancements such as inoculations, and harnessing arcane energy for healing purposes. From time to time, healers may find they specialize in an area of healing and begin to deal solely in it. Maternity care and midwives, medicines, wound care, and psychological health are all areas in which a healer may specialize but there are many more options available.

### **Becoming a Healer**

Beginning as early as 13, Uncut foals looking to be healers will often work under experienced healers for many years before heading out n their own. During this time, these understudies are expected to work tirelessly at the techniques they are taught as well as memorize the many herbs and plants used to make medicines. Healer teachers are known to be rigorous in their training and thankfully so as equine lives hang in the balance.

Once a healer graduates, they begin to start a business of their own, often starting out in their own neighborhood and moving outward. Dedication and skill are what seem to draw the most attention, and word of mouth brings in more business as time passes. Some healers who's client list extends past their abilities may team up with other healers or take on students to help even the workload.

## Rank Levels

* **25 AP|** Your herd believes in you and your talent, despite you just starting out. Work hard and you will learn a lot in a short amount of time. Receive a **rank 1 talent** early.

* **50 AP|** Your skills are increasing with more and more horses coming to you for aid. It seems even though you are relatively new to the job, the rest of the herd trusts your judgment. For your work, a thankful patient gifts you a saddlebag. Receive one free **saddlebag** from the shop.

* **75 AP|** maintaining a healthy number of supplies can be difficult among such an isolated herd. As such, you often you find yourself buying them from traveling merchants in order to keep your stock in good supply. **+15 SP** to Vitality or Agility.

* **100 AP|** You are widely known as an excellent healer and many horses flock to you with ailments or advice. Now doesn’t that make your job that much better? Receive a **Level 2 Breimian Familiar (except rare)** a helper in your future endeavors.
Starborn Alignment Wiki

## Welcome to the Starborn Alignment Wiki!

Starborn Alignment is a story and art driven roleplay game, played with sapient fantasy equines.

The world of Hireath is home to five nations, the roaming Vagabonds, and several subfactions. Make this world your home as one of the five breeds: common horses, unicorns, pegasi, hippocampi and kirins.
The world is watched over by the five elemental gods who made it - and the one who seeks to change it.

### Looking to join Starborn Alignment? Start here: Getting Started

Rules
Application Guidelines
Points
AP Tracking
Available ranks - newbies
Available ranks - members
New to SA
Meet the Staff
Talents
Checkpoints
NPCs
Activity Checks
Retiring Characters
Rank Changes
End Game Rewards
FAQ
How SA works
Hireath Equines
Gods
God's War
Telekinesis
Sign Language
Sol
The Double Moons
Wyverns
Heralds of Ash
Breim
Serora
Water Bandits
Talori
Rogue Alliance
War-Forged
Bloody Flanks
Vagabonds
Forum
Tome of Names
AC Registry
Monthly Prompts
Monthly Challenges
Meme Directory
Accessory Shop
Magic Shop
Familiar Shop
Birthday Gifts
Update Log
Herd Timelines
Aodh Newsletter
Breim Newsletter
Serora Newsletter
Talori Newsletter
War-Forged Newsletter
Vagabond Newsletter
Ongoing Creativity Contest
Raider

Raiders are the War Forged herd's primary offensive & defensive force.

## Overview

Strong, terrifying, and fearless, Raiders, though bloodthirsty, play a vital role in the herd. Tasks vary from keeping the herd safe from predators and rogue horses who intend to do harm, to going out and raiding small vagabond camps and ships in search of goods and merchandise, whether it be useful to the herd as is or something valuable in trade. These horses also act as the herd’s standing army in case of war or invasion, and though all War Forged horses would be expected to contribute, the majority of the fighting would fall to these brutes. Stallions only can officially fill these roles, although the odd mare has taken it upon herself to do so in non-official ways.

Becoming a Raider is quite simple really, all it takes is to show some fighting spirit and be a male. There’s no special training aside from daily combat training but for a short time until proven they’re not going to die on their own, a young raider will be assigned a mentor. After that they make their own decisions.

It’s entirely up to each Raider whether they work alone or in a group for general daily tasks, full trust is given that they know what is best for themselves. When an important task is assigned, it’s common for the Stone Circle and Shields to create a task force.

