recursal/Fanatic-Fandom huggingface dataset:
Kirin Zodiac

Hireath’s zodiac was created after the God’s War, arising alongside the desegregation of the world’s herds. As different societies came together for the first time, animals of significant importance to any and all were incorporated into the zodiac, creating a universal piece of culture that all Hireath equines could be a part of.

Kirins, on the other hoof, have never encountered the new zodiac… and most of them wouldn’t know what a jackalope is, anyway.

Below is the zodiac that Ignacio’s kirins subscribed to. Scholars of Aodh believe that the kirins did not take their zodiac sign lightly, but that is a myth - one that the kirins would take offense to, because *dude, really?* Nonetheless, the kirin zodiac was great fun for the youngsters to discuss, and was often incorporated into literature.

## The Phoenix

*April / May / June*

Sign of **Creativity**

Kirins born under this sign are creative. They think differently, able to solve problems by expanding beyond its perceived perimeters to find the solution. They grasp new concepts quickly, and are usually drawn to fine arts or the sciences. They can be prone to melancholy, romanticism, and dramatic behavior.

## The Dragon

*July / August / September*

Sign of **Ambition**

Kirins born under this sign are passionate. They pursue their goals with uncompromising, relentless fervor. They are capable of great focus, and adept at both critical thinking and making quick, effective decisions. Largely unsatisfied with mediocrity, these kirins are drawn to positions of power that will allow them to be the change they want to see in the world. They can be prone to anger, restlessness, and the inability to compromise.

## The Faerie

*October / November / December*

Sign of **Unity**

Kirins born under this sign are socially conscious. They care deeply about their herdmates, and often extend that benevolence to the environment and its animal inhabitants. They are effective communicators, capable of resolving conflict quickly. These kirins gravitate towards medicine or community service. They can be prone to passivity, depression, and self-neglect.

## The Hound

*January / February / March*

Sign of **Diligence**

Kirins born under this sign are honorable. They are dedicated to their herd and approach life with practicality in mind. They value diligence and hard work. They work well with like-minded individuals and are at their best when they can conform to a routine. These kirins often serve in the military. They can be prone to stubbornness, brutal honesty, and the inability to see things from another’s perspective.
Available Factions and Ranks - New Players

This is a list of factions and ranks currently accepting applications from new members. If you are already a member, please navigate to this page instead.

Note that if a Faction is listed as closed, none of the ranks in that faction are available for new players. If a specific rank is not listed, that rank is also not available. Please choose your rank only from the options listed!

### **Heralds of Ash**

**Status:** Closed *permanently* (starter characters can not be kirins)

## War Forged Herd

**Status:**Open

* Scout
* Raider
* The Core
* Medic
* Guild Member
* Caenna

### Bloody Flank Clan

**Status:** Open

* Reaver
* Sawbones
* Kin

## Breim Herd

**Status:** Open

* Watch
* Wardens
* Healers
* Ties
* Providers

* Uncut

### The Kawaru

**Status:** Open

* Militia
* Citizens
* Grower
* Uncut

## Serora Herd

**Status:** Open

* Warder
* Fury
* Screamer
* Skirmisher
* Savior
* Trader
* The Folk

### Water Bandits

**Status:** Closed

**Notes:** because Water Bandits are a new faction, characters do not need to be born into their faction. Serora and Vagabond backgrounds are allowed - make sure to read lore carefully!

## Vagabonds

**Status:** Closed (*unaligned Vagabonds are unlikely to open to newbies in the foreseeable future)*
Masters

Artisans who have trained many years to master their craft, these horses are considered the best of the best and are the heads of their own apprentice complexes.

All Masters must be at least 30 years old

## Overview

Generations upon generations have passed down their crafts and art forms to those willing to learn, seeking out an apprentice worthy of taking on their title of master. An apprentice who has mastered the trade and techniques, and has sworn to protect and uphold the craft.

All masters train as apprentices for many many years under another master, often until such a time as the elder master passed on or their craft was matched or exceeded by the other. They are given the utmost respect among all of Breim, catering to the Royals and to those who are able to afford their works. All forms of art are considered worthy of having masters, as they are a way to remember the herd's history and ensure the art forms of the past are never lost to future generations.

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

* Must be 30 or older
* Must have trained under a master of their craft for at least 20 years
* Must have mastered a particular craft or art form and be willing to mentor and teach others who want to learn

## Rank Levels

* **25AP|** Your succession has come after many hard earned years of work and confidence in your abilities soar higher than ever. But now the real test begins, as you are responsible for training the next generation in a craft you have all but perfected. Keep your head high and don’t let them see your nerves.  Receive a **rank 1 talent** early.

* **50AP|** Your hard work is paying off, as more students come seeking your knowledge. Still, many empty rooms have yet to be filled as work piles up on your desk. Keep striving for greater things! Receive a **Small Contraption** from the shop for free.

