ThePastelWitch
"There is no magic when one no longer believes."
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[div class="tabName titleName"]Title Screen[/div]
[div class="tabName introName"]Synopsis[/div]
[div class="tabName basicsName"]Lore Basics[/div]
[div class="tabName rulesName"]The Rules[/div]
[div class="tabName ambianceName"]Credit and Ambiance[/div]
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[div class=Title]PEACE KEEPERS[/div][/div]
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❝Once Upon a Time❞
That's how stories like this start, right? The kind of stories that have magical lands filled with princes and princesses who are threatened with war? If so, we might as well start there.
Once upon a time, Sodariel was a world for just the fauna and flora of the world. The animals had a select few, formally called the Fae, who were gifted with extraordinary magic to allow them to take care of their home. But as they dominated the wild, they found themselves lonely. Even among their own kind, they found that it wasn't enough. So they decided to create a life form that granted them the company that they longed for. Humans were born and soon, the children of the Fae were able to help their creators in maintaining the world. They grew in numbers and progressed in intelligence and sociability. The Fae were proud of their children and when their time came, as it does for everyone, they left the families of their most loyal with gifts of their own.
These six families grew to become the royalty that ruled over Sodariel to this day, each with their Fae lineage pulsing through their veins. The Canis family descended from the Wolven Glade family, the Wolf's most loyal warriors. The Hebians were descended from the Snake's most loyal spies, the Sly Serpentes. The Cervidae Council belonging to the Deer's court became the Fawnus family. The Fanciful Felis who hunted for the Cat became the Felinean family. The Vulpes family descended from the Foxen Flames, the magic users in the fox's court. And last but not least, the Cuniculus Crafters grew into the Usagian royals.
Unfortunately, peace without the Fae was near impossible as rulers began to fight over who had the most resources and therefore, the more power. War broke out and blood stained the land of all six kingdoms. It was only once the children of the families joined together to pool their powers into reviving the original rulers of their families did the fighting stop. The Fae's spirits had intermingled with the original rulers of the six families, imbuing them with strange magical properties. This allowed the youngest of the bloodlines to reach out to them and ultimately coming to a conclusion. As punishment and as a reminder to the rest of Sodariel, the Fae imbued Originals, or Originals for short, declared that each family would participate in a tournament of sorts every generation. And the fighters would be none other than two of their own children. Victory in the trials didn't require death, but if such a horrible thing happened during the trials, so be it. Forfeit was an option, but only if you were willing to forfeit your entire kingdom to your victor; and both siblings must be willing to give up. Any family that has less than two children, adoptive or not, automatically surrender.
And what's stranger is that a long, forgotten royal family has appeared during this Tournament. They are hell bent on returning their home to Sodariel so that they may no longer suffer. And some of them aim to make the other royals pay for the suffering they and their people went through for the past few centuries.
All fifteen royals will be transported to a plane outside of their own home as to keep outside influences out of the tournament. The royals will learn to live with each other while the trials commence. Whether they learn to trust, or maybe even love, each other is entirely up to them. Regardless, only one person will emerge victorious and only they will be able to decide if they wish to rule over all six kingdoms or to keep equal reign in Sodariel.
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❝The Fortress of Heloress❞
Home to the Felinean Family (Cats)
Towards the middle of Sodariel lies the Heloran Jungle where one can find the Fortress of Heloress... if they dare. The Felinean family uprooted from the outskirts of their kingdom and moved it towards the center of incredible adversity, making it a home of only those that found themselves "worthy." However, trade with the city is at its utmost peak here since many wish to partake of the treasures found in Heloress. The art that the Helorans produce, music and painting alike, are found to be enticing to people of all kingdoms. The exotic fruits, spices, and animals entice many that are adventurous eaters and overall, many believe Heloress to be the most powerful when it comes to resources.
Those that live outside of Heloress would call the Cat Fae's children big headed. But Helorans would believe that they were right in believing they were the best of the best. Their Fae gifted them with superior sight, especially at night, an aptitude for Dark Magic (necromancy, teleportation, shapeshifting, etc.), exceptional hearing, and quick reflexes. Physically, their cat ears, claws, and tails seems to be considered the most alluring to humans as well. Some may find them oversexualized, but the royal family hasn't made an public announcement against it yet.