Being a brute force, there’s really two ways they’re perceived by the herd; a gentle respect for their diligence to keep them safe and being seen as a complete rockhead who’s just looking for a fight whenever they possibly can.

Tasks organised by the Stone Circle daily can involve:

* Patrolling the boundaries and fighting off predators and rogue horses
* Raiding smaller camps and ships
* Protecting travelling horses along the War Lord’s Road
* Bringing in accused horses to the Stone Circle
* Following up Scout reports

## Rank Levels

* At 25| - Raiders are notorious for their ruthless combat abilities.. You may gain your **Tier 1 Talent** early (for your first talent only).
* At 50| - Your hooves and mouth are lethal, but no Raider ever said no to extra arms. Receive a **Two-handed Blunt Weapon** and **Pauldrons** for free.
* At 75| - Hireath calls you a barbarian. They’re not wrong, precisely, but you’re certainly a smart barbarian. You’ve learned to think on your hooves, and are just as capable of improvised strategy as you are capable of charging blind into the fray. Receive **+15 SP** to cunning or agility.
* At 100| - Another set of teeth would suit you well. If your familiar slot is empty, receive a **Level 2 War-Forged familiar (except rare)** for free.
High King

Leader of the Breim herd, the High King is considered wise and a messenger of Argus himself. His word is law.

## Overview

The High King is born into his role, often the first born child of the king before him. While the heir is usually the first born son, a High King may choose to heir their daughter if they believe they are fitting of the role. As the heir turns 3 to 4 years of age, they will begin to learn the ways of their Kingdom by shadowing the current High King. This will continue until they are ready to take the throne themselves.

As the High King, one is expected to take on the duties of everyday life. They will listen to commoner's complaints, create councils, organize the distribution of rations, approve changes to school agenda, and much more. With so many duties, the High King may decide to recruit members of their family to carry out tasks that are not in dire need of attention, leaving them more time to focus on matters of greater issue.

While the King is often quite busy with herd matters, they are also expected to make regular appearances among their subjects; be it visiting on of the Capitals six shrines or simply taking a stroll through the market. Good public relations has always been a top priority of the Royal Family and it is believed that regular appearances throughout Breim makes strong ties with the common folk. This means having good social skills is highly emphasized in the education of a young heir.

To further ensure good public relations, the High King is flanked by 5 elected officials known as the King's Guides. Chosen by the common folk of Breim, the Guides ensure the King hears the voice of his people.

## Rank Levels

* **0 AP|** Receives their first blessing and one mythical familiar from their region

* **25 AP|** Your advisers are finally beginning to see your decisions are worthy of respect. Receive a **rank 1 talent** early.

* **50 AP|** Though years of fear have kept you hidden deep underground, you are finally able to convince your Guides to allow you to travel outside the safety of the Labyrinth.

* **75 AP|** Despite generations of divide among your herd, you are finally able to make compromises with both sides. Perhaps you will be the one to reunite your people? +15 sp to wisdom or vitality

* **100 AP|** A mysterious stone has appeared in your room with no explanation. What is it?

## Previous High King's in Recent History

* Hajime (1700- present)
* Isamu (1672 - 1700) *deceased*
* Yoshiro (1638 - 1672)
* Nobu (1603 - 1638) *deceased*
Devil Bird

Art by SagaWolf

Glowing red eyes shine from the treetops of the Skytop Forest, waiting and hunting for a meal. Since the City of Kin's existence, the Devil bird has been revered by Breim as a messenger of Argus and an omen of death. It is said that to see one will bring you misfortune but to wander into the path of a flock will bring about certain demise.

## Lore

While many of these legends came into existence before the domestication of the Devil Bird, some still cringe as its very mention. These birds, especially those who live in the wild's of the forest, tend to be known for their aggression towards equines of all types. Flocks are carnivorous and hunt together, swarming prey as large as a dog. Foals who wander too close to wild birds will often be attacked by the flock and can receive serious wounds because of this. The farms of northern Sirith are the only ones in danger of such an assault though, as the wild Devil Birds rarely leave the safety of the forest. They are nocturnal animals, and can be heard hunting after sundown.