* **75AP|** Your facilities have become most popular, as students flock to your side. Rooms are filling up quickly and space is becoming sparse. With so many hooves, work is being finished quickly and efficiently leaving more time to teach your craft to those who wish to learn.  Remember, your words have power so use them wisely. **+15** SP to Wisdom or Cunning.

* **100AP|** Your facilities are some of the best around and your students are showing great promise in keeping your craft alive. The Royals regularly order your product, making public your abilities. You have truly become a Master of your craft. Receive one **Level 2 Bremian Familiar (except rare)**  as a gift.

## Masters in Recent History

**Current Masters:**

* Arya (Master of Papercraft)
* Coldsteel (Master Blacksmith)
Laic

Laics are a part of the Rogue Alliance and are made up of clerics that have been removed from their order after joining the Isles of the Dead. **Laics are a Rogue Alliance Rank!**

## Overview

Laics are one of the least common ranks on the Isles, or at least some of the hardest to come by. Laics are culturally similar to the Mainland's clerics, but often act as ship doctors as well as spiritual guides and advisors. Laics, whether on the Isles or part of a crew have no gender restrictions unlike their counterparts on the mainland. They do not answer to the Divine and are considered dead to the Clerical Orders.

Additionally, Laics will typically find a home on the Blood Island where they are much more isolated, dedicating themselves to the worship of the sea goddess rather than seeking to help those in need. They are seen as being on the fringe by the other Laics on the Isles for their more extreme manners of worship and isolation. Many of their rituals focus on blood and the use of it, as it is considered the holiest form water can take, though many say their practices take things too far.

## Rank Levels

* **25 AP l** As you continue to gain experience as a Laic, you learn how to keep your patients, and their worried friends, calm. Your presence inspires a feeling of control and steadiness. You may gain your **Tier 1 Talent** early (for your first talent only).
* **50 AP l**  A weary client is grateful for your help. You may receive a **Pelt** or a **Vial of Blood** for free.
* **75 AP l** You are learning more about your specialty everyday, and are finding new ways to aid those who come to you. Add 15 SP to your Cunning or Vitality.
* **100 AP l** As a Laic, it is helpful to have something to protect you on the Isles, especially since you primarily act as a medic and not a fighter. If your familiar slot is not already filled, receive a **Talorian** **Level 1 Familiar for free.**
Council Members

Council members act as advisers to the emperor and judges for the herd. They are the bridge between the herd and their emperor.

**Council Member is a limited rank and is subject to SA's Monthly Activity Checks. Council Members must be at least 30 years old.**

## Overview

While the Trinity is said to advise the Emperor on matters concerning the herd as a whole and it’s legacy, the Talori Council discusses matters that are more relevant to the people and the present. They, themselves are a group of ordinary citizens, that have been elected by the public, to represent them and their best interests.

A Councillor’s job covers many responsibilities. These officials listen to the complaints of the herd, act as judge and jury, and help maintain balance among the Defender, Sage, and The Divine. They also keep the Emperor grounded and connected to the people through sharing their vast knowledge and experience.

Any citizen can become eligible for a position on the council at the age of thirty. The council is voted into their ranks by the herd as a whole, and becoming a councilman requires quite a bit of campaigning to get the vote. A Councillor's term is 5 years, at which point they MUST be re-elected to continue.

## Rank Levels

* **25 AP l** As a member of the Council, you are expected to know your beloved herd from the inside and out, as you are a voice for your people. You may receive the Mediator, Perception, or  Empath for your first talent early.
* **50 AP l** Your dedication has caught the attention of the Emperor himself, prompting him to send you a gift for all your hard work. Receive a Circlet and Anklets for free.
* **75 AP l** Your experience as both a judge and juror enables you to think objectively, sifting through emotions and opinion to arrive at the heart of a matter with ease. Add 15 SP to your Wisdom or Cunning
* **100 AP l** As the chosen voice of your fellow herd mates, it’s only right for you to have the very symbol of your herd. Receive a **Talorian** **Mythical Familiar** for free if your familiar slot is not already filled.

## Previous Council Members in Recent History

**Current:**

* Abinadi (1701- Present)
* Nebula (1701- Present)
* Chantelle (1701- Present)
* Open Slot
* Open Slot

**Recently Retired:**

* Ciardha (1696- Winter 1701)
* Nagisa(1696-1701)
* Naveen (Spring 1700- Fall 1700)
* Nymph(1698-1700)
* Cadena(1696-1700)
* Cethin(1695-1700)
* Ragnos (1695-1700 NPC- Vaena’s brother)
* Ollin(1688-1700 [3 terms])
Mor'Tsaelm

Mor'Tsaelm est un continent de la planète Mhersodis.

Sur ce continent, différents peuples cohabitent de façon plus ou moins stable dans un univers Médiéval-Fantastique.

