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Season & Time
Winter Year 10
Dec. 1st - Jan. 19th



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Spotlights: Oct. '19
Character
Caelan
[played by Amelia]
Thread
We Could be Immortals

Census
M F O Total
Canines 61 51 03 115
Felines 39 38 03 80
Herbivores 07 08 00 15
Other Mammals 21 14 00 35
Birds 07 09 00 16
Reptiles 02 03 00 05
Other 01 01 00 02
Undead 16 06 00 22
Overall 154 130 006 290

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Akradr
Open
Amelia
Avocado

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Unique Magical Branches


Unique
Magical Branches
These are unique powers (spells) that have no affiliation to any element. You do NOT need to take any of these in order UNLESS it says otherwise in the spell description. These spells have been broken up by their overall purpose to give suggested paths for those that want to specialize.


The Archer
Power
Cost
Description
Dart
L3
(200 AP)
The user is able to create, at will, a dart of pure energy and simultaneously shoot it up to 50 feet away. Though this arrow cannot pierce flesh, it can do one of two things. It can either stun a target for a single post upon impact, leaving behind a light cut where it hits. Or it can knock a creature backwards five feet, in the direction the arrow is moving, leaving behind a small cut. This power, unlike others, may be used twice per thread.
Bolt
L4
(300 AP)
The user is able to create, at will, a bolt of pure energy and simultaneously shoot it up to 50 feet away. Though this arrow cannot pierce flesh, they can cause moderate bruising upon impact and can break small bones, depending on where they hit. You must have Dart to purchase.
Arrow
L5
(400 AP)
The user is able to create, at will, an arrow of pure energy and simultaneously shoot it up to 50 feet away. These arrows can pierce flesh. Though they can go no deeper than 4 inches, this can be life-threatening depending on where the arrow hits. Upon impact, the arrow dissolves. You must have Bolt to purchase.
Tranquilizer
L6
(500 AP)
The user is able to create, at will, an arrow of pure energy and simultaneously shoot it up to 20 feet away. These arrows can pierce flesh and are tipped with a potent sedative. This can cause extreme fatigue, drowsiness, and lack of coordination and focus. It can cause complete loss of consciousness within three posts, and this unconciousness lasts for three posts. You must have Arrow to purchase.

The Sadist
Power
Cost
Description
Affliction
L3
(200 AP)
The user is able to make a target feel as though they have a deep laceration anywhere on their body that the user is currently touching. No physical harm comes to the target from this power, despite the pain. This pain lasts for 2 posts before instantly ending.
Axon
L4
(300 AP)
The user is able to make a target feel as though they have broken a bone. Which bone is up to the user, but the user must be physically touching the area around the bone to affect it. No physical harm comes to the target from this power, despite the pain. This pain lasts for 2 posts before instantly ending. The user must have Affliction to purchase this ability.
Neuron
L5
(400 AP)
With this ability, the user is able to create a burst of crippling agony in a target they are touching. The target will feel as though their nerves are on fire for an entire post in combat and for up to three posts outside of combat. No physical harm comes to the target from this power, despite the pain. The user must have Axon to purchase this ability.


The Battledancer
Power
Cost
Description
Evasion
L3
(200 AP)
The user is well-versed in combat and that prowess shows. The user may now have an extra full dodge in battle. You must have two powers from the Battledancer Branch to purchase.
Lacerate
L5
(400 AP)
With a burst of magic, the user is able to make one to twelve small cuts on an opponent in a small target area, such as a leg, the chest, or face. This power cannot cut anything but flesh (meaning eyes are off limits). It cuts easily through fur, no matter the thickness, but it will not seriously wound. The target must be within ten feet of the user.
Rend
L5
(400 AP)
The user can create a deep laceration on the victim with a burst of magic. As if using an invisible sword, a single slash is aimed at the target. It cuts easily through fur, no matter the thickness, and can cause severe damage depending on where it hits. Severing off an ear is not unheard of with this power and lacerations can easy be inches deep. The target must be within ten feet of the user. The user must have Lacerate to purchase this ability.