## Relationship with the Breim

It is believed that the Devil Bird was domesticated after the end of the God's War, before Jin lead the herd into the tunnels (though there are no records to prove this). Being nocturnal animals, they were used to help equines find their way around the Labyrinth as their eyes were more accustom to the darkness. Not long after, the Devil Bird became the official symbol of Breim and the Royal Family; adopting its unique abilities and representation of Argus. A flock has since been kept in the Royal Garden and given to members of the Royal Family as gifts.

The Devil Bird is known for its intelligence, making it a difficult creature to command. They require constant stimulation and attention, less they become bored and destructive. Their care takers must be firm in their rules and gain the birds respect before they can start to demand things of their familiar. Devil Birds who do not respect their owners will become aloof and even aggressive, posing a danger to anyone in the immediate area. These creatures are not recommended to inexperienced owners or anyone not willing to put the time and effort into training them.

## Creation Rules:

### The Devil Bird will always:

* Be dark or jewel toned in color (unless by genetic mutation such as albinism)
* Have 2 horns on their head (Which will always be a natural color)
* Have a 3rd eye on their forehead
* Resemble a member of the Corvid family (This includes jays and magpies)

### The Devil Bird can:

* Have the piebald mutation
* Have a feathered crest
* Have two additional longer tail feathers
* Have a tinted iridescent sheen on their feathers
* Have different types of horn shapes
* Have any color eyes

### The Devil Bird cannot:

* Have antlers
* Have horns anywhere other than their head
* Have more than three eyes
Scoundrel

Scoundrels are homeless youngsters aged 6-18.

## Overview

Scoundrel, urchin, thief, pickpocket… whatever you choose to call these equines, it’s unlikely to be flattering. Victims of circumstance, these Aodhians are either homeless or near to it, and have taken up a life of thievery to get by. Scoundrels are usually young, scrappy, and on the peak of starvation.
These waifs are often found in the poorest sections of the commoner’s district, where they inhabit alleyways and abandoned homes that even the city’s labor slaves don’t bother with. Their origins vary from tragic orphan to abandoned noble bastards, but all are equal in poverty.
Most citizens have a poor opinion of scoundrels, likening them to nuisances and criminals, while others see them as an opportunity. In a city like Valore, the homeless are often invisible, and this status is something that shadier types can capitalize on. Scoundrels are often hired by these individuals to act as spies, decoys, and goods smugglers. The work is dangerous, but these children rarely have better options at their disposal.

## Rank Levels

* **At 25 AP** | You’re on your own, and you must do what it takes to survive. You may gain your **Tier 1 Talent** early (for your first talent only).
* **At 50 AP** | After hiring you to smuggle cheap opium across the city, a shady patron allows you to keep the Saddlebags you used for the job.
* **At 75 AP** | You have to outwit the Chevaliers more often than you’d like, but at least you’re gaining experience. Receive +15 SP points towards cunning or speed.
* **At 100 AP** | A familiar offers friendship and loyalty to which you are unaccustomed. If your familiar slot is empty, receive an **Aodhian** **Level 1 Familiar**
Settler

Settlers are the permanent citizens of Asylon who, in making one of Digend's towns their home, have pledged their allegiance to him. A varied bunch, they have chosen to leave their wandering days behind and instead pursue happiness in the safety of Asylon or Allagi.

## Overview

Although many people pass through Digend's settlements, Settlers are the ones who chose to stay, shedding the status of their former lives and instead making a new life in Asylon. They come from a variety of backgrounds - many former slaves, tired wanderers and herd horses looking for change have found their way into the faction.

Due to their variety of backgrounds, Settlers can ply any trade. Asylon is a faction of many possibilities, and so artists, smiths, bakers, medics and many others find it a suitable place to settle; and more yet come there wishing to learn a trade. As Asylon accepts all, it is a new beginning for many.

Settlers may choose to live in Asylon, Dikos, Alasi or Choro. Some also live at the other Allagi settlements which, while not directly under Asylon's influence, are still aligned with Digend. Still, it is not rare for the settlers to travel outside their towns and villages, whether to trade or to simply enjoy themselves. When they do, they are often accompanied by Asylon-aligned Mercenaries, or other capable warriors to keep them safe.

