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Please note that there are still a few things I need to add in here but, overall, the list is complete enough to post for your viewing pleasure. :heart:

Timeline of Important Events in Anomalous


To help keep things more organized this journal will hereby track any important events that occur in Anomalous.  This will list will include happenings such as changes in leadership, Mass RP events, DB/DC occurrences and Weather events!  Mini-events that do not affect in-game role-play but are group hosted will be listed separately.

Remember, responding to these events gets you extra skill points!

While it is usually stated specifically on the events themselves, we are only human and may forget from time to time.  Here is a basic rundown on how the bonus points regarding responses to mass/mini/weather events goes down.
  • When responding to a Mass RP, you will receive:
    • +2 Skill Points - Collaborative Lit.
    • +1 Skill Point - Mini-Event Response.
  • When responding to a Mini Event, Herd Ceremony OR Weather Event RP, you will receive:
    • +1 Skill Point - Mini-Event Response.
These points get added ON TOP of the skill points you would earn from your literature/art RP piece!  Cool beans, huh?  In addition, these Mass RPs/Mini/Weather events can be responded to at any time.  This means that, while some Mass RP events will have a time frame to be included in a Part II, you are welcome to include your character's response whenever you'd like to rack up those extra points.  Yes, this is proof that your Overlord looooves you!

Please keep in mind that your character can only respond to the events if they were in the proper location at the coordinating time frame.  So, while your Saraph may have been alive when the Shadow Army took over Auster (Spring, Year 1994) the character would not have been around to respond to the event!  However, the character would be able to respond to the formation of the alliance between Saraphs and Shadows (Autumn, Year 1994).  Just some food for thought!

Mini-Event Prompts

Mini-Events are group-hosted events that do not affect in-game role-play!  Basically, these Mini-Events are 'prompts' for you to further delve into your character's personality/history.  Mini events may be responded to at your leisure and can occur at any time in your character's life so long as it makes sense!  For instance, one mini event might be themed around your character's first experience hunting for its own food or first time swimming.  However, if your character was stranded in the middle of a water-less desert, they probably wouldn't have done much swimming, mmm?

Herd Ceremonies

The above link lists any ceremonies formally hosted by the herds!  While we will make a point of high-lighting the herd ceremonies every once and awhile as a group, you are ALWAYS welcome to post past RPs in honor of by-gone ceremonies/festivals of your herd!  Want to have your Linx participate in its first Annual Hunt?  Go ahead!  Want your Austerian to undergo a Sapling Ceremony?  GO AHEAD!  These events are meant to be fun for your character in day-to-day life.

Current List of Group Hosted Mini-Event Prompts

General Timeline

The timeline below lists any events that may affect characters such as Divine Blessings/Curses, Weather Events, or changes in leadership.  We will, to the best of our ability, include mentions of ceremonies that may have occurred as well!  This timeline will cover events of all the herds so that, if your character has moved from place to place, you can follow any special circumstances and react appropriately!

Timeline Key:
:bulletpink: Event that affects all of Anomalous!
:bulletred: Event that affects the Saraph herd/territory.
:bulletorange: Event that affects the Nombeko herd/territory.
:bulletyellow: Event that affects the Hihiri herd/territory.
:bulletgreen: Event that affects the Austerian herd/territory.
:bulletpurple: Event that affects the Scybilline herd/territory.
:bulletblack: Event that involves the Shadow Alliance.

Events prior to the grand opening of Anomalous!
  • Year 1931: 
    • :bulletgreen: After the simultaneous deaths of her grandmother, Queen Aeronwen, and her mother, Crown Princess Albrea, the Princess Quiri becomes the Austerian Queen at the young age of fourteen.
  • Year 1932:
    • :bulletyellow: Kaakahi becomes the Holy One when his mentor, former Holy One Arohi, passed away.
  • Year 1938:
    • :bulletorange: The Nombeko sentry, Reed, is named Overseer of the clans on the Plains.
  • Year 1943:
    • :bulletgreen: Queen Quiri dies during the childbirth of what would have been twin princess (they also perished).  Having birthed no princess to inherit the throne Queen Quiri's younger sister, Princess Celebrea, inherits the throne at sixteen years old.
  • Year 1944:
    • :bulletyellow: Ueaungore, a golden Hihiri warrior, becomes the Hihiri Warchief.
  • Year 1946:
    • :bulletblue: Adalhelm the Shade becomes the new Alpha of the Linx.
  • Year 1947:
    • :bulletyellow: Tanemahua, an eight year old stallion, is named the new Hihiri Chieftain.
  • Year 1951:
    • :bulletpurple: Grand Master Ecam retires, allowing his apprentice, Adoy, to replace him.
    • :bulletorange: Lokan takes the position of Overseer when the former, Reed, was killed by an eagle.
  • Year 1958:
    • :bulletblue: Nadezhda becomes one of the few female Linx Alphas, replacing Adalhem after he retires.
  • Year 1962:
    • :bulletyellow: Paeta, fire-bending Hihiri mare of questionable background, becomes the new Hihiri Holy One after years of tutelage when the elderly Holy One, Kaakahi, dies of infection.
  • Year 1965:
    • :bulletorange: Chuk becomes the next Overseer for the Nombeko.
  • Year 1967:
    • :bulletred: Ammon becomes the Saraph Sultan.
  • Year 1969:
    • :bulletyellow: Aheahe, Ueaungore's son, becomes the new Hihiri Warchief after his father retires.
  • Year 1970:
    • :bulletgreen: After a long and fruitful rule from which she did not retire, Queen Celebrea finally passes at fifty years old and Crown Princess Haraedla becomes queen.
    • :bulletorange: A new Overseer for the Nombeko comes in the form of Emerlie, a Nombeko queen and daughter of former Overseer, Lokan.
  • Year 1972:
    • :bulletblue: Malik becomes the new Alpha of the Linx upon Nadezhda's passing.
  • Year 1976:
    • :bulletpurple: Wanobi takes over position of Grand Master when Adoy passed away.
  • Year 1977:
    • :bulletyellow: Ataahua, a daughter of the former Chieftain Tanemahua, becomes the Holy One at fifteen years of age.
  • Year 1979:
    • :bulletyellow: Eketahua, Tanemahua's younger brother, becomes the Hihiri Chieftain upon Tanemahua's passing.
    • :bulletred: Osiris overthrows Ammon and kills him, locking in the title of Saraph Sultan for himself.
  • Year 1985:
    • :bulletyellow: After Aheahe dies during a shark hunt, Babatunde becomes the new Warchief.
    • :bulletred: Osiris is mutinied by Taavetti, who takes his place as the next Saraph Sultan.
    • :bulletorange: Gowon becomes the new Nombeko Overseer, despite his overall lack of popularity.
  • Year 1991:
    • :bulletyellow: Eketahua, the Hihiri Chieftain, dies from a questionable poisoning but leaves the herd without an heir.

Events that have happened in-game!

Year 1992 of the New Generation

  • SPRING
    • Miscellaneous Happenings:
      • :bulletpurple: Grand Master Wanobi passes away somewhat unexpectedly, naming no one as his successor.
    • Herd Ceremonies:
      • :bulletyellow: Vigil ceremonies for Hihiri three year olds are held. Three year old Hihiri herd members only.
  • SUMMER
    • Weather Events:
    • Herd Ceremonies:
      • :bulletblue: Festival of Lights ceremonies are held.  Linx herd members only.
      • :bulletorange: Summer Storm Festivals are held. Nombeko herd members only.
      • :bulletred: Fire Bird's Challenge is held. Saraph herd members only.
      • :bulletgreen: Sapling Ceremony is held.  Austerian herd members only.
  • FALL/AUTUMN
    • Miscellaneous Happenings:
      • :bulletblue: Alexein becomes the new Linx Alpha when former Alpha Malik steps down.
    • Herd Ceremonies: 
      • :bulletblue: Annual Linx Hunt begins.  Linx/Characters in Linx territory only.
      • :bulletgreen: Guard Ceremony is held. Austerian herd members only.
      • :bulletorange: The annual Great Race is held!  Nombeko herd members only.
      • :bulletred: Annual Scorpion Hunt is held!  Saraph herd members only.
  • WINTER
    • Herd Ceremonies:
      • :bulletblue: Grogpurr and the Telling of Tales festivals are held. Linx herd members only.