❝The Raft Fleet of Ithlolen❞
Home to the Usagian Family (Rabbits)
Ithlolen, home to the Usagian royal family, is located to the East of Sodariel and is made up of many different, small islands. At the center is where the Royal Raft Fleet resides and is the hub of fishing, sailing, and marketing. It is here where the royal family resides and they have a direct hand in directing seafarers there. They also help maintain the world's largest library which has been carved into a mountain on the largest island. They have an open door policy to all six of the kingdoms since they are the sole kingdom for fishing and knowledge trade. They also happen to be the best at creating silken goods due to their thriving silkworm farms.
The Rabbit Fae gifted her people with her adorable tail, fertility, and long ears. Without saying, this means that they are gifted in hearing, have a greater talent for jumping, have an aptitude for summoning magic (but the power of the summon is directly linked to the summoner's life force, so it is very rarely used), and have a great sense of taste (meaning that they are usually able to detect any traces of poison). Though the royal family now has eight children in total (the two eldest being the ones sent into the tournament), the family is actually quite shy when dealing with people outside of their home. They are known as the most polite of the six families, but many take it with a grain of salt since they seem to have a world of knowledge at their fingertips.
❝The Ombar Dominion❞
Home to the Hebian Family (Snakes)
Located in the far South, the Ombar Dominion is found in the Ombarion Wastes where the desert sand is tinted red and the heat of the sun is ever present. The Ombarions are used to extreme heat during the day and extreme cold in the middle of the night. Contrary to belief, the Dominion has learned ways to farm in their homeland and have created some interesting herbs and fruits to trade with other countries. They're also excellent at glass blowing. But, much like the Original of the Hebian family, the city is known to house the notorious Thieves Guild where very unsavory types can be found. The Hebian family is rumored to work alongside them and while they may be true, others believe that they just turn a blind eye as long as they don't get caught breaking a few laws. The intrigue alone has earned a lot of coin for the royal family, seeing as even civilians will hire their "private" Red Band mercenary group.
The Snake Fae gifted the royal family with things unlike the other fae gifted families. They are given strange patches of scales on various parts of their body, making them have a sort of natural armor against physical damage. Some are also given the power to secrete poison from fangs that grow in once adulthood has been fully achieved. They also have a heightened sense of touch and an aptitude for sabotaging magic (poison damage, sleeping spells, emotional control, etc.).
❝The Falindean Republic❞
Home to the Fawnus Family (Deer)
Falindeans are ones in the far West who have been taught heavily in the ways of diplomacy since the First Tournament, as if to make amends for the Fawnus who helped start the terrible war and the tournaments altogether. Located in the woods, they have learned to do various forms of wood carving, farming, and even animal taming. But most of all, they are known for their healers. They were the first kingdom to discover the healing attributes of many herbs and shared that knowledge with the rest of Sodariel. They continued to experiment with other plants and concoctions and have the most skilled doctors now.
The Fae over the Fawnus Royal Family gifted them physical traits such as antlers, a doe's tail, and/or a snout resembling his. They are gifted with a heightened sense of hearing, an aptitude for healing magic (healing, drain, symbiosis, etc.), speed, and greater eyesight through the rain. Many considered the most cowardly of the six royal families, seeing as they refuse to get into any minor conflicts, but their people believe that is only due to their overwhelming compassion for their subjects.
❝The Kingdom of Truvaria❞
Home to the Canis Family (Wolves)
Mountains, snow, and soldiers. These are all words that usually have Truvarians thinking of home. Located in the North of Sodariel, this kingdom is a winter wonderland of a whole other kind. Since resources are mostly done by mining, hunting, or trade, the people of Truvaria all know the value of hard work. Even the royal family and its military are of no exception, especially since the Truvarian military is the strongest of the six. The royal family has a long history of personally training its troops, in order to learn the value of training and life on the battlefield. They haven't been used for war in a long time, though, and are mostly used as a sort of commodity to be traded. The other kingdoms and any surrounding villages are welcome to hire a soldier, or a few, with payment being rendered as trade-able goods, resources, or coin.