Il abrite en son sein les pays et factions ci-contre :

* Aïtopu, pays peuplé uniquement de créatures à cause d'une catastrophe magique.
* Dalneï Valenl, pays isolé du continent, connu pour son froid et ses valeureux guerriers.
* Igazi, pays peuplé de petits êtres barbus et pacifiques, avides de boissons et de fêtes.
* Meng’Tolas, pays multiculturel et foyer de migration principal de Mor'Tsaelm.
* Sombrois, pays regroupant les Voidels, un peuple aux traits fins et aux longues oreilles à la fois mystérieux et mortel.
* L'Union de l'Ouest, Union de différentes nations humaines afin de conserver une position de force vis à vis des autres factions ,contenant les pays Delkian, Nelkian, Olkian et Selkian.
* Urgdar, pays peuplé d'hommes verts, grands et forts, fiers guerriers et avides de guerre.

Il est régit par les Aspects, entités divines responsables de l'équilibre des différents peuples, qui sont opposés aux Espérions, leurs alter-ego chaotiques.

Avant de visiter ce continent, il peut être sage d'en savoir plus sur la monnaie ou encore sur la datation de celui-ci.
Shield

Shields are the duty bound protectors of the War Lord.

## Overview

The Shields are some of the closest confidants of the War Lord. Predominantly they are bodyguards and some of the most trusted equines of the War Lord. Spending the majority of their time together, they are a tight-knit group. Any disputes within the force are to be worked out quickly as conflict within compromises the safety of the War Lord and therefore the herd.

Bodyguarding being one of their main tasks, Shields are all generally intimidating, strategic and fearless. A large majority of Shields come from Raider backgrounds, which is ideal already having a thorough lay of the land. As such there have been no female Shields in history.

Other common duties include

* Scouting for equine worthy of higher ranks (ie. Shields and Valkyries),
* Giving the raiders and scouts daily tasks as informed by the Stone Circle,
* Overseeing training regimes for themselves, the War Lord, Raiders, Scouts and Valkyries
* Assisting in larger, high risk raids alongside Raiders.

Although an initial shock when a new War Lord takes over, a Shield must quickly decide their loyalty or risk chance of being demoted. An initial meeting with the new War Lord occurs within the week so everyone can get on the same page and Shields can make a confident decision about their role. (You can note the group if you'd like to set this up)

## Rank Levels

* At 25| - You are your War Lord’s first line of defense, and as such, it is imperative that you are skilled. You may gain your **Tier 1 Talent** early (for your first talent only).

* At 50| - What is a Shield without their weapon? Receive a One Handed Bladed Weapon and a Back Piece for free.

* At 75| - Lately, all the time you spend training has paid off. Receive **+15 SP** to Strength or Agility.

* At 100| - You require a familiar as dedicated and ruthless as yourself. If your Familiar Slot is empty, receive a **Level 2 War-Forged familiar (except rare)** for free
Favor

Favor was retired from use on November 20th 2020 following a member decision. This page is retained for posterity, but no longer applies to gameplay.

In the new system, only kirins (150CS token from Magic Shop) and hybrids (??) need to be unlocked. Other breeds are available by default.

## What is Favor?

The Gods' Favor, or simply Favor or FVR, is a special nondiminishable point that allows you to unlock new breeds for character creation. All users start the game with the Common Horse available, but if you want to make a Unicorn, Pegasus, Hippocampus, or Kirin you'll need to collect enough Favor first!

## How do I earn it?

Favor is earned by participating in Starborn Alignment. Memes, checkpoints, chapters, mini-events, etc.. all distribute Favor points.

## How do I keep track of my Favor? Do I need to?

We recommend keeping a journal, deviation or doc of your current Favor amount, and links to every piece that earned it. When you submit a new character, include a link to this tracker so admins can confirm you have the Favor needed for the breed!

## Does my Favor deplete when I unlock a breed?

No, your Favor does not reset when you unlock a breed. So on the scale below, after unlocking the Unicorn, you need to collect 45 Favor to unlock the Pegasus.

## Can I make as many characters as I want of the breeds I unlock?

There are no caps to the breeds. Once you have unlocked a species, you may make as many as you wish!

## What happens with my extra Favor once I unlock all the species available?

Once you have unlocked all of Hireath's species (or at any point really), Favor not already in use to unlock a species may be converted into AP. Just send a note to the group with the Title: Favor to AP conversion, with a link to your Favor Tracker and how much you want to convert, and we will verify the exchange for you.

## The Favor Scale

* Unicorn - 30 Favor
* Pegasus - 75 Favor
* Hippocampus - 150 Favor
* Kirin - 300 Favor
Monthly Challenges

Monthly Challenges are small art and writing prompts for SA members.  A new challenge is posted for both art and writing each and every month. These challenges are similar in requirements as level one checkpoints.