## Rank rewards

* 25: Asylon seems like a city of many opportunities - a place where you can be whoever you like. Choose **a tier 1 talent** early if you’d like.
* 50: Sometimes you need to venture outside the city, and when you do, it’s better to be safe than sorry. Receive **Throwing Knives** for your protection, and **Hide** to keep you warm.
* 75: Life in Asylon is made easy in many ways, but that doesn’t mean you should slack on improcing yourself. Receive **+15SP** to either **vitality** or **strength**.
* 100: There is plenty of space in Asylon for any kind of pet. If your familiar slot is yet empty, choose a **Vagabond level 1 familiar** to fill it.
Arcane Guardians

The twin nekomata guardians located in Argus's Temple (Art by Chipo-H0P3)

Created during the God's War, arcane guardians are ancient constructs that were intended to protect the Breim herd.

## Lore

The arcane guardians of the Breim (or temple guardian as they are commonly called by the Umare) are ancient arcane constructs initially created by Argus during the gods war. Meant to protect and safeguard their people, these constructs were imbued with an arcane spark, giving them the ability to move and react to outside stimuli. While they are not alive and have no actual thought of their own, they will obey simple orders and will protect any given area they are assigned to through whatever means available.

While the technology and understanding to create them from scratch has long been forgotten, a few still remain in working order scattered about Sirith. Known functioning guardians are stationed at Argus's largest temple in Nariah, the Royal Palace, and the Great Forge in Isoba as well. Recently an arcane guardian was discovered in the Kawaru town of Vasall, though it is currently out of commission. Only time will tell if the Kawaru will be able to get it up and working once more.

## Appearance

The Breimian arcane guardians were created to look like different creatures native to the continent of Sirith. While they visually have different forms, there are some features they share among them no matter what their shape is. All temple guardians have a massive arcane crystal core that is reminiscent of an large, glowing amethyst. It acts as the construct's power source and creates glowing veins, "eyes" and other features depending on the creature the construct is based on. The natural size of all arcane guardians is rather large, with most standing at a height between 15 and 20 ft. When functioning, these constructs have the ability to shrink down to a totem form which is capable of being housed in smaller, more compact environments.

**Physical Appearances and Locations of known Arcane Guardians**

* Devil Bird (The Royal Palace)
* Twin Nekomata (Argus's Largest Temple)
* Arcane Spirit (The Great Forge)
* Kitsune (Vasall)

\*Note: While the guardian can now be recognized as an arcane spirit, it was initially only known as "the spirit of the forge".

## Abilities

The abilities of the Arcane Guardian are still a mystery to the herd. While a small group of Breimian did experience a guardian creating a force barrier of sorts to protect them, they are still unsure of the extent of the ability, and what else the constructs may be capable of.
Common Horse

Created by the God of Arcane, Argus, the Common Horse is one of Hireath's Equines native to Sirith.

## Creation Rules

### The Common Horse can:

* Be modeled after any breed or mixture of breeds from real life (This includes other non horse equines such as quaggas and donkeys) .
* Come in any natural color, and may have minor unnatural markings. No geometrical markings and no leopard or giraffe printed ponies, please!
* Have eyes that are any hue, and are permitted to be gradient or bi-colored.
* Have a mane and tail as long or textured as pleases.

### The Common Horse can **not**:

* Have sharp teeth or fangs (without a blessing that allows them to have such)
* Have antlers
* Have horns
* Have wings or feathers
* Have fins
* Have scales
* Have cloven hooves
* Have lion-like tails

### **Rarity Rolls**:

* Create a Common Horse with 1-5 additional eyes. These eyes are aesthetic only and can not be used to see. They can only be placed on the head, neck, chest, and/or shoulders. They may be any color/style and do not have to match the character's natural eyes.
* Create a Common Horse with a visible aura. The aura may be any color or mix or 2 colors, but cannot change. It will appear as a soft haze of color around your character, but it can not emit light. It may match your character's Telekinesis, but it doesn't have to.
Admin Availability

Each of SA’s admins primarily handles notes and submissions related to their own herd/god, although when asked, another admin may step in to help with clearing the queue. This means that wait times vary across herds, as each admin has their own schedule and availability.