The Lupine Fae gifted the royal family with traits to separate itself from others, including wolfish ears, fangs, and/or tails. They are also given the power to change into the form of a large wolf every full moon, an aptitude for enhancing magic (barrier, strength enhancement, rally allies/enemies, pain nullifying), heightened vision in the night (but lower than average in direct sunlight), and a strong sense of smell. Many people believe they are the physically strongest of the six and some fear them because of this, but the people of Truvaria just blame that on the King's no nonsense attitude.
❝The Belerast Magocracy❞
Home to the Vulpes Family (Foxes)
The Floating White City is another name for the Magocracy of Belerast. Though many people, especially royal families, are imbued with magic due to their Fae lineage, the Vulpes royal family refused to let the knowledge of such a mystical art die. They continue their practice and research of it over the many years of living in Sodariel Fae-less, and have learned far more than the other kingdoms had single handedly. Because of this, they have become very well learned in the ways of alchemy. And since their homes are found atop the floating islands that move across Sodariel, they are also very used to adapting to whatever climate they experience next. But the main source of income (and notoriety) in their kingdom, is the Mage's College. It's true that many of the Belerastians don't require private education to learn their magical craft, but in order to hone it into something formidable, they would be willing to study for a few years. Many people from other kingdoms are welcome to join as well. However, the price of schooling is expensive unless the royal family allows some sort of discount.
The Fox Fae gifted its magical followers, the Vulpes family, with physical attributes like their tails, their ears, and their fangs. They were also given an aptitude for "sneakier types of magic" (illusion, light manipulation, sound manipulation, etc.), quick wit, a keen sense of smell, and a high fortitude. No one knows what to make of the Vulpes family, but they wouldn't have it any other way. After all, magic without mysticism would lose its "edge" to many of them.
❝The Ruins of Zanubia❞
Home to the Nidae Family (Chameleon)
A long forgotten, kingdom that was banished before the Fae disappeared from Sodariel. Due to being sentenced to a pocket dimension where it is eternally night, resources dwindled and the people suffered for the past few centuries. Now, though, the magic of the plane is dissipating and portals to other planes have opened up, allowing the royal family to finally participate in the Tournament, where they aim to win back their freedom.
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Credit goes to Alteras for the original code of this beautiful coding masterpiece
Credit goes to 録音 (Pixiv ID 2224370) for the images used to create the animated background.
Credit goes to PeterPrime for the picture used for Belerast
Credit goes to IIDenmrak for the picture used for Truvaria
Credit goes to AlexShatohin for the picture used for Falinde
Credit goes to RobinTran for the picture used for Ombar
Credit goes to arvalis for the picture used for Ithlolen
Credit goes to jordangrimmer for the picture used for Heloress
Credit goes to asahisuperdry for the picture used for Zanubia
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[div class="tabName titleName"]Title Screen[/div]
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[div class=Title]PEACE KEEPERS[/div][/div]
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Sacrifices must be made
Or all will fall
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❝Once Upon a Time❞
That's how stories like this start, right? The kind of stories that have magical lands filled with princes and princesses who are threatened with war? If so, we might as well start there.
Once upon a time, Sodariel was a world for just the fauna and flora of the world. The animals had a select few, formally called the Fae, who were gifted with extraordinary magic to allow them to take care of their home. But as they dominated the wild, they found themselves lonely. Even among their own kind, they found that it wasn't enough. So they decided to create a life form that granted them the company that they longed for. Humans were born and soon, the children of the Fae were able to help their creators in maintaining the world. They grew in numbers and progressed in intelligence and sociability. The Fae were proud of their children and when their time came, as it does for everyone, they left the families of their most loyal with gifts of their own.
These six families grew to become the royalty that ruled over Sodariel to this day, each with their Fae lineage pulsing through their veins. The Canis family descended from the Wolven Glade family, the Wolf's most loyal warriors. The Hebians were descended from the Snake's most loyal spies, the Sly Serpentes. The Cervidae Council belonging to the Deer's court became the Fawnus family. The Fanciful Felis who hunted for the Cat became the Felinean family. The Vulpes family descended from the Foxen Flames, the magic users in the fox's court. And last but not least, the Cuniculus Crafters grew into the Usagian royals.