Each challenge prompt may be done once per character for rewards, but there is no limit to how many challenges 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 do both the art and writing challenges with the same character.**

Although they are called challenges, these prompts are meant to be fun and lighthearted experiments! They are not judged; as long as you fill the prompt, it's all good!

## Requirements

* Minimum: 1AP of work (at least a headshot for art; at least 250 words for writing)
* 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

* Regular AP for artwork/writing
* +4AP and +4CS per character completing the challenge
* Not affected by Shard Savvy

Please note that these rewards are only valid for the current prompt. (Rewards have been doubled for September due to missing August).

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

## Current Challenges

#### **Art**

Draw your character using this palette (link)! You may complete this either by using this palette as a part of your piece, OR by using only this palette.

#### **Literature**

Write a story based off of this one word prompt: "Heat".
Harvester

Harvesters are the farmers, herders, and hunters of the Isles. **The Wrights are a part of the Rogue Alliance!**

## Overview

Harvesters account for a wide range of agriculturally related professions. They are the ones that raise animals, engage in the familiar trade, dive for pearls, raise crops, and much more on the Isles.

Harvesters provide most of the Isle's food, medicinal herbs and plants, and other components. Farms vary from place to place depending on the individual and what grows best in most areas. These agriculturalists learn all they can about plant diseases and how to treat them, natural insect repellents to keep harmful bugs from destroying their crops, and how to get the best yield out of every harvest. They are hard working, knowledgeable individuals who are often said to possess a green hoof.

Harvesters are seen most often working in tandem with Brewers and Laics, both of whom have a need for potion components or medicinal plants. What can't be grown by the Brewers or Laics is gained from the Harvesters. When a Brewer or Laic needs something they cannot grow themselves, they contact a Harvester to either find it or grow it for them.

Harvesters that do not tend yearly crops are often conscripted to crews to help deem more natural items' worths, such as the types of plants and herbs that might grow best back at the Isles, the familiars and other animals that will sell best and where, as well as many other odd duties.

## Rank Levels

* **25 AP l** In this business, you have to know your territory well. Whether you work with the sea or the land, you’re as in tune with it as your own heartbeat. You may gain your **Tier 1 Talent** early (for your first talent only).

* **50 AP l** You’ll need something to carry all your tools, as well as some protection from the Isles' often dangerous flora and fauna. Receive a Saddle Bag and Bracers for free.

* **75 AP l** All that time out in the wilderness has made you quite the hardy equine. You’re far less likely to suffer an infection from cuts and scrapes, and you can muscle through the bite of venom much longer than the average equine, enabling you to acquire help before succumbing. Add 15 SP to your Vitality.

* **100 AP l** Get some help for those hard-to-reach plants! if your familiar spot is empty, receive an **Talorian** **Level 1 Familiar** for free.
Commoner

Commoners are the Aodhian everyman, a rank with a myriad of possibility and potential. United only by their class, a commoner can aspire to be just about anything. Farmers, librarians, street performers, and beggars are just a small example of what these equines can be.

## Overview

The sheer amount of possibilities afforded to the Commoner class leave room for equines to prosper into wealth or sink below the poverty line. Subjected to Aodhian's strict classism, they are obligated to know their place in the presence of the higher classes, and injured majesty laws keep even the sharpest tongue curbed. But hedonism thrives among commoners as surely as any other Aodhian, and while some might call their class 'humble', the average commoner is anything but.

## Rank Levels

* **At 25 AP** | They say that an Aodhian citizen can become anything they desire. That’s not exactly true in a society so heavily classist, but job opportunities are fairly open to you. You may gain your **Tier 1 Talent** early (for your first talent only).
* **At 50 AP** | It looks like you’ve received a gift! Claim either Piercings, Hair Doo Dads or Horseshoes, depending on your taste.
* **At 75 AP** | Life in Aodh is fairly easy, but the cities are awfully big… and sometimes you run into swindlers on the street. Receive +15 SP towards your Speed or Cunning.
* **At 100 AP** | A familiar would be useful for your day-to-day life, either as a pack animal, message runner, or simple companion. Receive an **Aodhian** **Level 1 Familiar.**
Sign Language

Hireath has a universal spoken language: The Common Tongue, and to date, no other spoken language has been recorded, though of course accents, dialects, slang, proverbs etc will vary between herds and even regions within herds. As such, there are no spoken language barriers in Hireath.

Sign language works a bit differently. Most equines aren't fluent in sign language, and it is rarely used in trade and big business, so sign language doesn't really have a global spread. As a result, sign language is unique to each region. Although all of them are based on the Common Tongue, two signers from different herds may as well be speaking different languages: the signs used for individual words and concepts will vary wildly between cultures. Ex: the Seroran sign for 'wind' will be dramatically different from the Aodhian sign.

Sign language involves the movement of the head (including isolated organs such as the mouth, nostrils and ears), tail, and hooves. Stomps, flicks, twitches are common.