The Occlumens
Power
Cost
Description
Premonition
L2
(100 AP)
The user can sense any use of mental speech (telepathy) used around them in a 20 foot radius. They cannot tell who is using the abilities nor can they hear what is being said.
Clarity
L2
(100 AP)
This power alerts the user that psychic magic is being used on them. It does nothing to prevent the power from being used nor does it tell them what power is being used.
Bastion
L3
(200 AP)
The user of this power knows themselves. This knowledge allows them to block out external sources from affecting their emotions. They can block Telepathy, Soothe, Chill, or Panic once per thread. To purchase, the user must have Clarity.
Bulwark
L4
(300 AP)
The user of this power knows how to protect what is in their mind and guard against mental invasion at the same time. They can block Charm, Allure, Aphasia, Skim, Jubilee, Hindsight, or Inspire once per thread. To purchase, the user must have Clarity.
Occultation
L5
(400 AP)
The user is able to fight for control of their mind and body now. When using this power, they may resist the following powers once per thread: Lacerate, Axon, Neuron, Fatigue, Dominate, Subjugate, Insight, Doubt, or Delirium. To purchase, the user must have Clarity.
Meditation
L6
(500 AP)
The user is a master of their own mind. When using this power, they may resist the following powers once per thread: Pacify, Hypnosis, Parse, Denial, Suggestion, or Majesty. To purchase, the user must have Clarity, Bulwark, and Occultation.

The Summoner
Power
Cost
Description
Summon I
L5
(400 AP)
This ability allows the user to summon 1 small creature (as defined by Yavania standards on the Other Creatures Guide). Outside of a spar, these summons last the duration of a thread. In a spar, they can last 3 posts or until they are dispelled by the user. These summons, though not real creatures, are living and full functional for the duration of the spell. As such, they can do harm and be harmed.
Summon II
L5
(400 AP)
This ability allows the user to summon 2 small creatures or 1 medium creature (as defined by Yavania standards on the Other Creatures Guide). Outside of a spar, these summons last the duration of a thread. In a spar, they can last 2 posts or until they are dispelled by the user. These summons, though not real creatures, are living and full functional for the duration of the spell. As such, they can do harm and be harmed. To purchase, you must have Summon I.
Summon III
L5
(400 AP)
This ability allows the user to summon 3 small creatures, 2 medium creatures, or 1 large creature (as defined by Yavania standards on the Other Creatures Guide). Outside of a spar, these summons last the duration of a thread. In a spar, they can last 1 post or until they are dispelled by the user. These summons, though not real creatures, are living and full functional for the duration of the spell. As such, they can do harm and be harmed. To purchase, you must have Summon II.

The Beguiler
Power
Cost
Description
Charm
L4
(300 AP)
This power enables the user to charm a creature into being unwilling to attack the user for an entire thread and makes the target feel positive emotions towards the user. Grievous acts (such as attacking the target or the target's loved ones) breaks the charm. As soon as the user exits, the target is free to do as they will. If this power is attempted by or on someone who is in a spar, the power fails.
Allure
L4
(300 AP)
This power enables the user to charm a creature into being unwilling to attack the user for an entire thread. Not only does it make the target feel positive emotions towards the user, but it makes them feel overcome with lust/desire for the user that builds with each post. If the target's sexuality aligns with the user, this spell will be at its strongest. A female user, for example, may find it harder to charm a homosexual male. Grievous acts (such as attacking the target or the target's loved ones) breaks the allure. As soon as the user exits, the spell ends. Alternatively, if the target gives into the act, then the spell is broken afterwards. To purchase, your character must have Charm.
Pacify
L4
(300 AP)
This power enables the user to use their charismatic powers to forge a bond with a single target, if they have previously used both Charm and Allure on the target. In order to cast this spell, the user must be touching the target. This bond makes the target completely incapable of attacking the user, including retaliating against them. However, the user must take care because grievous acts (only maim or death spars against the target or the target's loved ones) breaks the spell. Unlike with Charm and Allure, this spell does not influence the emotions of the target. This spell lasts until the user switches targets. To purchase, your character must have Allure.