The wait times listed on this page are **estimates** made by the admin in question, not hard deadlines.

Any submission that requires more than one admin to check it over (herd changes, characters with multiple herds in backstory etc) will usually take longer to be accepted due to the need for admins to discuss the matter. For these, refer to the *longest* of the wait times among the handling admins.

Note that regular art submissions and notes to the SA-Shop are handled by moderators. Wait time for these tends to be less than a week unless mods need to discuss the submission/note in question.

## General

General category includes notes that all admins may approve. This includes stuff like reward claims from events, breeding notes, hiatus notices, temporary and permanent retirements etc. Basically if it's not specific to any herd/god, and is sent to the main group, it goes here.

**Estimated wait time:** Less than a week.

## Galekxy

*Serora and Bloody Flanks*

**Characters, Familiar approvals & NPCs**

Estimated wait time: **1 month**

**Blessings**

Estimated wait time: **1 month+** (block and work is keeping me busy)

**Other (rank changes, quests, visions, questions etc)**

Estimated wait time: **1 month**

## Leomonyh

*Vagabond admin (all subfactions)*

**Characters, Familiar approvals & NPCs**

Estimated wait time: **2 weeks-1 month**

**Blessings (corrupted)**

Estimated wait time: **1 month+** (corrupted blessings can sometimes take longer due to needing to be invented for each character)

**Other (rank changes, quests, visions, questions etc)**

Estimated wait time: **1 month**

## Mad-Manx

*Umare & Kawaru*

**Characters, Familiar approvals & NPCs**

Estimated wait time: **Less than a week**

**Blessings**

Estimated wait time: 1 - 2 weeks

**Other (rank changes, quests, visions, questions etc)**

Estimated wait time: **1 - 2 weeks**

## Posy-Punch

*Talori and Rogue Alliance*

**Characters, Familiar approvals & NPCs**

Estimated wait time: **2 weeks to a month**

**Blessings**

Estimated wait time: **1 month**

**Other (rank changes, quests, visions, questions etc)**

Estimated wait time: **2 weeks to a month**

## SkyOfNewMoon

*War Forged*

**Characters, Familiar approvals & NPCs**

Estimated wait time: **1-2 weeks**

**Blessings**

Estimated wait time: **1-3 weeks**

**Other (rank changes, quests, visions, questions etc)**

Estimated wait time: **Less than a week**

## ThatDenver

*Aodh, Heralds of Ash and Water Bandits*

**Characters, Familiar approvals & NPCs**

Estimated wait time: **Less than a week**

**Blessings**

Estimated wait time: **1-2 weeks**

**Other (rank changes, quests, visions, questions etc)**

Estimated wait time: **Less than a week**
Galewind

Galewinds are the ambassadors of the Flight, and serve their interests far from the Aerie. It is the duty of the Galewinds to maintain positive relations with other factions, and they spend most of their time away from the Aerie, living with their host herd.

**Galewinds require a monthly activity check.**

## Overview

Galewinds are a new rank officially established in autumn 1701 (chapter 8). Freedom’s Flight currently has representatives in Umare Breim, Aodh and Serora. The Galewind is responsible for maintaining positive relations between Flight and their host herd, and overseeing any Flight traders or visitors that come over to visit the host.

The Galewinds are well-trusted, experienced members of the Flight. They must be very loyal to the cause as well as the Primary, but are generally less inclined to direct combat measures to further their cause. They are mostly recruited from among the Flock or Sentinels. They are expected to be literate, and to keep in regular contact with the Aerie, reporting back the happenings of their host herd. Like with all high ranks in the Flight, pegasi are favored, but being of another breed is not a barring factor to becoming a Galewind. Galewinds should be no younger than 25.

Due to long distances, the Galewinds stay with their hosts for long periods of time, integrating into their culture. As the Flight is a new faction, PR is a major part of the Galewinds duties, and they are expected to be on their best behavior, and project a good image of the Flight aboard.

## Rank rewards

25: You have come far, yet there is still so much to learn. Choose a **tier 1 talent** early if you’d like.