Support for mute and deaf individuals also varies between the herds. Talori and War-Forged are notoriously ableist; unless the individual is lucky enough to have another signer in their life, they may have to create their own unique signs and patterns to communicate.

Breim and Aodh, being the most developed herds, have schools that offer sign language programs.

Serora is the winner, though. One out of three Serorans are fluent (or near fluent) in sign language, regardless of their ability to hear or speak. This is because Serorans have a unique collectivist culture that stimulates a strong desire to support and provide for every member of their herd. It's also helpful for communication in conditions where sound is compromised, such as during sand storms or high on the steppes of Osulas where the wind doesn't feel like letting you speak all that clearly. Children typically learn sign from parents, caretakers or another guardian figure.

A Vagabond's signs would depend on their origins and who they've communicated with during their lives. Like Talorians and the Forged, it's not uncommon for a Vagabond to have their own unique signs, or none at all if they travel completely alone. If a Vagabond communicates with a known sign language, its probably the Seroran version, as Sedo is historically accepting of wanderers in their territory.
Craftsmen

**Craftsmen** make up most of Aquore's general population and can perform a variety of jobs.

☀ Are now a part of **The Shoal!**

## Overview

The heart of Aquore, Craftsmen make up the brunt of the herd. Working tirelessly, their goal is to simply live doing whatever it is they love while contributing to their herd. They make sure the rest of the herd’s needs are provided for, from building homes to moving merchandise. These horses, though often overlooked, are necessary for the survival of the herd.

Their ranks are the most varied, encompassing jobs such as chef, professional artist, ship wright, matchmaking and many more. Some are business owners and employ all manner of craftsmen to keep things running. For example, an innkeeper might higher a chef or two to make sure meals are provided for their guests, an entertainer to keep guests happy, A carpenter to assist with repairs, and a few horses who are skilled cleaners to keep things looking nice and welcoming.

Education among craftsmen is as varied as their jobs, and usually only learn what is required for their chosen trade. That said, young horses looking to become craftsmen have a wide variety of options available to them, though finding a mentor who does what they want to do can be difficult at times, and results in some apprentices being forced to take on mentors who do something similar, but not close enough. This often drives apprentices to seek out supplemental information from other craftsmen, philosophers, and books for those that can read. Some even learn to read just to learn more about the field they want to go into if a mentor in that trade is unavailable.
Ava Busby

Blayke Busby (oldest sister)

Olivia Busby (younger sister)

Hazel Busby (younger sister)

Riley Busby (younger sister)

Parker Busby (youngest sister)

**Ava Lane Busby** is the first-born quintuplet daughter of Adam and Danielle Busby. She is the identical twin sister of Olivia Busby.

Ava is described as "Mommy's Girl" (as she is frequently attached to Danielle's leg or wants Danielle to pick her up) and "the sweet twin". She tends to sit back and observe the world around her.

She is described as having a more square face and longer hair with curls on the end.

Ava’s personality has changed a lot over the years; she used to be portrayed as the ‘serious‘ quint however that is no longer the case. Ava Lane is now a silly, sweet, beautiful and creative little girl who is growing fast. She was the first quint to be born!

## Trivia

* She and Blayke are both "Mommy's Girl".
Philosophers

**Philosophers** fill a variety of research and education roles for the Talori.

☀ Are now a part of **The Shoal!**

## Overview

Aquore’s brightest, Philosophers are the herd’s keepers of knowledge and tradition. A broad spectrum, Philosophers fill a wide variety of roles. Intelligent and level-headed individuals, Philosophers are among the wisest of equines in the herd. They are the only civilian rank with a literacy requirement, and many of the equines who become philosophers have an innate thirst for knowledge.

Most Philosophers will spend years studying one subject, learning all they can about it, and using that knowledge to better the herd. They are researches, tutors, historians, dream interpreters, cartographers, and so much more. Some even go on to write books, adding their own knowledge to Inaria's library for future generations to come.

Most philosophers spend their days indoors with their noses buried in books, though others will looks for more hooves on approaches to obtaining valuable knowledge. Many of these horses are eager to share what they know, looking for ways to assist their herd mates and teach those around them. Some do this by finding those their knowledge would help the most, and just share via casual conversation, while others will hold small classes and demonstrations for anyone who is interested to attend. Apprenticing under a Philosopher is a treat for many, and it opens whole worlds to young, hungry minds. The majority of horses looking to get into Aquore's political world also get their start as Philosophers.
Royal Overseer

```

## Royal Overseers

 ### Herd

 Breim

 ### Type

 Administrative

 ### Availability

 limited

```

An appointed role most often given to members of the royal family, Royal Overseers hold the herd together and manage many of the herd's affairs.

## Overview

Often a member of the royal family (though not always), the role of Royal Overseers is appointed to organized and dedicated members of all the extensive branches of the royal family. They reside within the palace and act as an administrative branch of the herd's government.