Unfortunately, peace without the Fae was near impossible as rulers began to fight over who had the most resources and therefore, the more power. War broke out and blood stained the land of all six kingdoms. It was only once the children of the families joined together to pool their powers into reviving the original rulers of their families did the fighting stop. The Fae's spirits had intermingled with the original rulers of the six families, imbuing them with strange magical properties. This allowed the youngest of the bloodlines to reach out to them and ultimately coming to a conclusion. As punishment and as a reminder to the rest of Sodariel, the Fae imbued Originals, or Originals for short, declared that each family would participate in a tournament of sorts every generation. And the fighters would be none other than two of their own children. Victory in the trials didn't require death, but if such a horrible thing happened during the trials, so be it. Forfeit was an option, but only if you were willing to forfeit your entire kingdom to your victor; and both siblings must be willing to give up. Any family that has less than two children, adoptive or not, automatically surrender.
And what's stranger is that a long, forgotten royal family has appeared during this Tournament. They are hell bent on returning their home to Sodariel so that they may no longer suffer. And some of them aim to make the other royals pay for the suffering they and their people went through for the past few centuries.
All fifteen royals will be transported to a plane outside of their own home as to keep outside influences out of the tournament. The royals will learn to live with each other while the trials commence. Whether they learn to trust, or maybe even love, each other is entirely up to them. Regardless, only one person will emerge victorious and only they will be able to decide if they wish to rule over all six kingdoms or to keep equal reign in Sodariel.
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Syn
opsis[/div][/div][/div][div class="spoke basicsSpoke"][div class=contentContainer]
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Home to the Felinean Family (Cats)
Towards the middle of Sodariel lies the Heloran Jungle where one can find the Fortress of Heloress... if they dare. The Felinean family uprooted from the outskirts of their kingdom and moved it towards the center of incredible adversity, making it a home of only those that found themselves "worthy." However, trade with the city is at its utmost peak here since many wish to partake of the treasures found in Heloress. The art that the Helorans produce, music and painting alike, are found to be enticing to people of all kingdoms. The exotic fruits, spices, and animals entice many that are adventurous eaters and overall, many believe Heloress to be the most powerful when it comes to resources.
Those that live outside of Heloress would call the Cat Fae's children big headed. But Helorans would believe that they were right in believing they were the best of the best. Their Fae gifted them with superior sight, especially at night, an aptitude for Dark Magic (necromancy, teleportation, shapeshifting, etc.), exceptional hearing, and quick reflexes. Physically, their cat ears, claws, and tails seems to be considered the most alluring to humans as well. Some may find them oversexualized, but the royal family hasn't made an public announcement against it yet.
Home to the Usagian Family (Rabbits)
Ithlolen, home to the Usagian royal family, is located to the East of Sodariel and is made up of many different, small islands. At the center is where the Royal Raft Fleet resides and is the hub of fishing, sailing, and marketing. It is here where the royal family resides and they have a direct hand in directing seafarers there. They also help maintain the world's largest library which has been carved into a mountain on the largest island. They have an open door policy to all six of the kingdoms since they are the sole kingdom for fishing and knowledge trade. They also happen to be the best at creating silken goods due to their thriving silkworm farms.
The Rabbit Fae gifted her people with her adorable tail, fertility, and long ears. Without saying, this means that they are gifted in hearing, have a greater talent for jumping, have an aptitude for summoning magic (but the power of the summon is directly linked to the summoner's life force, so it is very rarely used), and have a great sense of taste (meaning that they are usually able to detect any traces of poison). Though the royal family now has eight children in total (the two eldest being the ones sent into the tournament), the family is actually quite shy when dealing with people outside of their home. They are known as the most polite of the six families, but many take it with a grain of salt since they seem to have a world of knowledge at their fingertips.