Year 1993 of the New Generation

  • SPRING
    • Miscellaneous Happenings:
      • :bulletgreen: Queen Haraedla decides it is time to pass the crown.  The coronation of Crown Princess Cadhara is set for Spring of Year 1994.  Austerian characters only.
      • :bulletyellow: Lohané, a Hihiri warrior, becomes the new Warchief when the former Warchief, Babatunde, retires.
    • Herd Ceremonies:
      • :bulletyellow: Vigil ceremonies for Hihiri three year olds are held. Three year old Hihiri herd members only.
    • Herd Ceremonies:
      • :bulletblue: Festival of Lights ceremonies are held.  Linx herd members only.
      • :bulletorange: Summer Storm Festivals are held. Nombeko herd members only.
      • :bulletred: Fire Bird's Challenge is held. Saraph herd members only.
      • :bulletgreen: Sapling Ceremony is held.  Austerian herd members only.
  • FALL/AUTUMN
    • Weather Events:
      • :bulletpurple: The Inferno | Scybilline Mass RP [Mass RP]: A raging fire sweeps across Scybilline territory late in the season.  It is such a huge flame that the night skies are lit at night for herds across Anomalous to see.  Scybilline/Characters near Scybilline territory only directly.
    • Herd Ceremonies:
      • :bulletblue: Annual Linx Hunt begins.  Linx/Characters in Linx territory only.
      • :bulletgreen: Guard Ceremony is held. Austerian herd members only.
      • :bulletorange: The annual Great Race is held!  Nombeko herd members only.
      • :bulletred: Annual Scorpion Hunt is held!  Saraph herd members only.
  • WINTER
    • Weather Events:
      • :bulletpurple: The Aftermath of the Inferno | Scybilline Mass RP [Mass RP]: The fires did their damage and have left the Boondocks charred and blackened, food is scarce in the Scybilline territory, many are injured if not dead, and the herd has been forced to make their main hold the Mangroves.  Scybilline/Characters near Scybilline territory only.
    • Herd Ceremonies:
      • :bulletblue: Grogpurr and the Telling of Tales festival are held. Linx herd members only.

Year 1994 of the New Generation

  • SPRING
    • Miscellaneous Happenings:
      • :bulletgreen::bulletblack:  The Coronation Part 1 & Part 2 [Mass RP]: Crown Princess Cadhara's coronation ceremony begins but is cut short by the ambush of the Shadow Army, who was let in by the traitorous Princess Elebrea.  Queen Haraedla is taken hostage along with any Austerian that did not manage to flee the forest.  Crown Princess Cadhara escapes with three guardsmen, Thorne, Theodore, and Kelso but is followed by Shadows trying to recapture her.  Enebris, the Raven Queen, has arrived. Austerian/Shadow Army herd members only.
      • :bulletyellow: Enough is Enough [Mass RP]: Warchief Lohané makes a suggestion during an announcement but the herd is far from receptive of the idea.  While he loses favor among the herd, he manages to hold onto the position... Barely. Hihiri herd members only.
    • Herd Ceremonies:
      • :bulletyellow: Vigil ceremonies for Hihiri three year olds are held. Three year old Hihiri herd members only.
  • SUMMER
    • Herd Ceremonies:
      • :bulletblue: Festival of Lights ceremonies are held.  Linx herd members only.
      • :bulletorange: Summer Storm Festivals are held. Nombeko herd members only.
      • :bulletred: Fire Bird's Challenge is held. Saraph herd members only.
      • :bulletgreen: Sapling Ceremony is held.  Austerian herd members only.
  • FALL/AUTUMN
    • Miscellaneous Happenings:
      • :bulletpink: Blue and his companions Claer, Adamina, and Vaelan, flee into the Saraph Sand Dunes after the meteorites strike offer a chance of escape.  Saraph slavers eventually catch up to them but, one thing leads to another, and Blue is blessed by a mysterious, serpentine goddess!
    • Herd Ceremonies:
      • :bulletblue: Annual Linx Hunt begins.  Linx/Characters in Linx territory only.
      • :bulletgreen: Guard Ceremony is held. Austerian herd members only.
      • :bulletorange: The annual Great Race is held!  Nombeko herd members only.
      • :bulletred: Annual Scorpion Hunt is held!  Saraph herd members only.
      • :bulletpurple: First annual Scorchburn Ceremony is held to honor those who lost their lives in the deadly flames of Autumn, Year 1993. Scybilline herd members only.
    • Weather Events: 
      • :bulletred: Payback in Spades [Mass RP]: Another meteorite shower hits Anomalous but, this time, its beauty comes with great consequence.  Saraph territory is pummeled by massive meteorites as they careen to the earth.  Buildings are destroyed, lives are lost, and the palace's entrance is caved in when the largest meteorite of them all bashing into it; in the aftermath is discovered that the Sultan was crushed beneath it, leaving the Saraphs without a leader.  Saraphs/Characters near Saraph territory only.
  • WINTER
    • Miscellaneous Happenings:
      • :bulletred::bulletblack: Deuteronomy Part 1 & Part 2 [Mass RP]: A delegation from the Shadow Army arrives at the recently destroyed Saraph stronghold and offers an alliance.  Despite their leaderless state, the majority of the Saraph herd agrees to join the Shadows, exchanging air units for choice slaves and trade goods from Auster. The Shadow Army is re-branded as the Shadow Alliance! Saraph/Characters near Saraph territory only.
      • :bulletblue::bulletgreen: Be Our Guest: Crown Princess Cadhara, Sir Thorne, and Sir Theodore find themselves in a tunnel that leads directly to the Linx!  After explaining their situation, Alpha Alexein decides to allow the renegade Austerians to spend the winter in the tunnels rather than turn them out into the cold and a sure death.
    • Weather Events:
      • :bulletblue: Mini-Event | Protecting the Past: A fire breaks out in one of the Linx tunnels!  It is quickly put out, but defaces the cave walls. The herd comes together to restore their home!  Linx herd members only.
    • Herd Ceremonies:
      • :bulletblue: Grogpurr and the Telling of Tales festivals are held. Linx herd members only.

Year 1995 of the New Generation

  • SPRING
    • Miscellaneous Happenings:
      • :bulletred: Saraph Sultan Trials - The Time Has Come!: Trials for the Sultanate are announced and open to members of the Saraph herd! Four individuals - Ares, Daima, Khonsu Al-Taj and Alarogan Al-Taj - rise to the call.  The competition begins, pitting their own strengths and weaknesses against each other.  Each participant causes a stir in their own fashion: a youth, a hen, an albino and a former slave!  But there can only be one winner.  Saraph herd members only.
    • Ceremonies:
      • :bulletyellow: Vigil ceremonies for Hihiri three year olds are held. Three year old Hihiri herd members only.
  • SUMMER
    • Miscellaneous Happenings:
      • :bulletred: Khonsu Al-Taj is appointed Sultan but, in a twist, the albino tiercel announces that his brother, Alarogan Al-Tag, will be his co-sultan.  Saraph herd members only.
      • :bulletred: The newly appointed Sultan, Khonsu, is blessed by the sun god, Roth.
      • :bulletyellow: Legends Revealed: After a mysterious carving is found by a Hihiri foal, the search is on for the lost underwater city of Wakainga!  After weeks of searching the stallion Cellophane, a young Hihiri gatherer, finally finds the resting place of Wakainga's ruins.  Hihiri herd members only.
      • :bulletblack: Cracks: A Linx, displeased with harboring the runaway princess and her guards, betrays their location to Queen Enebris of the Shadows.  The plot thickens!
      • :bulletyellow: After five long years without one, Holokai becomes the new Hihiri Chieftain.
    • Herd  Ceremonies:
      • :bulletblue: Festival of Lights ceremonies are held.  Linx herd members only.
      • :bulletorange: Summer Storm Festivals are held. Nombeko herd members only.
      • :bulletred: Fire Bird's Challenge is held. Saraph herd members only.
      • :bulletgreen: Sapling Ceremony is held.  Austerian herd members only. 
  • FALL/AUTUMN
    • Miscellaneous Happenings:
      • :bulletblack: A'hunting We Will Go [Mass RP]: Queen Enebris announces that, contrary to prior belief, Crown Princess Cadhara is still alive and is holed up with the Linx!  However, instead of striking at the Linx she reveals that they will first attack the Nombeko in order to have a wider reach near Linx territory.  She also sends Admiral Elebrea to Saraph with another deal in store for the Saraph sultans: provide her with yet more winged warriors in exchange for the Plains when they are conquered.  Shadow Alliance members/captive Austerians only!
    • Herd Ceremonies: 
      • :bulletblue: Annual Linx Hunt begins.  Linx/Characters in Linx territory only.
      • :bulletgreen: Guard Ceremony is held. Austerian herd members only.
      • :bulletorange: The annual Great Race is held!  Nombeko herd members only.
      • :bulletred: Annual Scorpion Hunt is held!  Saraph herd members only.
      • :bulletred: First annual Deathnight Ceremony is held to honor those who perished in the meteorite shower of Autumn, Year 1994. Saraph herd members only.
      • :bulletpurple: Annual Scorchburn Ceremony is held. Scybilline herd members only.
  • WINTER
    • Miscellaneous Happenings:
      • :bulletblack::bulletorange: The March & There Can Only Be One Victor [Mass RP]: On orders of Queen Enebris, the Shadow Alliance marches to the Nombeko Plains to try and lay claim to their territory.  A bloody battle ensues as the burrows of the Nombeko are ripped open; both sides suffer from heavy losses but, in the end, the sheer numbers of the Nombeko forces the Shadows and their Saraph allies out!  Queen Enebris, disgusted by the defeat of her army, lashes out at her son and warns her troops to get rested and heal themselves so that they will be ready to lay siege upon the Linx in Spring. Nombeko/Shadow Alliance/Characters near the Nombeko Plains only.
    • Herd Ceremonies:
      • :bulletblue: Grogpurr and the Telling of Tales festivals are held. Linx herd members only.