50: The duties of an ambassador might be far removed from your roots, but they have their perks. Claim **a Gilded Bridle and Fabric** to look your best.

75: You want to fit in, but also make sure the interests of your people are well served. To aid you in your duties receive **+15SP** to either **cunning** or **wisdom**.

100: Your loyal service to your cause is rewarded. As long as your familiar slot is empty, choose **a Vagabond Mythical or Rare familiar** as your companion.
Performer

Performers are a part of the Rogue Alliance are the source of all the entertainment to be found on the Isles, from ship decks, to town streets, to tavern tables. **Performers are a Rogue Alliance Rank!**

## Overview

Performers are loved throughout the Isles; they are the dancers, the singers, the actors that give the Rogues a much needed escape from their sometimes difficult realities! Unlike Mainland entertainers, who are a little more serious about their craft, the Rogue Alliance Performers are typically viewed as inappropriate, lax, and unoriginal.

It is far from the truth. Performers on the Isles are typically some of the most in-the-know, having heard many a drunken secret. Similarly, while they are more relaxed and improper than a Mainlander, most Performers take their trade extremely seriously. Security is often offered to tavern performers, and a good few of the Isles performers gain a glamorous reputation amongst those of the Alliance and in port cities elsewhere in Hireath.

Performers vary wildly from one another and do all sorts of things such as, street magic, stand up comedy, short impromptu plays and acts, music performances and other performance art, street painting, tarot card readings and fortune telling, etc.

## Rank Levels

* **25 AP l** Your mind is abuzz with creativity, and luckily, your job enables you to express it to the world. You may ‘set up shop’ on street corners, within clinics or even outside of shrines. You may gain your **Tier 1 Talent** early (for your first talent only).

* **50 AP l** You’ve built up a reputation, and quite a good one at that! A few of your favorite patrons have sent you gifts of Beads, Ribbons, and Cloth for a fabulous performer's ensemble.

* **75 AP l** Performing is a hard business; those crowds can be tough! Luckily, you’ve developed the ability to stay calm and composed when performing. Goodbye, forgotten lines! Add 15 SP to your Wisdom or Agility.

* **100 AP l** A sidekick is precisely what you need to make your entertainment more lively. If your familiar slot is empty, receive a T**alorian** **Level 1 Familiar** for free!
Scott

**Scott** was to appear as a supporting cast member in season one of *Love & Hip Hop: New York*.

## *Love & Hip Hop* franchise (2011)

Scott is Chrissy's personal trainer. His two scenes never aired, instead released as bonus content on VH1's website.

In one scene, Scott mets Olivia during a work-out session with her and Chrissy. In his other scene, Chrissy sets the two up on a blind date, however Olivia tells him that she's not interested.
Sovereign

Sovereign is the monarch of the Heralds of Ash, and an absolute ruler of the Heralds.

## Overview

The Sovereign is a kirin with almost god-like status among her followers - Soleil, their ancient King and beloved ruler, is absolute in both will and power. Although the Sovereign is not necessarily a warlord, she takes a keen interest in all military functions, and is often personally present to hear reports from scouts. She rarely leaves Hrag-Ba’al, but her influence is felt everywhere in the territory she governs.

The Sovereign is the final arbiter of justice, and the one who is behind both the actions and ideology of the Heralds of Ash. She leads with conviction, and is adored and respected as much as she is feared by her enemies. As even she can not be everywhere at once, Soleil trusts her General and her Kingsguard to aid her in governing the city of Hrag-Ba’al.

The title of Sovereign is not hereditary.

The Sovereign of the Heralds is Soleil.
Qotoki

The Qotoki is an ancient creature said to be older than equines themselves. The very symbol of the Talori, these shy and elusive creatures are heralded as messengers of Cascade, sent to earth as a sign of her goodwill. Legend claims they poses mild clairvoyant abilities due to their closeness to the goddess, though there is no proof to back it. To kill or harm a Qotoki is a crime worthy of banishment among the tropical herd.