Home to the Hebian Family (Snakes)
Located in the far South, the Ombar Dominion is found in the Ombarion Wastes where the desert sand is tinted red and the heat of the sun is ever present. The Ombarions are used to extreme heat during the day and extreme cold in the middle of the night. Contrary to belief, the Dominion has learned ways to farm in their homeland and have created some interesting herbs and fruits to trade with other countries. They're also excellent at glass blowing. But, much like the Original of the Hebian family, the city is known to house the notorious Thieves Guild where very unsavory types can be found. The Hebian family is rumored to work alongside them and while they may be true, others believe that they just turn a blind eye as long as they don't get caught breaking a few laws. The intrigue alone has earned a lot of coin for the royal family, seeing as even civilians will hire their "private" Red Band mercenary group.
The Snake Fae gifted the royal family with things unlike the other fae gifted families. They are given strange patches of scales on various parts of their body, making them have a sort of natural armor against physical damage. Some are also given the power to secrete poison from fangs that grow in once adulthood has been fully achieved. They also have a heightened sense of touch and an aptitude for sabotaging magic (poison damage, sleeping spells, emotional control, etc.).
Home to the Fawnus Family (Deer)
Falindeans are ones in the far West who have been taught heavily in the ways of diplomacy since the First Tournament, as if to make amends for the Fawnus who helped start the terrible war and the tournaments altogether. Located in the woods, they have learned to do various forms of wood carving, farming, and even animal taming. But most of all, they are known for their healers. They were the first kingdom to discover the healing attributes of many herbs and shared that knowledge with the rest of Sodariel. They continued to experiment with other plants and concoctions and have the most skilled doctors now.
The Fae over the Fawnus Royal Family gifted them physical traits such as antlers, a doe's tail, and/or a snout resembling his. They are gifted with a heightened sense of hearing, an aptitude for healing magic (healing, drain, symbiosis, etc.), speed, and greater eyesight through the rain. Many considered the most cowardly of the six royal families, seeing as they refuse to get into any minor conflicts, but their people believe that is only due to their overwhelming compassion for their subjects.
Home to the Canis Family (Wolves)
Mountains, snow, and soldiers. These are all words that usually have Truvarians thinking of home. Located in the North of Sodariel, this kingdom is a winter wonderland of a whole other kind. Since resources are mostly done by mining, hunting, or trade, the people of Truvaria all know the value of hard work. Even the royal family and its military are of no exception, especially since the Truvarian military is the strongest of the six. The royal family has a long history of personally training its troops, in order to learn the value of training and life on the battlefield. They haven't been used for war in a long time, though, and are mostly used as a sort of commodity to be traded. The other kingdoms and any surrounding villages are welcome to hire a soldier, or a few, with payment being rendered as trade-able goods, resources, or coin.
The Lupine Fae gifted the royal family with traits to separate itself from others, including wolfish ears, fangs, and/or tails. They are also given the power to change into the form of a large wolf every full moon, an aptitude for enhancing magic (barrier, strength enhancement, rally allies/enemies, pain nullifying), heightened vision in the night (but lower than average in direct sunlight), and a strong sense of smell. Many people believe they are the physically strongest of the six and some fear them because of this, but the people of Truvaria just blame that on the King's no nonsense attitude.
Home to the Vulpes Family (Foxes)
The Floating White City is another name for the Magocracy of Belerast. Though many people, especially royal families, are imbued with magic due to their Fae lineage, the Vulpes royal family refused to let the knowledge of such a mystical art die. They continue their practice and research of it over the many years of living in Sodariel Fae-less, and have learned far more than the other kingdoms had single handedly. Because of this, they have become very well learned in the ways of alchemy. And since their homes are found atop the floating islands that move across Sodariel, they are also very used to adapting to whatever climate they experience next. But the main source of income (and notoriety) in their kingdom, is the Mage's College. It's true that many of the Belerastians don't require private education to learn their magical craft, but in order to hone it into something formidable, they would be willing to study for a few years. Many people from other kingdoms are welcome to join as well. However, the price of schooling is expensive unless the royal family allows some sort of discount.
The Fox Fae gifted its magical followers, the Vulpes family, with physical attributes like their tails, their ears, and their fangs. They were also given an aptitude for "sneakier types of magic" (illusion, light manipulation, sound manipulation, etc.), quick wit, a keen sense of smell, and a high fortitude. No one knows what to make of the Vulpes family, but they wouldn't have it any other way. After all, magic without mysticism would lose its "edge" to many of them.