The Aviator
Power
Cost
Description
Wings
L5
(400 AP)
The castor is able to unfurl a set of feathery or bat-like wings (type and design chosen upon purchase). These wings enable the user to hover two feet off of the ground and/or glide off of tall peaks. These wings do not enable the castor to fly. These wings last twenty minutes outside of battle and one post inside battle. If these wings are hurt, the user will feel the pain so long as they are present.
Ascension
L5
(400 AP)
The castor is able to unfurl a set of feathery or bat-like wings (type and design chosen upon purchase of Wings). These wings enable the user to fly at will, but they still must be taught how to do so. Attempting to learn how to fly by jumping off of a high surface may end fatally. Vertical take offs get harder the larger the creature is, meaning it will take more time for a creature over 100lbs to get airborn if they do not have a running start. These wings last indefinitely outside of battle and two posts inside battle. In battle the user cannot put their wings away before the two posts are over, so they must be careful. If these wings are damaged, they will remain damaged until they are healed. If the wings are broken, the user will not be able to put them away until they are healed (whether inside or outside combat). To purchase, the user must have already purchased Wings.

The Shapeshifter
Power
Cost
Description
Disguise
L7
(600 AP)
The creature is able to physically change their appearance and scent, allowing them to pretend to be someone else, of either gender. The creature can only change into a creature of the same species. These disguises last as long as the user wishes. They cannot take the scent of a specific other creature, but the scents they create for their disguises can be replicated making repeat uses of the same disguise possible.

As for scent, the creature in question will only smell like themselves if they do not specify that they changed their scent.
Morph
L9
(800 AP)
With this ability, the user is able to alter their physical appearance. They can combine their current species with one other species to create a strange chimera of the two. A wolf, for example, could grow the tail, eyes, and fangs of a snake (please note, venom must be bought). You might choose to give a tiger a fin on his back and gills. While this ability can grant wings, said wings do not grant flight. You cannot use this power to make anthro animals, or to modify size and build. The type of creature you morph into must be specified upon purchase and cannot be changed. Powers that require concentration cannot be used while this power is active.

As for scent, the creature in question will only partially smell like themselves. This means that the creature will have the scent unique to themselves and their realm, but they will also smell like a blend of the two species that comprises their Morph.
Shift
LX
cannot be bought
The user is able to shapeshift into another creature. The species cannot be larger than the species using this power is. For example, a grey wolf can turn into lion but not a tiger. Additionally changing into a larger creature results in you keeping your original weight (note, this is not true of turning into a small species). The user can shift into anything smaller. The castor may use this power to change to and from their two forms as much as they desire, but doing it twice or more in a thread will make them tired. This power only allows you to change into another species; not change gender. Please keep in mind that turning into a species dissimilar to the creature's true form will take time to get used to. They will not automatically know how to fly like a bird or swim like a fish. They still be taught how to do so. Attempting to learn how to fly by jumping off of a high surface may end fatally. Additionally, turning into a venomous animal will not grant you venom: you must purchase venom, and you may only purchase venom for one form. All jewelry (so long as it's anatomically possible), unique markings, mutations (feathers, horns, scales, etc) remain the same; additionally, the user's eye color does not change no matter their form. This power lasts as many posts as the user wishes but the user cannot use other magic or elements while transformed; passive magical abilities, however, remain active.