Year 1996 of the New Generation

  • SPRING
    • Miscellaneous Happenings:
      • :bulletblack::bulletblue: The Shadow's Seige [Mass RP]: The Shadow Alliance's siege upon the Linx begins!  Shadow Alliance/Linx herd members only.
      • :bulletblack::bulletgreen: Auster on the Move [Mass RP]: A rogue Shadow Alliance member, Padme, attempts to free some of the imprisoned Austerians while the bulk of the Alliance marches to lay siege upon the Linx!  Shadow Alliance/Austerians in Auster, only.
    • Herd Ceremonies:
      • :bulletyellow: Vigil ceremonies for Hihiri three year olds are held. Three year old Hihiri herd members only.
  • SUMMER
    • TBD

Hello Anomalies!  Here are your late June Announcements!


Woohoo, it's that time of month!  Time to vote for your OTMs, yo.

Click here to vote!


Regarding Token/Token Trading

Hey guys!  So you might have heard us staff in chats/otherwise that we do not allow trading with other groups such as Fawnlings since we don't want to step on their toes!  We will no longer be accepting token trading journals that feature Anom tokens and tokens from other groups.  If you'd like to make a journal to try and trade some goodies, please make sure that it is exclusively for Anomalous tokens.  Anomalous tokens may still be traded in-group for other Anom tokens/Salamander Rewards.  Please note that trades sent into the group listing both Anomalous tokens/outside group tokens will be rejected.  Thanks!

Recent In-Game Events

  • Don't forget that the Nombeko are currently (Spring, 1996) experiencing a Heat Wave!  Perfect weather to cause stinky, rotting carcasses from the Nombeko vs Shadow Alliance battle (see the drama unfold here: The March [Nombeko/Shadow Alliance Mass RP] & There Can Only Be One Victor [Nombeko/SA Mass RP]) so better make sure you get those Plains cleaned up!  Remember, if you have a Nombeko or other character that was in the battle (battle occurred Winter, Year 1995) you can still respond to get collaborative Mini-Event points.  Woo!
  • After suffering defeat upon the plains, the Shadow Alliance has moved on to their next target!  As of Spring, 1996, the Shadows have begun to lay siege upon the Linx!  See Part I of the RP here: The Shadow's Seige!  Part I will always be available to respond to but, if you'd like a chance at having your character included in Part II, please have a response in by July 1st. :) 
  • While the cat is away, the mice will play!  It appears that, while the main force of the Shadow Alliance has begun the march to the Linx mountains, one Shadow member has gone rogue and decided to help free some of the Austerians after receiving some visions from the goddess, Vae'a!  Auster on the Move || Auster/Shadow Mass RP is now available to be responded to.  Only those in Auster (aka, SA members that did NOT join the march or Austerians that were locked in the forest after the takeover) can respond but, with Enebris still around the hold down the fort, you can bet your buns she won't be pleased that her guards allowed so many to escape!

Saraph Lock-Down

The end is near!  You have officially 10 more days to submit your Saraph characters to the group.  There are no exceptions.  If you do not get the character's complete reference submitted to the group at the close of June 30th (ie, 11:59 pm Pacific time) the pureblooded Saraph character will require a Locked Rank token or a breeding.

Timeline Coming Soon

Anomalous prides itself on its crazy amount of events but, without an official tracker anywhere, it is difficult to keep up with what's going on in the world!  Keep your eyes peeled for an official Anomalous timeline that will help keep all Mass RP/Weather Events as well as Mini-Event responses all in one place.  

Coming to you soon, July 1st!

We won't say what...  But there have been hints released over the last few weeks about it!  ;)  Stay tuned!
:new: Another small adjustment on Noctis/Solis!  ENJOY.

Along with the strange new mutations that have sprouted on the equines, the gene pool of Anomalous has also mutated!  New genes have been sprouting up at random across all the herds, seemingly undeterred by location or bloodline.  Genes may suddenly appear without warning, particularly if the gods feel like stirring the pot. ;)  For more information on the new genes, read on!



The Calico Gene


Gene Sheet: Anomalous Complex | The Calico Gene

Brief Description:
Creates patchy white/black markings very similar to a calico cat's markings!  As with cats, only females will have the patchwork markings.  Females with a single copy will only show green eyes, as it takes two copies for the pattern to show upon the coat.  Males, whether dominant or carriers, cannot express Calico but will have green eyes that indicates they carry the gene.  See gene sheet for more details!

Calico Genotypes (Female):
  • ncl = Calico Carrier (Green eyes; no markings).
  • ClCl = Calico (Pattern & Green eyes).
Calico Genotypes (Male):
  • ncl = Calico Carrier (Green eyes; no markings).
  • ClCl = Calico (Green eyes; no markings).


The Countered Gene


Gene Sheet: Anomalous Complex | Countered Gene

Brief Description:
The Countered gene is a new gene that creates counter-shading on the upper and lower halves of the body!  Shading can be stark black or white but most commonly blends into the natural shades of the coat.  Darker shading follows the top-line while lighter shading is contained to the bottom half of a body.  Counter-shading can be quite extensive or more minimal and, depending on whether the expression is regular or suppressed, the edges can either be soft or sharp!  Please note that Countered falls below normal paint genes such as Tobiano or Dominant Dye but will fall above base coat dilutions such as Solis, Tiger Dun, Dilute Dye, and Whale! 

Regular Expression is Dominant over Suppressed Expression! So, if you have a copy of Regular Countered and Suppressed Countered (ie, CtrCtrS) Regular Countered will be expressed!

Countered - Regular Expression:
  • nCtr = Countered.
  • CtrCtr = Countered.
Lightens up the lower half of the body, regardless of base coat color, and darkens the upper half of the body with tones that blend into the coat.  Darker shading may not appear in darker coat colors.  Edges are not sharp; instead, they fade into the natural color of the base coat.  Points where the edges meet are typically blended together, although the darker top-line shade does tend to dominate the lighter shade of the lower body.

Suppressed Countered:
  • nCtrS = Suppressed Countered Carrier (No Countered expression!)
  • CtrCtrS = Countered (Suppressed Countered Carrier).
  • CtrSCtrS = Suppressed Countered.
Acts the same as Regular Expression Countered but creates sharp edges instead of fading edges.  Can be minimal or extensive.  Points where the edges meet are typically dominated by the darker shade of the top-line.



The Dusk Gene


Gene Sheet: The Dusk Gene

Brief Description:
Gradually darkens the coat over time!  See the breed sheet for more details.

Dusk Genotypes:
  • nDu = No Dusk (Dusk Carrier).
  • DuDu = Dusk.



The Dye Gene


:new: AS OF 06/14/2017, DYE NOW REQUIRES TWO COPIES TO BE VISIBLE!  nDy will be considered a CARRIER and will not show!  See below for the new standards on the Dye gene.  We will be contacting those with Dye designs for proper modifications, as required. :)

Gene Sheet: 
Coming Soon!

Brief Description:
The Dye gene does what it sounds like it does - it dyes the base coat!  The Dye gene recolors the base coat of an equine, regardless of coat color, to up to three different shades/hues with the exception of true black/white. In one form, the Dye gene acts like a dominant white gene (see Riq Design) and will completely cover any base coat dilutions/paint patterns where the gene appears.  In its Dilute form it will fall beneath any paint patterns/white markings and may either fade to reveal the base coat and its dilution beneath it (see Djamila | Free Creation Design) or fall below the paint/white genes but completely mask any further markings such as dun below it (see Ataahua|Hihiri Holy One).  When either form of Dye is paired with Scorch, it will be ‘erased’ and reveal the pure base coat from beneath the Dye (ie, bay coat will be visible beneath a coat otherwise turned blue by the Dye gene!).  

Dominant Variation of Dye:
  • nDyD = No Dye (Dominant Dye Carrier)
  • DyDDyD = Dominant Dye 
As aforementioned, the Dominant variation of Dye will completely cover ALL paint patterns/base coat where the Dye appears in up to three different colors with the exception of true black/white.  While most commonly it covers the entire body (see Riq Design), it can also be quite restricted (see Rhaego Al-Taj Design) with crisp edges.  Contrary to its name, Dominant Dye will only appear on a base coat if two copies of DyD, ie, DyDDyD, are present.  If DyDyD occurs, the Dominant Dye will then be recessive and only Dilute Dye will occur!