Home to the Nidae Family (Chameleon)
A long forgotten, kingdom that was banished before the Fae disappeared from Sodariel. Due to being sentenced to a pocket dimension where it is eternally night, resources dwindled and the people suffered for the past few centuries. Now, though, the magic of the plane is dissipating and portals to other planes have opened up, allowing the royal family to finally participate in the Tournament, where they aim to win back their freedom.
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Lore
Basics[/div][/div][/div][div class="spoke rulesSpoke"][div class=contentContainer]
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- General roleplaying rules (no godmodding, powerplaying, etc.) And follow site rules, of course.
- Pictures of characters will be artwork only. No photos please. (It tends to break some people's immersion)
- I'm a big fan of quality over quantity. However, I'm also someone who likes to make sure that everyone has a decent amount to reply to. So let's make the minimum reply length be two full paragraphs. (10-15 sentences) One liners are strictly forbidden.
- Activity/Pacing will be moderate since I understand that life can get in the way, especially if you're struggling with inspiration. So I'll ask that everyone be active in the OOC regularly (at least one post every other day) and around to post at least weekly in the IC. If I don't hear from you for two weeks, I'll message you. Three days after that and no response, you will be kicked and your character will be forfeit. (Apologies if this seems harsh. I've just seen a lot of RPs die because people lacked the motivation to keep it going)
- Rule four is exempt for those who suffer from unfortunate things in life (such as the loss of a family member, illness, hospitalization, etc.) Just let me know somewhere in between that time and I'll "coast" your character and we can skip them until your return.
- The OOC is mainly to make great connections on the site (for possible future RPs) and also for plotting purposes. We're starting at the tournament, but the six families would've had contact before that (the Nidae/Chameleon family were not present in the past). It's up to you guys how close everyone is to each other.
- Magic is most definitely a thing, but much like the passed down animal attributes given to your character's family, they're a bit lacking in power. You're allowed one type of magic per character (if they decide to be a magic user). And different magic types will be listed if people are interested in this. (But all magic takes a toll on the user)
- The royals will be split up into five groups of three (The Leader, the Spymaster, and the Ambassador). No siblings of the same kingdom will be allowed on the same team and each kingdom must admit a boy and a girl of noble birth. The teams will be randomized by the Originals, but the team will decide who gets what role in the group.
- Romance and arranged marriages are encouraged alongside rivalries and enemies. Get yourself invested in your character as much as you can, especially if that means making a history between each others characters.
- No character is allowed under the age of eighteen since each of the character will need to reach adult maturity in order to participate in the tournament.
- Dice rolling is an integral part of fighting, but there are other trials that will be placed in front of the royals. (That's why this isn't in the dice rolling section). All dice rolling will be done in the OOC so that we may all see the outcome of them.
- Finally, be nice to everyone. We're all here to have fun in our own way. Even if you don't agree with something, please bring it up with said person or let me know (unless it breaks rules. Then let a staff member know.) Do not engage in arguing because it could sour the entire experience for everyone.
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The
Rules[/div][/div][/div][div class="spoke ambianceSpoke"][div class=contentContainer]
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Credit goes to Alteras for the original code of this beautiful coding masterpiece
Credit goes to 録音 (Pixiv ID 2224370) for the images used to create the animated background.