These small to medium sized creatures are closely related to both octopi and snails. They are akin to amphibious cuttlefish, and able to spend time both on land and sea as well. They have an organ inside their shell like bodies that fills with a helium type gas allowing them to float through the air rather easily. Though they aren't the fastest creatures in Aquore, they are one of the most interesting.

Qotoki are amphibious creatures are native to the tropical shores of Inara, but can be found throughout the whole of Aquore, if you know where to look that is. Able to camouflage easily due to their ever changing skin, they can be incredibly difficult to spot in the wild. Once bonded as a familiar, Qotoki often attempt to remain in their natural or "resting" color, making it easier for their masters to recognize them. This doesn't mean they give up their ability to color shift, they just choose not to as often out of convenience.

Qotoki also poses a dark ink they can release as a defense or escape mechanism. In water, this ink retains it's natural liquid state, but when exposed to the air, it turns to a gaseous form. This ink is often sought out for use in the Apothecary and many brewers and potion masters
 in Aqoure choose the strange creature as a familiar. the Qotoki's diet consists of all sorts of fish and amphibians, Which they catch with their long paddle like appendages

## Creation Rules

### The Qotoki will always:

* have 10 limbs, 8 fleshy tentacles and two longer tendrils with paddle like ends that they use to grab things
* have no eyelids, and two very large, round eyes that can be any color. (Eyes never change color)
* be brightly colored
* have patterns unique to the individual, and those patterns will stay the same even if the Qotoki changes color. These patterns can range from stripes to spots, and are always natural looking (No geometric shapes or designs) Stripes and spots (hollow or not) are most common.
* have a pale underbelly

### The Qotoki can:

* have a gradiated skin
* shift color based on mood
* be missing a limb

### The Qotoki can **not:**

* be bioluminescent
* have any kind of fur, feathers, or scales
* have dull base colors
Monthly Prompts

Monthly Prompts are small art and writing prompts for all SA members. A new prompt is posted each and every month, and you can even suggest your own prompts! Monthly prompts are similar to level one checkpoints in requirements.

Each character may gain rewards for the current monthly prompt once, but there is no limit to how many prompts can be completed over time with a single character. You can also complete the same prompt for as many characters as you like.

You can complete old monthly prompts at any time if you are looking for inspiration. Completing old prompts does not earn additional rewards.

## Requirements

* Minimum: 1AP of work
* Similar to checkpoints, no quicks are allowed.
* To claim rewards, prompt(s) must be in the group queue by 11:59PM PST on the last of the month.

## Rewards

* +4AP per character completing the prompt
* +10CS per user, rewarded once per prompt for completing any number of prompts
* With Shard Savvy Talent only: +5CS for the character with the talent when completing a prompt

Please note that these rewards are only valid for the current prompt. While artwork of old prompts is welcomed, it is not eligible for these rewards.

Monthly prompts can not be combined with Checkpoints or Challenges to earn both bonuses.

If you have ideas for future monthly prompts, you may contribute here! If your prompt is chosen, you receive 5CS! Contributions do not expire, and you may submit as many as you want.

## Monthly Prompt Bundle

Monthly prompts may be used to create a “mini checkpoint” bundle. If you complete 5 or more monthly prompts with one character, they are entitled to the additional bonus of 10AP, 5CS. This bonus is not repeatable, and can be claimed once per character.

There are two ways to construct your bundle:

1. Complete prompts month by month as they come out. Once you have 5 prompts collected (they don’t need to be consecutive but they must be for the same character), link proofs of the previous submissions when claiming your bonus!
2. Bundle together any past monthly prompts and submit them all together. This will not get you +2AP per prompt, +5CS or trigger Shard Savvy talent (unless you also include that month’s active prompt, which will get them). You will receive regular AP, and 10AP/5CS as a bonus.

If you already have enough monthly prompts to claim the 10AP/5CS reward, make sure to link at least 5 of the prompts into your tracker when claiming the reward. You don’t need to submit another prompt to officially claim the reward.

When claiming the bonus from a new submission, link at least four other monthly prompts for the same character in the description (same as when submitting checkpoints separately, rather than bundled).

## Current Monthly Prompt

*The summer is the perfect time for a vacation! Where would your character go, and what would they do? Human AU is acceptable!*

Suggested by KeraRose