Dilute Variation of Dye:
  • nDy = No Dye (Dilute Dye Carrier)
  • DyDy = Dilute Dye
  • DyDyD = Dilute Dye (Dominant Dye Carrier)
The more common form of Dye, Dilute Dye falls below any paint/white patterns such as Tobiano and Countered but will cover base coat dilutions like Noctis or Cream.  Coverage can be full body (see Ataahua|Hihiri Holy One) or restricted (see Andromeda).  Dilute dye can appear in up to up to three different colors with the exception of true black/white upon the coat and does not appear to have any true pattern rules, although most often the edges appear of the markings seem to rough/scattered, akin to Sabino roaning.



The Fawn Pangaré Gene


Gene Sheet: Fawn Pangaré Gene

Brief Description:
While it takes two copies for this gene to be visible, those that do can get minimal to maximal fawn-like spotting along their top-line!  Fawn Pangaré will fall below paint patterns but can fade into the natural tones of the base coat.  See the breed sheet for more details.

Fawn Pangaré Genotypes:
  • nPgf = Fawn Pangaré Carrier (No regular Pangaré; No Fawn Pangaré)
  • PgPgf = Regular Pangaré (Fawn Pangaré Carrier)
  • PgfPgf = Fawn Pangaré


The Noctis/Solis Gene


Gene Sheet: The Noctis, Solis, and Nova Genes

Brief Description:
Both Noctis and Solis are both recessive genes that act as dilutions upon any color base coat!  These will fall below any paint patterns such as Sabino or Splash.  While Noctis will create a blue/purple hue to the overall coat while Solis will lend an extra fiery red hue to the overall coat!  Noctis coats will have purple hooves/eyes while Solis coats will have gold hooves/eyes.  

:new: Note that Noctis and Solis occupy the same genetic locus (akin to Cream/Pearl).  While you can never have a character carry two copies of Noctis or Solis, if they come together magic happens!  Noctis-Solis coats obtain a pink/magenta hue that can either be solid, a gradient or patchy patterns of pink and purple!  If bred, Noctis-Solis can donate either one copy of Solis or one copy of Noctis to the resulting foal but not both!

Possible Noctis Genotypes:
  • nNoc = No Noctis (Noctis Carrier)
  • NocNoc = Noctis
Possible Solis Genotypes:
  • nSol = No Solis (Solis Carrier)
  • SolSol = Solis
Possible Noctis-Solis Genotype:
  • NocSol = Noctis-Solis


The Nova Gene


Gene Sheet: The Noctis, Solis, and Nova Genes

Brief Description:
This gene bestows a marble/roan-type appearance very similar to a Supernova!  Visible on any base coat, is will fall below most genes and lends a wonderful effect on the coat when paired with Solis/Noctis.  Nova requires two copies to be present.

Possible Nova Genotypes:
  • Nvnv = No Nova (Nova Carrier).
  • nvnv = Nova (See breed sheet for examples).


The Rosette Gene


Gene Sheet: Coming Soon!

Brief Description:
A new gene that creates leopard-like spots or rosettes that follow the natural curves of the body!  Can be either stark white or black but most commonly blend into the natural tones of the base coat.  Spots can either be tiny and circular or large and oblong like those of a tabby.  In some cases, spots can be so close together that they can quite nearly create stripes!  Spots are a rare gene throughout all the herds and typically keep to the upper-half of the body, although they can span across the entire body.

Possible Rosette Genotypes:


The Scorch Gene


Gene Sheet: Anomalous Complex | Scorch Gene

Brief Description:
Scorch is the Magic Eraser of the Anomalous world!  The Scorch gene essentially ‘burns’ away all genetic dilutions added to a base coat, including genes such as Dun, Appaloosa, or Rosette.  For example, areas affected by Scorch on a Cremello will reveal the chestnut coat beneath the double cream dilution!  The regular expression of Scorch erases dilutions along the top-line while the inverse expression affects the lower half of the body, removing any and all white markings and dilutions.  Scorch can be very minimal or quite extensive and edges where Scorch has erased can either be stark, mottled, or smooth.  

Regular Expression Scorch is dominant over Inverse Scorch.  In order for Inverse Scorch to be expressed, the individual must have two copies of Inverse Scorch (ie, SchiSchi).

Regular Expression of Scorch: 
Erases all markings across the top line and leaves only the base coat visible.  Edges can be either soft, mottled, or sharp but will never cross 

Inverse Expression:
  • nSchi = No Scorch (Inverse Scorch Carrier)
  • SchSchi = Regular Scorch (Inverse Scorch Carrier)
  • SchiSchi = Inverse Scorch (see Pool Design | June #097).
The recessive form of Scorch needs two copies to be presented on the coat and erases all markings across the bottom half of the body, leaving only the base coat visible.  Edges can be either soft, mottled, or sharp.



The Tiger Dun Gene


Gene Sheet: Anomalous Complex | Tiger Dun Gene

Brief Description:
A variation of the dun gene that creates tiger-like stripes!  Stripes generally originate from the line of the spine and follow the natural curves of the body.  Occasionally, the stripes caused by Tiger Dun can be outlined with a darker or lighter shade but generally are a single, solid color.  Tiger Dun’s stripes can cover the entire body or appear in more limited quantities and, while capable of appearing as stark white or black, Tiger Dun most commonly blends into the natural hues of the base coat.  Note that Tiger Dun acts as a base coat dilution and will be affected by all other genes as regular expression due is (ie, will be covered by paint genes, Solis, etc).

Partial Tiger Dun Genotypes: 
  • Example: Pool Design | February #035
  • nD/nTs = Partial Tiger, Minimal to Average Vertical Striping.
  • DD/nTs = Partial Tiger, Minimal to Average Vertical Striping.
Max. Tiger Dun Genotypes:


The Whale Gene


Gene Sheet: The Whale Gene

Brief Description:
A simple dominant gene, Whale only requires one copy to be present and acts similar to a paint pattern!  It will fall below genes such as Tobiano and Countered.  While the base coat can show 'through' the pattern of the whale that it is based on (see Lohilde | Lohane x Adelaide, Year 1996) it can also completely mask the base coat!  See the breed sheet for more extensive information.

Possible Whale Genotypes:
  • nWh = Whale patterns visible.
  • WhWh = Whale patterns visible.
:new: Please read the new standards Scybilline on coat modifiers! :new:



The most religious in practice of all the clans, the Scybilline are wholeheartedly dedicated to their one and only deity, a goddess of the moon.  Long ago, the most devoted monks swore an oath that they would only live their lives beneath her protective gaze and so it was that the Scybillines gradually moved from being diurnal creatures to those of the night.  Nearly all black or dark of coat, the reptilian equids of the shrubland use their bioluminescent scales to attract their primary prey - giant moths!  They have many ceremonies that they must undergo throughout their lives, most meant to reaffirm their devotion to the moon.  The Scybilline compete against predatory butterflies for the moths upon which both species feed and must keep an eye out for mountain lions but the true threat to the Scybillines are the creatures that attempt to raid nests and feast upon their eggs - Saraphs, in particular.  With fertile eggs being as precious as they are, to lose an embryo from such carelessness is often considered a crime worthy of death.



Typical Build: Medium (All builds accepted).
Height Range11-15 hands.
Preferred Coat Colors: Black, Dark Bay or Double Cream.

General Appearance:

Generally of medium build and can range anywhere from 11-15 hands for both genders, all Scybillines are born dark of coat.  Almost all Scybillines are born with homozygous recessive Agouti gene (‘aa’) and nearly all are born with homozygous dominant black (EE).  Very rarely, bay or liver chestnuts can crop up but to be born the color of the moon is a true rarity!  Pearls are actually quite common and champagnes and duns do crop up from time to time.  Should golden colored coats appear the children are usually killed upon on sight, as those are the colors of the sun.  Red coated Scybillines are tolerated but most often mistrusted until proven otherwise.  Scybillines are always solid, and never feature any white markings, grey, paint or appaloosa genes.

Coat Colors/Patterns Available to Scybillines:

  • Base Coats: Black, Bay or Chestnut
  • Modifiers: Champagne, *Cream (Single or Double), Dun, Flaxen, Grey, Pangaré, Pearl, Silver.
  • * Remember, Cream can only be applied with a Reward purchase!  Pearl is free for Scybilline starters.  Also, grey, flaxen, and pangaré can now be applied to starters.  Woohoo!

Typical Personality

Devout, Intelligent, Reserved, Superstitious, Distrustful, Grateful, Perceptive

Diet:

The Scybillines ingest a mostly insectivorous diet, supplemented by the occasional snack of eggs and small mammals, fish, or reptiles (although consuming a reptile is considered by some to be akin to cannibalism!).  While they can digest greens if no other foods are available, most choose not to.

Magic Types:

Poison (Common), Lumos (Uncommon), Psychic (Rare)
To see expanded descriptions of types of magic, visit the Magic Types journal!