As for scent, the creature in question will only partially smell like themselves. This means that the creature will have the scent unique to themselves and their realm, but they will also smell like a different species.
Totem
L9
(800 AP)
The user is able to shapeshift into one other extant creature, chosen at the time of purchase, and is a species The user feels a spiritual-like connection with. The species can be anything, and it will be the normal size for that species on Yavania. The castor may use this power to change to and from their chosen form 3 times per thread. Please keep in mind that turning into a species dissimilar to the creature's true form will take time to get used to. They will not automatically know how to fly like a bird or swim like a fish. Additionally, turning into a venomous animal will not grant you venom: you must purchase venom. All jewelry (so long as it's anatomically possible), unique markings, mutations (feathers, horns, scales, etc) remain the same; additionally, the user's eye color does not change no matter their form. This power lasts as many posts as the user wishes but the user cannot use other magic or elements while transformed; passive magical abilities, however, remain active.

As for scent, the creature in question will only partially smell like themselves. This means that the creature will have the scent unique to themselves and their realm, but they will also smell like a different species.


The Brew Master
Power
Cost
Description
Mixology
L4
(300 AP)
Your character is a master of botany and is beginning to consider how to combine herbs to optimize their potential.

Purchasing this spell allows you to obtain (purchase) either the Slumber Elixir or the Fertility Elixir for an additional 100 AP (each). This is a passive ability and does not need to be practiced. You must be at least knowledgeable about herbs in general to purchase this power.
Slumber Elixir
L2
(100 AP)
The user will have a feeling that mixing chamomile, lavender, and valerian will yield something useful. When completed, this potion is light midnight blue with yellow-gold swirls and smells and tastes like grapefruit. Whoever drinks it will have a peaceful sleep for at least 6 hours. You must have Mixology to purchase.
Fertility Elixir
L2
(100 AP)
The user will have a feeling that mixing rose petals and red clover root will yield something useful. When completed, this potion is pink with red swirls and smells and tastes like roses. Whoever drinks it will have an increased fertility rate for 1 OC week; instead of all odds being unsuccessful, 1 is now successful as well, giving the drinker a 66% chance of conception. You must have Mixology to purchase.
Antifungal Salve
L2
(100 AP)
The user will have a feeling that mixing turmeric, garlic, and goldenseal will yield something useful. When completed, this potion is an ivory cream that tastes like rotten fruit. Applying it to an area will help to clear up any fungal infection of the skin. You must have Slumber Elixir to purchase.
Truthseer Potion
L2
(100 AP)
The user will have a feeling that mixing Ahine's Blessing, stinging nettle, and milk thistle will yield something useful. When completed, this potion is pale brown with blue swirls and smells like grapefruit. Whoever drinks it will be able to see through illusion spells (such as Illusion, Mislead, Doppelganger, Invisibility, Swarm, & Engulf -- including their upgrades). It doesn't let you see through shift, disguise, or morph. You must have Fertility Elixir to purchase.
Naproxen Potion
L2
(100 AP)
The user will have a feeling that mixing poppy seeds, feverfew, & devil`s claw will yield something useful. When completed, this potion is lime green with occasional bubbles. It smells and tastes like grass. Whoever drinks it will be relieved of their physical pain for 1 OC week. This does not heal wounds, however. You must have Antifungal Salve to purchase.
Fire Resistance Potion
L2
(100 AP)
The user will have a feeling that mixing Dragon's Eye, aloe vera, and pot marigold will yield something useful. When completed, this potion is light orange with gold flecks. It smells and tastes like cocoa. Whoever drinks it will have resistance to fire magic for one OC week. You must have Truthseer Potion to purchase.
Penicillin Elixir
L2
(100 AP)
The user will have a feeling that mixing Zeragon, yarrow, and Echinacea will yield something useful. When completed, this potion is pale opalescent white. It smells and tastes like lemon juice. Drinking it will cure a creature of any bacterial infection and prevent recent wounds from becoming infected. You must have Naproxen Potion to purchase.
Mana Potion
L2
(100 AP)
The user will have a feeling that mixing ginger and Ahine's Blessing will yield something useful. When completed, this potion is amethyst with silver sparkles. It smells and tastes like watermelon. Whoever drinks it will regain 1 powerpool point for the duration of that thread. The drinker cannot gain more powerpool points than they naturally have, and this potion's effect works once per thread. You must have Fire Resistance Potion to purchase.