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Sanctuary ![]() The Aviary ![]() The Forest ![]() The Valley ![]() The Lake ![]() The Kennels ![]() The Cattery ![]() The Reptiles ![]() The Hoard ![]() The Outside ![]() Feraldi ![]() Jag ![]() The Orchard ![]() The Clouds ![]() Aethereality ![]() SnickerZville ![]() Arcadia ![]() |
The Habitat ~
One can see after exiting the obscure back door a path stretching up, winding it's way further up the mountain into which the manor was set. Soon enough travelling along it with the great Mistress of the Sanctuary at your side, you find yourself a the bottom of a rather daunting amount of stairs. Yes... carved all the way up the mountain it goes, the staircase weaving in and out as it links one even piece of trail with the next. The realization is somewhat slow in coming perhaps, the staircase prompting a sort of deja-vu effect. But why? It comes strikingly all of a sudden that this sort of setting was remarkably cliche. It's the sort of thing one might find in any fantasy novel. It would appear then, that the beloved Feraldi is as much a reader as she is an adventurer. At least you can console yourself in the fact that the manor itself was perhaps halfway up the mountain, leaving that much less to climb. On the less fortunate side though, it looks as if the trail winds it's way all the way up and to the peak.
It's a long walk... a very long walk. All the while though the feline woman at your side speaks to you, recalling humorous stories of her adventures and pointing out various bits of stonework that marked one's progress up the mountain's trail. She's a friendly enough person maybe, though she speaks on and on of the familiars and pets she's come across. It's as though her attentions are consumed by them... and them alone. Her constant chatter not only gives a pleasant background during the climb, but also relieves you of the need to actually involve yourself in a two-way conversation.
Perhaps a good hour later you come to the end of the staircase... anticipation within your every breath. Even running those last few steps, you seek to see the end and goal of this exercise.... to find a blank landing. Yes- a small flattened area where one can securely stand... and go no other way but down it seems. Making her own way up, the pallid feline-morph smiles faintly. "Sorry to make it seem as though you accomplished nothing at all. We are here, and my charm will take us the rest of the way..." Whilst you puzzle over her words, she draws from one pocket what'd look to be a small amulet of sorts. Close examination revelaed it to be a rather complicated piece of celtic knotwork that protrayed a coursinghound in mid-leap. "This'll take us to the cave I've prepared. Come... take my hand." The somewhat eerily colorless fingers are offered forward. Taking them, you'll find yourself buffeted somewhat suddenly from every direction it would seem by eddies of wind, your vision suddenly failing you as you...

The Information ~
At the entrance to the fences habitat is somewhat predictably a sign, one that serves as information display to any visitors. Engraved upon it is this;
General Info
Suva are like unto classical dragons, created by the one known as the diety of Light and Creation upon their home world. These beings live an unguessable length of time, though if un-bonded it appears as though they can continue to live indefinately.
Unlike classical dragons, apparently it is rather rare for suva to be able to breathe fire. The ability is indicated by a pouch in the throat, one specially developed by the dragon. A hatchling is either born with this pouch, or can acquire one through strenuous training. It is presumed at this point that the fire itself is created from a combination of chemicals and minerals found in the foods and water consumed by the dragon. This theory is supported as well, as fire breathers will periodically exhibit cravings for odd foods, be it fish or birds eaten feathers and all.
And unlike some theories about various dragon types, suva are relatively incapable of magical practice. Some unconcious abilities though are present in rare circumstances. Healers are at times able to speed along healings, or certain guardian types are able to detect disasters before they take place. Whilst none of these are 'spells' persay, they are still only able to be explained by the word magic.
Callings
All suva as they age from adolescant to adult recieve a Calling. Some choose for themselves, whilst others are assigned. There are three categories of these; the crusader, the guide, and the healer. Below will be provided a very short description of each.
Crusader: The knight in shining armor. They fight for good.
-Hunter: These fight a specified enemy. Be it a being or an evil idea.
-Protector: Always these select a place or people to look after.
-Guardian: Like protectors, though they preserve intangible things like ideals.
Guide: These are the ones who find the lost, and protect the travellers.
-Consience: These are the protectors of a chosen family line.
-Councilor: The wizened old cryptic advisor.
-Lorekeeper: These are gatherers and organizers of information.
Healer: From wandering medic to secluded shaman...
-Sentinal: Disaster control, predicting natural catastrophes.
-Guerdon: Backwards thieves, cleverly slipping things into a person's home.
-Joybringer: Fighting sorrow and depression rather than physical evils.