* Note About Scybilline Magic! *
Cream in Scybilline indicates the presence of Moonblessed blood!  Double cream Scybillines (CrCr) are considered Moonblessed in both appearance and magic!  Double cream Scybillines get to choose any two Psychic strains, including Acroris!  Cream carriers (nCr) get to pick one Psychic magic strain - excluding Acroris - and will be rolled to determine whether they get Common Poison or Uncommon Lumos magic!  Non-Cream carriers (no Cr in geno) will be rolled in the normal fashion - for Common, Uncommon, or Rare magic.  If a non-Cream Scybilline gets rolled for Rare Psychic magic, they may choose one Psychic strain - excluding Acroris!


Automatic Mutation:
Bioluminescent Scales, Omnivorous Digestive System.

While the Scybillines are all dark in coat, they make up for it with their colorful bioluminescent scales!  During daylight they appear plain in coat but, under the light of the moon, the scales of a Scyb can glimmer and glow in a variety of colors on command!  These dazzling scales help to attract their favorite prey, giant moths.

The scales can be distributed over the entire body but can also be limited to as few as a single scale.  The arrangement of scales is unique to each and every individual and can be used for identification.  Scales can glow in a single color, a trio of colors, or a colorful rainbow display.  Different forms of light can indicate the mood of the individual, with rapid flashing indicating excitement or stress while a gently rolling wave of light gives off an aura of calm.

As an additional side-note, in order to help digest and catch their flighty insect prey, Scybillines automatically come with an omnivorous digestive system and may have carnivorous teeth!  However, these teeth will not be feline/canine/rodent in manifestation.  Rather, they will be more similar to teeth found in reptiles!  Note that, in the Scybilline, only the teeth will be modified automatically.  If you would like your Scybilline to have the modified jaw structure of a crocodile or snake, that will count as one of your starter mutations!

Other Common Mutations:
Reptiles be here!  The Scybillines are known for having snake-like mutations such as snake tails, reptilian eyes, and an unfused jaw to allow the swallowing of large objects.  Crocodile and arthropod-esque mutations are also frequently seen, with crocodile tails and scorpion tails a common sight.

To read more about Scybilline mutations, see the Mutations journal!





The Scybilline evolved in the swamps of the Yacare Mire but were long ago driven out by a dark entity.  Nowadays they inhabit the Boondocks, a vast shrubland dotted with low-growing shrubs and short, hardy trees.  

The Boondocks are much more mild in terms of weather when compared to the Saraph Sand Dunes but they still experience hot, dry summers and cool winters.  Rainfall is unpredictable in the shrubland but reliable, most often coming in the form of random, heavy thunderstorms that are beautiful to watch.  

Jagged and uneven in terrain, red plateaus and rocky outcroppings create a variety of havens to weather out a storm or make a den in.  Dens must be chosen carefully, though, for if a den is too exposed to either the elements or predators, it may get raided!


Grand Master of the Order: Position not currently filled!

The leader of the Scybillines is, without dispute, their precious moon goddess Induala.  Induala is seen as the high authority on all things, as it is her light that led them to the nocturnal life that saved them.  

Until the day that Induala chooses to send one of her Blessed children to walk among them, the Scybilline have formed an order of monks to represent their goddess and her wishes.  It is this order of monks that lead the Scybillines in the religious ceremonies that they perform and protect the herd from outside harm.  

Monks who have served loyally and faithfully over the years can slowly move up the ranks, with the most skilled offered a position that could potentially land them job as Grand Master of the Order when the current master passes on.  The Grand Master must be voted upon unanimously by all current Master monks.  The Grand Master can be either male or female!

The Grand Master has the most reliable connection to Induala and may spend days in solitude in order to receive or translate visions given to him/her by the moon goddess.  The Grand Master has the final say on all decisions and visions!




The Scybilline Order


The monks who protect the herd from outside threats and lead the Scybillines in their religious ceremonies, the Scybilline monks are highly skilled fighters who fight only when it cannot be avoided.  The monks are headed by the Grand Master of the Order, the highest position available to a Scybilline.
  • Master (15+ years old): Templars who have shown great skill in battle or character are referred to as Masters.  Masters usually have had a least one Tyro who has successfully become a Templar.  To be a master is a position that garners high respect amongst the herd and the word of a Master is rarely questioned.  Masters are also in the unique position of having a shot at becoming the Grand Master should he or she pass away.  Masters are generally in the middle or late years of their prime, as it takes many years to gather enough experience to be called master.  Masters have the closest relationship with Induala other than the Grand Master and visions given to a Master are taken seriously.
  • Templar (10+ years old): Tyros who have served long and hard beneath their master may finally be awarded with the coveted position of Templar.  Templars make up the bulk of the Order, and are usually young adults in or about to enter their prime.  Templars may take on apprentices and train them if they get the approval of the Grand Master.  If they successfully train these Tyro apprentices, they themselves may have a shot at being promoted to master!  Templars patrol the borders of the Scybilline territory at all hours of the day.  To be put on daylight duty is seen as a less-than desirable position but, since the duty is rotated amongst all the Templars, no one complains too much.
  • Tyro (3+ years old): Aspiring monks!  Tyros are the apprentices of the Order, generally assigned at around three years of age to a worthy Templar or Master.  Apprenticeships last for many years, with some lasting nearly a decade before a Tyro may be deemed worthy of becoming a Templar.  Most see the long apprenticeship as a test in patience that weeds out those that are not worthy of becoming a Templar but the fact of the matter is that Tyros have a lot to learn!  From ceremonial practices to fighting skills, Tyros have a lot on their plate.

Other Ranks


Life as a monk is a tough one!  Those who do make it as a monk or simply have no interest in becoming one of the Order can make their living out of several different occupations.
  • Healer (5+ years old): Scybilline healers are renowned for their vast knowledge of herbal remedies and ability to heal!  It is not uncommon for outsiders to seek the aid of the Scybilline’s medicinal knowledge.  While Outsiders are viewed with suspicion, the Healers swear an oath to heal all living things and to turn away someone in need goes against Induala herself.  Healers work hard to try and skirt the fertility issues of their eggs but, as of yet, no permanent solution has been found.  Seeing a skilled healer before mating (especially males) may increase the likelihood of fertile eggs!      
  • Nurse (5+ years old): While Safeguards protect the eggs, Nurses raise the Hatchlings!  Not all Scybilline mothers are cut out to raise their offspring due either to their occupation or personality.  In order to make sure that all hatchlings get a proper education/upbringing, all hatchlings not being raised by their parents are given to a nurse.  Being a Nurse is a highly respected position tasked with teaching/raising hatchlings in the proper ways/practices of the Scybilline herd.  Nurses are often seen as the true mothers/fathers of the herd, regardless of fertility, as it is them who will often put the hatchlings to sleep at night with the lore of Induala and teach them how to take down their first prey.  Nurses who fail to teach their charges correctly/lead their charges into danger/death may be put to judgement themselves!  Nurses typically look after one hatchling to begin with and, with every hatchling they lead to successful adulthood they can take on another.  Typically, Nurses have three to five charges and will guide the hatchlings until they mature between three to five years old!
  • Safeguard (5+ years old): Safeguards guard the precious eggs of the Scybillines.  While individual mothers may decide to protect their eggs on their own with their mates, it is far safer to leave their eggs in the hands of a group of Safeguards.  Safeguards are typically highly skilled warriors and usually male, although females are not turned away should they so desire.  It is an honorable job but dangerous.  To lose an egg to a predator or carelessness is often punishable by death!
  • Follower/Herd Member (No Age Requirement): Followers make up the bulk of the Scybilline herd.  Followers are simply the herd members and can be of any age.  A follower may hold any number of jobs but are usually left to their own devices so long as they show up to the ceremonies.  Many Followers choose to hunt for those who cannot hunt for themselves, help teach hatchlings how to properly hunt, and fight off those nasty predatory butterflies!



Primary Deity | Induala, the Moon Goddess.
Demigod(s) | Acror, the Moon-Blessed.

Induala, Goddess of the Moon by leenei

After the Scybillines were chased from their mire into the Boondocks, they were lost.  Many had died in the flight from the swamps and others were never accounted for, dead or alive!  From the night sky, Induala watched them and took pity upon them and gave herself a mortal form to walk among them.

Induala’s earthly body was said to be as light as the moon, with an ethereal glow befitting her grace and poise.  She had no mouth or mane but had a pair of wide, black eyes that glittered with the light of all stars.  As she walked her tail became a glowing veil, nearly translucent, and her steps were said to have left perfect crescents that glowed in the moonlight, marking out a path to a new land upon which the homeless herd could survive.

It was Induala who led them to the shrubland and taught them how to live there.  When her work was complete she left the herd, reminding them that they would always be able to look upon her at night should they need her advice.




The Scybilline are fiercely devout to their goddess, as it was she who led them to their new home.  Many, especially those of the Order, are even said to actively receive visions from Induala!  While visions given to those outside of the Order are to be reported, they do not hold as much importance as the visions of the Masters and may not be taken seriously.

Males are referred to as drakes, females as femmes, and young as hatchlings.  Scybillines are a rather independent lot, even if they do see themselves as a single herd.  Some may take permanent mates but breeding is seen as strictly business and many choose the strongest partner rather than the one they love.  In fact, even if a female does take a permanent mate, it is not unusual for her to breed with another male should he be able to defeat her mate in battle!