Credit goes to PeterPrime for the picture used for Belerast
Credit goes to IIDenmrak for the picture used for Truvaria
Credit goes to AlexShatohin for the picture used for Falinde
Credit goes to RobinTran for the picture used for Ombar
Credit goes to arvalis for the picture used for Ithlolen
Credit goes to jordangrimmer for the picture used for Heloress
Credit goes to asahisuperdry for the picture used for Zanubia
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Credit
and Ambiance[/div][/div]
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[div class=circleClose]Close[/div]
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[/class] [class=circleReveal] transition: border-width .5s ease-in-out; border-width: calc(var(--cir-thickness) + 2px); [/class] [class=circleClose] text-align: center; color:#bf8426; top: 50%; left: 50%; font-size: calc( 1vw + 6px); transform: translateX(-50%) translateY(-50%); position: absolute; opacity: 0; transition: opacity .2s ease-in-out; [/class] [class=circleOpen] text-align: center; color: #bf8426; top: 50%; left: 50%; font-size: calc( 1vw + 6px); transform: translateX(-50%) translateY(-50%); position: absolute; opacity: 0; transition: opacity .2s ease-in-out; [/class] [class=circleOpacity] opacity:1; [/class] [script=circle] set isOpen 1 addClass circleReveal circle addClass glazeOpen glaze [/script] [script class=circle on=mouseenter] if (eq ${isOpen} 1) (addClass circleOpacity circleClose) (addClass circleOpacity circleOpen) [/script] [script class=circle on=mouseleave] removeClass circleOpacity circleClose removeClass circleOpacity circleOpen [/script] [script class=circle on=click] removeClass circleOpacity circleClose removeClass circleOpacity circleOpen if (eq ${isOpen} 1) (removeClass glazeOpen glaze) if (eq ${isOpen} 1) (removeClass circleReveal circle) if (eq ${isOpen} 0) (addClass glazeOpen glaze) if (eq ${isOpen} 0) (addClass circleReveal circle) if (eq ${isOpen} 1) (set isOpen 0) (set isOpen 1) [/script] [script=tab] set TabSel 0 set TabHis 1 addClass ShowContent titleContent addClass ShowHeader titleHeader addClass SpokeReveal titleSpoke [/script] [script class=tab on=click] set TabSel (getText) if (eq ${TabSel} ${TabHis}) (stop) //if tab selected is current tab, stop. if (eq ${TabHis} 1) (removeClass ShowContent titleContent) if (eq ${TabHis} 1) (removeClass ShowHeader titleHeader) if (eq ${TabHis} 2) (removeClass ShowContent introContent) if (eq ${TabHis} 2) (removeClass ShowHeader introHeader) if (eq ${TabHis} 3) (removeClass ShowContent basicsContent) if (eq ${TabHis} 3) (removeClass ShowHeader basicsHeader) if (eq ${TabHis} 4) (removeClass ShowContent rulesContent) if (eq ${TabHis} 4) (removeClass ShowHeader rulesHeader) if (eq ${TabHis} 5) (removeClass ShowContent ambianceContent) if (eq ${TabHis} 5) (removeClass ShowHeader ambianceHeader) //hide the text and prepare for SPINNING if (eq ${TabHis} 1) (removeClass SpokeReveal titleSpoke) if (eq ${TabHis} 2) (removeClass SpokeReveal introSpoke) if (eq ${TabHis} 3) (removeClass SpokeReveal basicsSpoke) if (eq ${TabHis} 4) (removeClass SpokeReveal rulesSpoke) if (eq ${TabHis} 5) (removeClass SpokeReveal ambianceSpoke) //spinning to hide spoke complete. Prepare to spin spoke into view if (eq ${TabSel} 1) (addClass SpokeReveal titleSpoke) if (eq ${TabSel} 2) (addClass SpokeReveal introSpoke) if (eq ${TabSel} 3) (addClass SpokeReveal basicsSpoke) if (eq ${TabSel} 4) (addClass SpokeReveal rulesSpoke) if (eq ${TabSel} 5) (addClass SpokeReveal ambianceSpoke) //spinning complete. Show the new stuff if (eq ${TabSel} 1) (addClass ShowContent titleContent) if (eq ${TabSel} 1) (addClass ShowHeader titleHeader) if (eq ${TabSel} 2) (addClass ShowContent introContent) if (eq ${TabSel} 2) (addClass ShowHeader introHeader) if (eq ${TabSel} 3) (addClass ShowContent basicsContent) if (eq ${TabSel} 3) (addClass ShowHeader basicsHeader) if (eq ${TabSel} 4) (addClass ShowContent rulesContent) if (eq ${TabSel} 4) (addClass ShowHeader rulesHeader) if (eq ${TabSel} 5) (addClass ShowContent ambianceContent) if (eq ${TabSel} 5) (addClass ShowHeader ambianceHeader) set TabHis ${TabSel} [/script]