### Duties

Typical duties of a Royal Overseer include but are not limited to managing the distribution of rations, signing of on travel requests, managing requests for the import and export of goods, overseeing the Watch, and aiding the High King with additional herd affairs. Some may act as secretaries during meetings, others manage and oversee the Consul who come in and out of the city. While Royal Overseers do not aid in the decision making process like the King's Guide, due to their often close relationship to the High King, they are able to voice their opinions and concerns. Royal Overseers also typically assist in the judgement of criminals, and manage the particulars of any given court case.

## Rank Levels

* **25 AP|** The help is always there to lend a hoof but only now are you able to request their services. You are moving up and gaining respect within the Palace. Receive a **rank 1 talent** early.

* **50 AP|** The king has finally acknowledged you and you are able to receive duties to carry out on his behalf. But such duties often require you to head out into the city. Receive a free **collar** from the shop.

* **75 AP|** Your bloodline is well known now, and the horses of Breim are finally beginning to respect you like a true royal. Your words hold a lot of influence now and you are able to move the people with your presence. **+15 SP** to Wisdom or Vitality

* **100 AP|** Long hours alone are never enjoyable. Receive a **Level 2 Breimian Familiar (except rare)** to bond with.
Kiyanne

* Season 9
* Season 8

**Kiyanne** is a supporting cast member on seasons eight and nine of *Love & Hip Hop: New York*. She was a major antagonist for the latter half of season eight. Introduced as Jaquáe’s new girlfriend. She gets into altercations with his ex-girlfriend Sophia, and a violent altercation with Brittney Taylor, mentioning Taylor’s sick grandmother.

## Before *Love & Hip Hop*

Kiyanne is a rapper. She was born on Long Island and grew up in Queens, New York.

## *Love & Hip Hop* franchise (2017–2018)

Kiyanne joins the supporting cast of *Love & Hip Hop: New York* late into season eight, which chronicles her blossoming yet tumultuous romance with Jaquáe. They break up by season nine, where she returns for one episode, warning Safaree that Jaquáe is not to be trusted.

## Appearances

Kiyanne has made 10 appearances so far.

 9.04

## Trivia

* Kiyanne was not included in the original cast announcement, and does not have a cast bio on VH1's website.
Nothing

The Nothings are the children of the Cult of Digend, a Vagabond faction devoted to Digend, the pagan god of chaos.

## Overview

The Nothings are so named because the Cult views its children as drains on vital resources, unworthy of their god's love until their successful Proving. The Nothings are nameless, and worthless until they have completed the Proving.

Many Disciples choose to forego procreation entirely due to their beliefs - but just as many others feel the need to populate the world with potential new Disciples.

While many Nothings are born to Disciples (and cast aside as soon as they are weaned), a rare few are wandering orphans who found Cultist camps, or, rarer still, the survivors of Cultists attacks that were allowed to live. The Ascendant does not choose Nothings to add to the Cult. While some Disciples may choose to apprentice or sponsor a young Nothing with potential, they are most often raised by the collective negligence of the Cult. As a result, mortality among these children is great.

Nothings are often intentionally deprived to test their strength, forced to squabble for scraps left by the Disciples. If a Nothing is hurt or ill, the Cult will not aid them. Existing in this brutal independence sometimes creates strong bonds between Nothings of similar ages, but just as often fosters deadly competition.

It is not uncommon for Nothings that are considered too weak, stupid or otherwise inadequate to be killed, or otherwise be disposed off. However, deaths of Nothings caused by other factions are often met with a similar revenge than that of Disciples; not out of care for them, but simply to uphold reputation.

### Creating a Nameless Nothing

Every SA character must have a name. When you create your Nothing, please use the name they will one day give themselves, but know that this name will never be used by other characters until their Proving is successfully complete.

## The Proving

The Proving is a ritual a Nothing must complete in order to become a Disciple.

More in-depth info in the main Cult of Digend article.

## Rank Levels

* 25: Digend has allowed you to live, unworthy as you are. To continue your survival, get **a tier 1 talent** early, if you wish (first talent only).
* 50: You are Nothing, and yet you can find ways to be useful. Receive a **Mask** and **Throwing Knives** for free.
* 75: You continue to grow stronger and more resilient to serve Digend. Gain an additional **+15 SP** to either **strength** or **vitality**.
* 100: A minion might aid in your struggles. If your familiar slot is empty, receive a **Vagabond level 1 familiar** for free.
Jackalope

artwork by catfynli

Jackalope is a small herbivore native to Sedo. They closely resemble hares or rabbits but are distinguished from them by their horns or antlers. All jackalopes have horns regardless of age or sex, and they never shed them.  Until recently, jackalopes were simply unusually long-lived rabbits with horns, but in early 1701, they gained the ability to teleport. They are known to be mischievous and have a habit of thieving, although they are generally harmless.

Jackalopes are not naturally sentient, but they are quick learners. Their physical abilities, such as speed and strength, are similar to rabbits and hares of the same size.