Most keep to themselves except to mate and protect the eggs.  Notoriously infertile, the Scybillines protect their eggs from predation.  To compensate for their high rate of infertile eggs, females may mate and lay eggs twice during the breeding season (once in the fall, once in the winter).  Up to three eggs may be laid at a time but, sadly, it is not uncommon for all three eggs to be duds.

Although hatchlings are capable of fending for themselves upon hatching, parents or older Scybillines will often take hatchlings on hunting trips to teach them how to be successful.  If a hatchling is in distress, it may make a call similar to that of a baby crocodile.  Any adults in the area will immediately come to its aid, or face death for their ignorance.

The Scybilline perform several ceremonies over the year but the most important and recurring one comes with the appearance of a full moon.  A grand celebration in the name of Induala is held, where stories are shared and a herd-wide prayer is led by the Grand Master.  The nights where Induala’s light disappears from the sky are considered to be nights where demons roam, and most do not leave their dens on such nights for fear of death.

For more about Scybilline ceremonies, visit the Ceremonies journal!

Scybilline Coat Color Opinions and Preferences


Due to some confusion/crossed wires and the recent in-game weather events, as of 01/25/2017 the Scybillines have some pretty strict views on different traits/appearances!  To make sure that there is a standard that everyone can follow, this will be here-on out what would be considered liked, disliked, killed upon sight, etc.

To begin, Red/Orange eyes and Wings are considered symbols/traits of Roth.  No matter what the coat color of the Scybilline/Scybilline Cross, the featuring of such mutations is cause for alarm although these ugly traits can be 'cancelled out' by other features.

Glow patterns of any color do not concern the Scybillines, although a combo of fire colored scales might cause them to do a double take!

Normal to Average Coat
Black/Dark coats are the norm for Scybillines.  Red/Orange mutated eyes would be frowned upon but it's not a deal breaker here on an otherwise normal Scybilline!  Wings on a normal coated Scybilline are highly frowned upon and often considered bad juju - particularly now after the fire.  But if the Scybilline has lived its whole life among the herd and has proven to be a devoted follower of Induala, it will be accepted if not begrudgingly so.

Red Coats
Red coats don't happen all that often but, when they do, they aren't considered attractive.  However, being born 'ugly' isn't a deal breaker unless the coat also has Flaxen added to it.  Flaxen haired Scybillines, since they have both the red and golden hues of the sun, are often dispatched upon sight.  (Note that Flaxen Black chestnuts are the exception here, since their base coats are so dark).  Red coats with wings or red eyes are considered bad omens and often are forced to live life as a renegade if they aren't killed upon sight!

After the fires, red coats - even if they have lived in the herd all their lives - might send a chill of fear down another herd member's spine!

Golden Coats
Anything golden is immediately associated with the sun and is, in most cases, immediately killed as a 'favor' to the child.  Note that Chocolate Palomino coats are the one 'get out of jail free card' in the case of palominos, since they can almost pass as black coats with the silver!  Golden Scybillines who are not killed must live a life as a renegade away from the main Scybilline herd, since their presence is considered bad omen and will be immediately chased out of the herd's proximity, if not worse!  Wings and/or Red/Orange eyes on a golden coat would be killed upon sight - even if the Scybilline was an adult! 

(WHISPERRRRR, the Shadow Alliance loves goldens! -hintnudge-)

Pale/Moonblessed Coats
To be truly Moonblessed means to have a Double Cream gene (CrCr), which gives access to the coveted Acroris magic, and blue eyes.  However, pale coats in general are favored as they are quite rare!  Psuedo Double Creams (Cream Pearl or Cream Champagne, for instance) will be seen as a Blessed coat color but, without blue eyes and Acroris, they are not considered truly Moonblessed.

Red eyes upon a Moonblessed/Pale coated Scybilline will be frowned upon but, in the event that they have Psychic magic, they will deem it an unfortunately ugly trait on an otherwise beautiful coat!  Red/Orange eyes on a pale coat without Psychic magic is considered ugly and would be mistrusted by the herd.

Wings would considered a bad omen on a light coat, particularly at the moment and only the presence of Psychic magic would cancel out the bad wing juju.  If the combination of wings, red eyes, a pale coat, and lack of a Psychic magic strain were ever to come together, the Scybilline would be sacrificed across the Moon Stone as a measure to avoid whatever horrible fate a clearly displeased Induala had planned for the herd!

:new: Position/Culture updates! :new:




As of Winter - Year 1994, the Saraphs have joined forces with the Shadow Army and are now a part of the Shadow Alliance!

The Saraph are a herd of bird-like equids who are fiercely territorial/war-like in nature.  They live in the deepest part of the desert, thriving within an oasis nigh unreachable by someone travelling on foot.  Saraphs face many challenges from the desert.  On top of surviving blistering heat and bone-chilling cold, the Saraph must protect their homes from giant sand scorpions who will happily chow down on a Saraph chick!  The Saraph are the only herd to actively capture trespassers and use them as servants or slaves.  A society in which tiercels are dominant and hens are seen as little more than property, the Saraph follow the word of their Sultan, a tiercel who must protect his title every year should anyone desire to challenge him.  Females are seen as possessions and fought for, sometimes viciously.  Outsiders are not trusted and seen as inferior.  The Saraph as a whole worship the sun, a God of War who is said to bless his strongest warriors with the magic of the heavens.



Typical Build: Light-Medium Height Range9-13 handsPreferred Coat Colors: Red or Golden Coats.

General Appearance:
Typically Saraphs are smaller in stature, although their wings often give them a much more commanding appearance.  Tiercels average height 9-13 hands while hens rarely reach heights taller than 11 hands.  Nearly all Saraphs are light or medium in build, which is a good thing when it comes to flight!  Heavier builds do occur but usually can only take off when jumping off of high perches.  Coats of red and gold are the most common and slightly more favoured, with duns being some of the most handsome of the bunch.

General Herd Traits:
Aggressive, Hot-Tempered, Stubborn, Dedicated, Protective, Materialistic, Proud

Diet:
The Saraph ingest a mostly insectivorous diet, supplemented by greens and fruits when available.

Magic Types:
Wind (Common), Fire (Uncommon), Electricity (Rare)
To see expanded descriptions of types of magic, visit the Magic Types journal!



Automatic Mutation: Wings, Omnivorous Digestive System

The Saraph are the only herd to be born with wings!  Wings can be feather, bat-like, or reminiscent of insect wings.  Feathers are most common and preferred while those born with insect-like wings cannot fly unless they have wind magic.

Most commonly wings consist of a single set connected to the body where the shoulders meet the spine.  Wingspans can be short or incredibly long, making some pegasus more suited for short and fast dives and others better at sailing over long distances.  Those blessed with wind magic tend to be better fliers as they can manipulate wind across their wings.

In rare cases, pegasus may be born with two sets of wings!  Dual wings are seen as a highly attractive trait in both tiercels and hens.  In other circumstances, no wings are present at all.  Wingless Saraphs are usually forced into slavery, as it is seen as a sign of displeasure from Roth.  In even rarer cases, triple sets of wings or wings that replace the front limbs can occur; these are said to be tokens from Roth himself and bring both positive and negative attention…

Wings are usually the same color as the base coat (ie, chestnut horse, chestnut wings) but can also appear in any color naturally found in bird species.  Such colors only appear on the actual feathers so, if you want your Saraph to look like a pink flamingo, he/she will have to have feathers covering their entire body!

Feathered wings go through a moulting period.  Saraphs fully moult once per year, with some tiercels undergoing a primary molt in the summer to have the brightest plumage for the breeding season to impress the hens.  All Saraphs endure a full moult toward the end of fall so that fresh and warm feathers are regrown for the winter.

As an additional side-note, in order to help digest and catch their insect prey, Saraphs automatically come with an omnivorous digestive system and either a beak* or sharp teeth to catch them with!  However, these teeth will not be feline/canine in manifestation.  Rather, they will be more similar to teeth found in omnivores that include both grinding molars in the rear and sharp canines (like a raccoon, for example) in the front!
* Note that beaks themselves are not automatic and count as a starter mutation!

Other Common Mutations:
All things bird-like are commonly found amongst the Saraph.  From bird beaks to eagle-like talons, Saraphs dominate the skies with their avian adaptations!




Saraph's Red Dunes BG by Arkneos404

The Saraph live in one of the most hostile territories in Anomalous!  The Saraph Sand Dunes are a practically endless sea of rolling, red sand dunes that go on for as far as the eye can see.  If you aren't a Saraph, it is nearly impossible to cross this red desert and get out alive.

While the Saraph border extends to the Southern side of the Gish down to the southernmost tip of Anomalous, the herd makes their home in a beautiful oasis they have named the Gardens of Elysia.  Hidden from view to someone on foot, the Gardens of Elysia are actually nestled in a natural basin surrounded by sheer walls of sandstone on all sides.  Over the years, a single foot path is available to move in and out of the Gardens to the desert but it is used only by slaves and slave traders, as they are the only ones who need it.

