. M . O . N . D . A . I . N . // . V . O . R . O . S .

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UPDATES
November 24, 2007
What's the new word on the street? The new word on the street is that we're back up for business! Yes, although Meg has been filled up with college concerns and Roo has her own high school life to take care of, we are now once-again open for neomail applications. We're currently also working on a more convenient, modern-age direction to speed up the application process, but at some point we will move all applications and application requests to our forum. The good news is this: you have your chance, take the bull by the horns and apply. (Meg)


UPDATES
August 20, 2007
TO EVERYONE THAT HAS APPLIED AND NOT GOTTEN WORD BACK!; I'm exretemely sorry about that, I have been busy packing up and getting ready for a move, while Meg hasn't been online in a few weeks. Not sure where she is. But. D: Yeah. If you'd like to re-apply, that'd be great. Please note though, that there won't be much plot-involved activity going on until Meg gets back & I'm settled into the new house. Of course there can be small side roleplays and chat on the guild forum, but yeah. Thanks guys! (Roo)


W E L C O M E .
So welcome to Mondain Voros! So glad you could join us. For member and nonmembers alike, I encourage all of you to read about our empire so that you can be intrigued and enlightened by what Mondain Voros is all about. You'll soon find out why it is such a powerful concept at the center of imagination. Mondain Voros will capture the writer and the artist inside of you. It will leave you hungering to know the creatures that inhabit this other-wordly continent. That's why, on this very homepage, we will explain the fundamental concepts.

Mondain Voros, in direct translation, means the Red Society. It is a prediction of the future. In this generation, which is currently being written about, Mondain Voros does not exist. It is simply a forewarning that describes the whole of the continent. Essentially, Mondain Voros is broken into two lands: Enfer and Verre. However, there's a strip between them, a clash of good and evil called Nirvana. From history, Enfer and Verre only coexisted for a short time-- before the power-hungry sovereigns of Enfer began to set sights on the fruitful paradise of Verrian lands. Near the end of the third century, Beefeiy, the warlord king of Enfer, made a vicious sweep across the iceland summits and succeeded his conquest at Verre. Although the sweep was not easy and was met with incredible resistance from Verre's holy alliance, he indeed inherited a dynasty at his feet. Thus, in symbol of his victory and domination over the complete continent (yes, that includes Nirvana) he established and named the world Mondain Voros, the Red Society. Like his army, the Blood-Red, Verre and Nirvana will soon be consumed by the desolation and hell that plagues Enfer. Before long, there is no doubt that Mondain Voros will suffer abuse and infertility. Unless-- unless someone fights back.

Destiny now rests with all of you. Who will brave the hunger and wrath of the empire's tyrant? Who will receive the fruits of the dark empire? Who will champion the cause of the Verrians? Who will fight for good or evil? Or. Will you stand on the sidelines and simply watch an empire crumble...


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MEMBERS
    Alpha Male: Guardian Fei
    Alpha Female: None
    Beta Male: None
    Beta Female: None
    Champions: Mahault
    Warriors: None
    Elders: None
    Omegas: Aejik, Seren
GEOGRAPHY.
Enfer is the western dark lands. Geography-wise, there are not many landmarks in Enfer. There are two large rivers. One flows directly through the middle of the territory, and one that runs near the east boarder. These two rivers flow down from the mountains and supply the whole terrain with water. The Château is the largest territory in Enfer, and is built on the banks of the larger river in the middle. Most of the peoples are located near one of the two rivers, or near the mountains (where they have access to springs and brooks and the works.) There are various mountainous areas, but other than that the land is normally flat-- with the exception of a dry basin that curves hell-wards. Despite a presence of water in the splitting rivers, Enfer is elsewhere predominantly dry. The earth is crusty and brittle on the flatter surfaces, and broken earth spouts the gas of boiling geysers. Covered by twists and turns in the structure of the labyrinths and the treacherous rough landmarks, Enfer is a dangerous roaming place for the untrained and the unwise.

TERRITORIAL MAP.
Enfer is best known for the hell-engulfed plateau called The Chaos, which is home and center of the Enferros wolves-- the landed territory belonging to Fei. Although the Chateau is the most infamous of all other geographical features in Enfer (as it is the home of the alphas), it is tucked away and hidden in the labyrinth; and the uninvited can never know of its exact location, although rumors tell of a haunting circuit at the Labyrinth's north entrance.