## Abilities

In early 1701, all jackalopes spontaneously gained the ability to teleport. This teleportation is accompanied by a soft pop sound. Several teleportations can occur in rapid succession, making the jackalope adept at avoiding predators and any other unwanted company. It also makes them excellent at raiding gardens and getting into places they shouldn’t.

The jackalope doesn’t seem to be able to teleport over vast distances like equines are, with the longest documented teleportation being around a hundred yards. They can, however, use this ability  rapidly and precisely, so that one jackalope may easily appear to be several. They also don’t seem to ever tire of doing this and may go on as long as they like. Jackalopes have even been reported teleporting away from danger while seemingly fast asleep.

## Creation Rules

#### Jackalope will always:

* Be based on an extant species of rabbit or hare (including domestics), including size and anatomy
* Have two horns on their head
* Have the ability to teleport

#### Jackalope can:

* Have natural markings and colors based on any breed of rabbit or hare
* Have antlers or horns based on a real animal, most commonly cervine

#### Jackalope can not:

* Have more or less than two horns
* Have horns that are unnaturally shaped
* Have unnatural markings or colors
* Have tusks or elongated teeth
Mercenary

Mercenaries belong to the Vagabonds of Hireath and are soldiers for hire.

## Overview

Sellswords don't have the best reputation, and for good reason, given the variety of morality flavors that mercenaries come in. Some are willing to guard caravans from danger, or protect individuals with their lives. Others are willing to slit throats in the night, no more than glorified assassins. Whatever they may be, they all come with a price, and gods save those that hold out on their coin.

Mercenaries can be righteous protectors of their clients, but as a whole, those in this profession are distrusted by the majority of Hireath. Many innkeepers and other business owners will refuse hospitality to known mercenaries, fearing the violence they are potentially capable of, and mercs often have to stick to the road or more seedy establishments to find work.

A mercenary's life is a difficult one, and jobs can be hard to get. Needless to say, sometimes competition between mercs can get bloody.

## Mercenary Guild

The Mercenary Guild is a (mostly failed) attempt by a group of mercenaries to appear more legitimate. Founded in 1680 by a group of mercenaries who were seeking to shake the negative reputation of their occupation, the Guild is centrally located in an Inn in along a highway through the Vastlands. It was intended to create a group of mercenaries to act as lawful, noble bodyguards, and be an organization worthy of respect. All members of the Guild are sworn to be of a higher caliber than the cutthroats and assassins usually associated with the mercenary name, but in all honesty, this is rarely taken seriously.

While there are certain people who respect and prefer to hire members of the Guild, and may even be more willing to allow Guild mercenaries into their businesses, the esteem of the Mercenary Guild is not high. The Guild lacks the power to enforce its own codes of conduct, and many of its members have devolved into the very thugs that the Guild was built to undermine. In twenty years of existence, the Guild hasn't gained a lot of traction, and has very few members to this day.

Some of its members still strive for a better breed of mercenary, but the Guild is most often treated as a joke.

## Rank Rewards

* **25 AP |** No one trusts a mercenary, but they will trust your skills. Receive **any tier 1** talent early, if you wish. (First talent only.)
* **50 AP |** You’ve chosen a harsh life; it’s going to be a short one too, if you’re unarmed. Receive a free **Short Sword**, and try not to get killed.
* **75 AP |** You’re learning that power often succeeds when words fail. Gain an additional **+15 SP** to either strength or agility.
* **100 AP |** Jobs are tough, and who could say no to some extra muscle? If your familiar slot is open, receive a **Vagabond level 2 familiar (except rare)** for free.
Hireath Chimera

Few creatures in Hireath come as varied as the chimera. They can be found in all corners of the world, and come in sizes ranging from a housecat to a tiger. The larger breeds have difficulty flying, but the sheer power of their muscle more than makes up for the handicap. Wild chimeras tend to be rather aloof, and would rather hide from an equine than attack it, but incidents do occur. Domesticated chimeras are far more personable, though they still tend to be quite independant.

No one quite knows for sure how the chimera came to be, and different herds tend to tell different tales, but all agree that their appearance is quite unnatural, and therefore supernatural. Some say they are the creation of a mad wizard playing god, some say they are the product of an unholy union between beasts. Only the gods know for sure, however.

 Creation Rules

### The Chimera will always:

* Be made from any reptile, any feline, and any hooved, horned creature, but all must be from similar ecosystems. (Allowances will be made for cold ecosystems due to reptile scarcity, but no rainforest/desert reptiles in this instance)
* Have a feline front half, hooved creature back half, and tail, topline, wings and neck crest that are are reptilian.
* Have naturally-colored animal parts.

### Chimeras can:

* Have eyes of any color, but the eyes of all heads must be the same color.
* Have a different personality for each head, but the body is controlled through a shared system (and will not attack itself).
* Occasionally be missing one head, but this is a severe enough injury that a wild Chimera would not survive.
* Be wingless, only if the reptile portion is a snake.