Within the walls of sandstone, Saraph and their slaves have carved nests into the cliff-face.  Nests may be quite ornate and styled with elaborate, pillared entrances.  Those who can afford to keep slaves may even commission elegant staircases or tunnels to be built so that their slaves can make the journey from the ground to the higher nests.

In the center of the herd’s city are the Pools of Elysia.  The Pools are the only source of fresh water in all of the desert.  Guards are constantly on patrol to make sure that no outsiders drink from the pools, as it is believed that should anyone but a pure-blooded Saraph drink from the pools that the spring will dry up.  

Saraph summers are nearly unbearable hot and nearly all nights, regardless of the season, are cool.  During the winter the desert is surprisingly cold and, on occasion, will experience a light layer of snow.

Fire Bird’s Gorge, which one can enter from either side of the waterfall, is a twisting and turning maze of high-walled sandstone full of dead-ends.  Mercenaries and young tiercels alike frequent the mazes daily to test their own agility and stamina.  Contests are often held here to determine who the dominant tiercels of the year!  For the young, the Gorge also offers a nice place to play hide and seek or take a break from the sun.




Sultan: Khonsu Al-Taj
Co-Sultan: Alarogan Al-Taj

The Saraph are led by the most powerful tiercel in the herd dubbed the Sultan.  Any tiercel who wishes to become Sultan may challenge the current leader at the beginning of the breeding season and must defeat the former Sultan in order to claim the title for himself.  Fights to become Sultan are merciless, with maiming and death not uncommon.  However, any Sultan worth his salt should not be questioned and may rule for as long as his wings can carry him!  

There are many perks when it comes to being Sultan.  On top of having first and undisputed pick of hens (even those who have been fought for and claimed by other tiercels) the Sultan claims ownership of the coveted royal aviary.  Located behind the waterfall fed by a natural spring that flows into the Pools of Elysia, the Sultan’s nest is an extravagant display of his wealth and status.  A natural cave that was long ago refined by slaves, it is the pride of any Sultan.  Every Sultan adds a room or level to the lair so that, even when he is replaced, his legacy will live on.

Sultans handle all the trades going in and out of the city, including the booming black market slave trade.  They are also known to decorate themselves with gold and other elaborate trinkets to flaunt the wealth that they have garnered by their rank and must see to proper protection of the Saraph borders!  

The Sunstone Council


A council created when the sultan brothers Khonsu and Alarogan came into power after Sultan Taavettii's untimely death.  The council is primarily made up of tiercels who represent each trade that exists within Saraph in order to get detailed insight and, while the council members hold a special position within Saraph, the sultans retain the final say in all matters.
  • Healer Representative: TBD
  • Religious Representative: TBD
  • Herd Representative: TBD





While the Sultan is the highest power, there are also several other ranks that Saraphs may occupy.
  • Mercenary (5+ Years Old): The warriors of the herd!  Mercenaries are the hired guard of the Saraph, paid for their strength and services that they provide.  Mercenaries answer to the Sultan, although wealthy Saraph tiercels (or even a tricksy hen) may attempt to buy off a mercenary for information or protection.  Despite their rather fluid role, mercenaries take their jobs seriously.  Whether patrolling the border, protecting the wealthy, or keeping watch over slave caravans as they work or enter the city, mercenaries do their work without question for they are some of the best paid.  Mercenaries are the first sent to deal with the troublesome giant scorpions of the desert, which puts them in harm’s way almost daily.
    Sentinels (6+ years) - Sentinels are the official guards of the Oasis and are posted at all times both inside and outside the sandstone walls.  Sentinels keep an eye on all activity going in and out of Saraph, reviewing the haul of all traders/slavers to make sure that no one is bring in contraband to the city.  They ensure that only purebred Saraphs enjoy the perks of Elysia's pools and act as the police of the herd, making sure that fights and squabbles within the walls don't get out of hand.  Sentinels will join general Mercenaries in the event of scorpion, centipede, or viper attacks upon/near the city.  At least one skill of Medium level is required.
    Bounty Hunters (6+ years) - These mercenaries specialize in the tracking and capture of escapee slaves and prisoners within and beyond the borders of the desert. They are paid to catch known persons of interest, and leave the more random capture to lesser scout mercenaries.  At least one skill of Medium level is required.
    Scouts - Typically seen patrolling the borders of the deserts and territories claimed, or affiliated with, the Saraph Empire. They are tasked with the recording and reporting of anything out of the ordinary and escorting traders/slave caravans through the desert. They also fetch Medics if their comrades are unable to make it back to the Oasis.  No skill requirements.
    Assassins (10+ years) - The elites of the mercenaries, these are made up of only the most skilled and loyal soldiers. They only answer to the sultans, and may suffer dire consequences for any hints of disloyalty. They are supplied with best armor and weapons available and enforce the rule of the sultans over the herd. They are also sent to the Shadow Alliance to keep an eye on them.  At least one skill of Advanced level is required to be promoted to Assassin.
  • Merchants (10+ years Old): Merchants are typically the most wealthy of the Saraphs and hold nests in the highest reaches of the sandstone walls.  Merchants acquire their wealth by selling good and bartering goods with other herds and, while they aren't always  present for their deals, nearly all are skilled hagglers!  Whether they get their money from old, familial wealth or by making a deal of a lifetime, merchants are not afraid to get their hooves a bit dirty in order to get what they want.  Merchants enjoy the most luxurious lifestyle amongst the Saraph, with the freedom of being able to hire slaves to do all their work so that they can lounge the days away in baths.  Merchants are mostly tiercels but, now and again, a crafty hen might make her way as a merchant.
    Blacksmith - Saraphs who deal in the forging and selling of weapons and armor.  They are given metals from the mines but must supply Assassins with their best quality work as necessary.  Must have Fire magic!
    Clothier - Saraphs who create and sell the fine fabric wares!  Merchant hens excel in this field although tiercels have been known to dress sultans and other well-to-do tiercels.  Clothiers are the go-to when it comes to attire worn during bridal ceremonies and other festivals and the more ambitious may even be so bold as to sell their fine silks/cloths to other herds. 
    Jewelers - Sometimes precious and beautiful jewels are unearthed along with metal ores and these are the property of jewelers by right. They work alongside the blacksmiths and clothiers to create truly dazzling wears; this is another merchant class at which hens excel.
    Restaurateurs - A more hands on business owner, restaurateurs make a living by owning food shops/markets!  They often buy/sell insects from mercenaries or a few may even choose to breed their own populations of this food.   Some may own lively bars while others may choose to only entertain the most wealthy Saraphs, feeding them gourmet meals of expensive and important meals from other territories.  
    Slave Merchant - The Saraph herd has been built on the backs of slaves, as is well known. These merchants deal exclusively in the buying, breeding, training and selling of slaves although they usually have a 'front' in order to gain business from those that oppose slavery. Wherever the slaves come from, these merchants are charged with helping them adapt to their new role and sell them to any with the gold to pay for it.  Quality of the slave speaks volumes of the skill of these merchants, so selling slaves half-trained or ruined is not seen as profitable.
  • Slavers (10+ Years Old): The Slavers are the controversial collectors of slaves!  Saraph slavers can either collect wandering outsiders and force them into enslavement or visit other herds to purchase prisoners or other unwanted persons.  While it is a dastardly job, no one wants to work in the blazing heat of the desert so no one complains.  Slavers are nearly always male.  Female slavers are frowned upon, as it is seen as a dirty job fit only for the smartest tiercels.  Slavers have to be quick-witted and able to talk themselves out of a nasty situation and almost always value money over an honest word.  Slavers often pay off mercenaries to make sure their shipments arrive on time and intact.
  • Slaves (Any Age): One of the largest groups but the one with the fewest rights, slaves are most often those who have been forced into the business by trespassing onto Saraph territory or being prisoners of other herds.  Slaves live the hardest lives and are forced to work in the heat of day if necessary.  Should they be purchased by a kind master, slaves can live a decent lifestyle but, in general, they are lucky to be properly fed and bathed.  Thankfully, fit and well-kept slaves are a sign of wealth, so those rich enough to keep slaves do tend to take fairly good care of those who do their forced labor.  Slaves with earth magic are the most coveted, as it is their earth magic that can carve out entire nests within minutes, and it is those that will take top dollar.  Slaves that do not listen to their masters are punished and those that attempt to flee are either killed or allowed to wander the desert for those without wings rarely make it out of the desert alive…  Slaves occupy the lowest tiers of the sandstone walls, although those owned by the richest Saraphs may have somewhat extravagant nests.  For more about slaves, visit the Saraph's Slave Culture journal.
  • Healer (5+ Years Old): A job most often held by the hens of the herd, healers use what resources they have to provide care and healing to the rest of the Saraphs!  Hens take great pride in becoming skilled healers, as it is one of the most acceptable and approved stations for a hen to possess.  Especially skilled healers may even be assigned to be in charge of the Sultan himself, a job that has its perks and downsides!  Healers may specialize in a number of specific occupations, such as midwifing or herbal tinctures, but all aim to heal, not harm - though a few might know just enough about poisonous potions that they could be of use…
    Medic (6+ years) - A healer that typically deals with mercenaries, they often are called to leave the heart of the Oasis and journey into the deserts to attend to the wounded out in the field.  They may be so must be able to properly defend themselves should the need arise; while hens are allowed to be Medics it is a dangerous gig and seen as more of a tiercel's job.  Must have an Herbs/Medicine skill of at least Medium level & one physical/magic skill stat of at least Medium level.
    Doctors (10+ years) - The primary healers of the herd as a whole, these healers deal with everything from slaves to merchants, to off duty mercenaries so must have plenty of experience under their wings.  Doctors can choose to specialize in treating hens, tiercels, children, or slaves or even specialize in specific diseases/injuries.  In any case, doctors are well-respected for the service they give to the herd, whether they be hen or tiercel.  Must have an Herbs/Medicine skill of at least Advanced level.
    Palace Doctor (15+ years) - These elite doctors live and work in the royal palace, working to treat only the sultan, his consorts, offspring, slaves, and assassins.  However, they are still welcome to continue their former practice before they were promoted!  Palace doctors are highly skilled but are also under careful scrutiny; their position can be easily taken from them if they fail to heal their charge.  Palace Doctors can be either hens/tiercels.  Must have an Herbs/Medicine skill of at least Master level.
  • Herd Member (Any Age): While herd members may not be the richest or the poorest of the bunch, it is the common folk of the herd that allows the higher-ups of Saraph society to remain where they are.  Herd members may hold many a common rank, such as priests or gardeners who tend to the precious few plants that will grow in the desert.  Crafters are common amongst the herd and for the lowerclass to own a slave is uncommon and unusual.  Some of the poorer herd members may choose to join in the work of slaves in order to make a buck to feed their families…  Otherwise, they are a force as shifting as the sands, constantly seeking to better themselves and move out of their lowly plight into the ranks of the rich!  For the most part, herd members occupy the middle to lower shelves of the sandstone nests. 