### Chimeras can **not:**

* Have a head on its tail, or anywhere but the front of the animal.
Major

Majors are the leaders of the Kawaru Militia, often working in close proximity to the Arisen in order to assist with matters of the military and law enforcement. They also act as judge and jury for those arrested for criminal behavior.

**Majors are a limited rank and are subject to SA's Monthly Activity Checks**

### **Overview**

Like the militia they lead, Majors are a new rank officially instated in autumn 1701 (following chapter 8). Chosen by the Arcanist for their dedication to the Kawaru cause and their leadership ability, Majors are the heads of the Kawaru Militia. They are in charge of training new recruits, advising the Arisen, and judging criminals. They work together in order to keep each other in check, as well as provide a sense of well rounded leadership to all under their command.

### **Appointment and Requirements**

Majors are hoof picked by the Arcanist. They are individuals proven to be loyal to the Kawaru, dedicated to the cause, with strong leadership qualities. Majors serve until they resign, or are dismissed by the Arcanist.

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

* Must be 25 or older
* No major or recent criminal history
* Must be Kawaru from birth
* Should have *some* combat experience

### Current Majors

* Mei-Xing
* N/A
* N/A

## Rank Rewards

* **25 AP|** Of the few Kawaru that know formal combat, you are among the best of the best. As such receive a **rank 1 talent** early.
* **50 AP|** Your skills are formidable and you are truly one to be reckoned with. Receive **a helmet and breast plate** for free.
* **75 AP|** You have garnered the respect of your peers as well as the Arisen! **+15 SP to strength or vitality.**
* **100 AP|** The Arcanist has acknowledged all of your effort and hard work. Receive one **Breimian Mythical Familiar** from the shop with an open familiar slot.
Hydra

Tales have been told about this terrifying creature for as far back as can be remembered. Whether warning of the wilds or scaring small foals from exploring shadowy areas, few in Aquore have not been privy to the creeping chill of the mere mention of the hydra. Said to be taller than the average equine, the Hydra is an imposing sight to behold. Truly a monster to be feared, and a familiar to be praised, (And fed often.)

While they have quite a fearsome and ferocious reputation, Hydras tend to be rather shy creatures. They often prefer to live away from high traffic areas and others of it's kind. That said, they can be incredibly aggressive when they feel their territory has been invaded. This makes them prized companions of agriculturalists, as hydras tend to be protective of things that belong to them (including their masters).

Legend says that this creature came to be after an agriculturalist expedition into the wilds went wrong. When the entire party was wiped out by lightning, their souls were unable to find their way back to the sea. Becoming distraught and angry, their souls merged to create a terrifying being, the likes of which Aquore had never seen. While most believe this tale to be a silly ghost story, the true origins of the creature remain largely unknown.

Hydra's are also said to be un-killable, but this is only true if you are trying to cut off their heads. While a hydra's heads can regenerate and regrow in a matter of minutes, their body isn't capable of the phenomenon. That said, the average hydra looses it's heads multiple times throughout it's life, whether by accident or another head getting irritated an biting one of the others off. Each head tends to have it's own personality, and can lead to some interesting squabbles between the creature.

## Creation Rules

### The Hydra Will Always:

* Be dark or desaturated shades of purple, blue, green, or grey in coloration
* Be smooth skinned and scaleless
* Have sharp teeth, webbed feet or flippers, and gills

### The Hydra Can:

* Have between 3 and 7 heads
* Regrow their heads
* Have some natural striping in a slighter shade than their base color
* Have a pale underbelly
* Have a different personality for each head, but the body is controlled through a shared system
* Have some frills and fins on their head, neck, back, and tail

### The Hydra Can **Not:**

* Grow multiple heads in place of a removed one
* Permanently loose a head
Meme Directory

Starborn Alignment offers a variety of memes that our members may fill out for rewards of AP and CS. Memes come in many flavors, from wacky AU stuff to IC exploration of your character and who they might become. This page offers a quick directory to our full library of memes at a glance.

*All memes received updated rewards on November 20th 2020. Old rewards for each meme can be found on their individual pages.*

*You may not update previously completed memes to new rewards.*

## General Meme Rules

* Most memes can be completed once per character. Please always read the meme's description to check for other stipulations. Some memes have time limits or can only be done X number of times per player
	+ Any memes that are repeatable require new, fully unique art each time
* Memes earn set rewards of AP and/or CS. They do not receive AP bonuses, only the rewards outlined in the description of the meme. The only exception to this is the Group NPC bonus which may be used on a meme. It acts like an overall AP multiplier.
* Memes do not allow for chibis/quicks. Art should be in your regular style
* Please always read the requirements carefully, as they are different for each meme.
* Most memes have written variants available. Check for instructions in the description.