Primary Deity | Roth, God of the Sun and War.
Demigods | Elysia, Goddess of the Oasis.

Sun God, Roth by MidnightDireWolf

Otherwise known as a God of War, Roth is one of the most hot-tempered gods of Anomalous even if he means well.  He is an arrogant god, thinking he and the herd that he has gifted with his skills to be the only herd worthy of honor for it is they who have carved a living out of the most desolate territory in Anomalous.

Roth values strength and resourcefulness above all else and, like most tiercels, is easily blinded by his greed and lust for gold.  He is a bronze colored god from his cloven hooves to his luxurious mane, with glorious bird-like tail feathers and three sets of golden wings.  

The god of war does not have the patience nor the kindness of his sister the moon, although it is Induala alone that seems to be able to convince Roth to do one thing or another.  Roth’s favor is fleeting, as shifting as the sands of the desert that he prizes, but those that do happen upon the sun god’s favor are usually rewarded with wealth and status... at a price, of course.

Roth sent his pegasi to the aid of the Nombeko when the giant eagles attacked but he and his people continue to hold the debt owed to them over the heads of the Plains dwellers, waiting for an opportune moment to cash in on such a large payment owed.



:new: Please remember that, although Saraphs do tend to favor tiercels as a whole, hens do have rights and are not helpless against them!  Hens, seen as daughters of Roth, are to be treated with respect and treasured (even if some tiercels consider their place being at the home instead of the battlefront).  Hens are preferred to be intelligent/strong of body; fat and lazy hens, although more typical of late, are seen as unambitious and not living up to their true potential!  If a hen were to come to a sultan/otherwise with the information that her mate/a tiercel had physically harmed her a trial must be held.  If evidence exists to suggest that the tiercel is guilty of such crimes his wings will be broken as punishment.  

The Saraph have a culture founded on physical strength and wealth.  One of the only herds that actually values a dollar, the Saraph estimate their own worth by the size of their aviaries, the amount of gold on their brow, and the number of hens nestled in their harems.  To own a slave is considered a luxury and some of the common folk may save for years before being able to afford one of their own (to no avail, most often).

While the Saraph are not overly fond of ceremonies (too much work; the few they have are usually reserved for betrothals/the crowning of a new sultan), battles for hens are put on display in a natural arena in Fire Bird’s Gorge.  Tiercels who wish to challenge for a hen must make their challenge publicly known and the two males must fight each other - often in front of a crowd - to make the hen theirs.  Fights settled in Fire Bird’s Gorge are final and hens won there cannot be challenged for again that year (unless, of course, the Sultan sees a won hen worthy of his harem).  The Sultan, if he is feeling particularly generous (perhaps after the birth of a son) may hold grand festivals in his own honor.  All herd members, even the slaves to a degree, are allowed to indulge in these sorts of festivals!

As a whole, the herd tends to favor tiercels as they are akin to Roth, their preferred deity.  However, it is not to be forgotten that their beloved sun god gave birth to only daughters and it was from his firstborn, Elysia, that the Oasis itself was formed.  Hens are expected to be sharp of mind and, although nowadays they tend to prefer a more cushy lifestyle, historically Saraph hens were just as fierce - if not more so - in battle as tiercels.  Hens may not participate in battles in current day Saraph but a tiercel who beats a hen (at least in public) will be dealt a swift punishment.  After all, without hens there would be no tiercels to lead the next generation!   A harem of well-kept and healthy hens who do not wish to leave their tiercel and continue to bless him with offspring strong of wing is a true sign of wealth and success for a male Saraph.

Many herd members frown upon the use of slaves that have built their nation but, lacking the means to build their earthen nests without them, most don't do anything to free them.  Every now and then miniature uprisings to free the slaves may arise but, time and time again, these outspoken voices are silenced - often permanently - by the slavers and Sultan’s mercenaries.

While the Saraphs live a luxurious lifestyle amongst the Gardens of Elysia, outside of the oasis life is dangerous.  Giant, flesh-eating scorpions and centipedes lay in wait for slaver shipments and unsuspecting outsiders to feast upon.  The venom of these creatures and giant vipers is some of the most potent on Anomalous and many a mercenary has given his life to prevent the creatures from breaching the walls that protect the Gardens.  In addition temperatures are as temperamental as Roth himself; the heat alone can kill, as can the chill of a particularly cold winter's night.

Other herds are suspicious of the Saraph, and for good reason.  While most herds understand that the desired outcome of a meeting with a Saraph can be bought with slaves or gold, their history of treachery when it comes to alliances make their loyalty just as flighty as the winds upon which they soar...

A note on flight & feathers!


Saraphs, regardless of their magic type, have the unique ability in Anomalous to fly!  However learning to fly isn't easy and takes some time!  Here is a breakdown of the get-down.

Molting Schedules

  • Spring: No molt!
  • Summer: Full molt!
  • Autumn: No molt!
  • Winter: No molt!

Flight and Feather Development

  • Newborn: Saraphs are born without feathers - yuck!  While the skin that will eventually feature feathers may have a light dusting of hairs the color of their base coat, the wings are almost always completely bald!  Think baby parrots, my friends.  Baby feathers have to grow in somewhere!
  • Yearling: It doesn't take long for the bald skin on a baby Saraph to be covered with soft baby down!  But the time they are a year, they've got themselves a nice thick layer of puff and may even begin to sprouting their first layer of real feathers!  Throughout their second year, Saraphs begin to really begin to grow their adult plumage!  Feathers may be a bit desaturated when/if they form but usually hints of what patterns or colors a Saraph will have can be seen.
  • Three Years Old: By the time Saraphs are three, the muscles within their wings and their plumage have developed enough to begin truly allowing for flight to happen!  Doesn't hurt that this is also the age when the magic strain of a Saraph finally reveals itself.  With wind being the most common form, Wind casters usually get the hang of the whole flying thing faster than those without!  These first sets of feathers are still pretty plain in color but those first sparks of color, when/if applicable, begin to truly shine.
  • Five Years Old +: The adolescent coloration of a Saraph's feathering is fully developed by this point.  Finally of breeding age, young Saraphs grow feathers in their most vibrant hues.  Coloration will remain this vibrant shade for most of a Saraph's life.
  • 25 Years Old +: Having lived a lifetime, Saraphs around this age begin to lose physical strength.  In addition, the feathers of a Saraph begin to fade and desaturate once again.  It is not unusual for feathers to come in patchy, especially toward a Saraph's last few years, and may fall off easily.  For this reason, elderly Saraphs are often limited to gliding place to place rather than actual flight.

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Quickly, go vote for who shall win the battle for the Nombeko Plains! 

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1 deviant said goo.gl/forms/kPHiKZSkrAcZMiVq2
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1 deviant said Who will you choose? Nombeko or the Shadows!?

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