Enfer

DESCRIPTION.
The climate is extremely hot and stuffy, so most activity takes place during the nightfall. There is hardly EVER any rain, and if it by some chance does rain then the water is a dark smoke-y color due to the constant filth in the air. The temperature is at a constant of about 86.oF (30.oC). The terrain of Enfer is like a dark desert. The skies are almost always cloudy/obstructed with ash or filth. The ground is made of heavily packed dirt, which is almost impossible for anything but low-lying shrubs to survive in. Enfer's like a volcano from its highest elevation to its lowest. The land is baking its inhabitants, which gives them need to adapt to the environment-- because the slightest mistakes in physical development can mean death. Those unlucky enough to wander from the vital rivers will find themselves hitting only muddy, cauldron waters along the way, all of which is unfit to drink. During the night, however, Enfer becomes more forgiving. The air is slightly cooler, and the ash in the sky dissipates a little-- giving way to moonlight. Red-eyed Enferros wolves are able to utilize the moonlight to see details and movements around them like laser opticals.

HISTORY.
The history of Enfer is, naturally, dark and violent. For as long as anyone remembers, there have been numerous warlords that strive to expand the territorial boundaries of the dead lands. The ultimate goal of Enfer in the tales has always been to make the kingdom stronger. There are many celebrated legends of warlords and their amazing feats. Most of these legends celebrate traits encouraged in the Enfer society, but there is one that is quite different from the rest. It tells of an almost ordinary person, who rose to the status of absolute ruler of Enfer. Under his rule, the territory of his new domain became stronger then ever and took over said paradise. Unfortunately, his heart also took over part of the lands. He had developed a fancy for a foreigner - and his heart eventually melted into something soft and caring. In turn that lead to his destruction. The tale is often twisted and used to encourage coldness of the heart, but there are some romantics even in Enfer that enjoy the story... And often compare it to current times.

CULTURE.
As stated before, the temperature is at a constant of about 86.oF (30.oC). Because of this, many creatures of Enfer have extremely short coats, if any at all. There are many creatures that have only a slight skin covering their skeletal and muscular system, giving them a very odd and ugly appearance; otherwise, however, they will look physically threatening and intimidating. Those who are not cursed by ugliness are oddly heightened in dark beauty. Seductive. Alluring. Malicious. Like vampires, they were developed to be the perfect predators-- made to attract prey in order to kill them. They do not, however, own the regal/seraphic beauty of the Verrians because they are innately immoral. Many also have large bat-like wings for flying and fanning themselves to cool down. The culture of Enfer is very Spartan-like. A strong person in their community is one that can FIGHT. Women are taught to fight as well, but they are more focused on the making of weapons, producing supplies quickly, etc. Males are expected to either join an army or become messengers. Brute strength is attractive in men, sly cunning and strength in women. Creative/Independent thinking is not permitted, save that you are a tactician. The children are raised under strict, harsh care in order to ensure that they will become "productive" members of their society. The life in Enfer is extremely harsh to it's citizens causing most of them to grow up with corrupt souls and minds.


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MEMBERS
    Alpha Female: Guardian Tahn
    Alpha Male: Defender Einko
    Beta Male: None
    Beta Female: None
    Champions: Sens
    Warriors: None
    Elders: None
    Omegas: Zantarea
GEOGRAPHY.
Verre is among the eastern parts of the Mondain Voros continent. Verre displays a grandeur of mountains and high peaks, from the coast to further inland. The majestic skies are surrounded by the gray, snow-capped towers of rocky points and jagged promontories. From its high elevations flow fresh water in creeks and river reservoirs. The fog from below rises up like rolling clouds into the skies. Verre encaptures its very name with great accuracy, a land of paradise in the glimmers of frozen structures and snowy woodlands. Balanced eternally in the freeze and the staticity of perennial youth, all that exists in Verre are ageless, all things of ice are preserved in ice. Glass-like icicles hang from every treetop; the land glimmers like spangles of starlight. A mirage of the galaxy's fantasies on earth. Of course, beauty comes with a price. Verre keeps its paradise by extreme cold temperatures, maintaining Verre's soft, pristine glow. Those who venture out to Verre brave the lonely elements, though they are free to roam. And those who are impatient or unfamiliar with the silence of enlightenment... will never survive.

TERRITORIAL MAP.
To make the arduous trek across the length of Verre, it would behoove you to have a good map of Verre's geography for memory. Once lost, the frozen lands are very difficult to navigate-- as all hills and valleys can soon become terrifyingly... identical. Beauty is beauty, but beauty without course can be horrifying to the un-informed. Among the more notable features of the land include Paradise Crest, home and frozen sanctuary of the guardian Tahn Arabie, Snow Valley, an extraordinary miles' stretch of flat, snowy plain, and Glass Lake, a crystalline half-frozen pond, which is the reservoir of sweet Verrian fish.


DESCRIPTION.
Verre is always cold. Although it is considered a desert, its land is extremely fertile, with accessible frozen waters and a plethora of plant growths and woods. Yearlong, Verre experiences very unchanging weather. However, from season to season, those who are attentive will notice very subtle differences. During the first season, Vive, Verre will experience days of clear blue skies and sunshine that will partly thaw some of the lakes and rivers. nearing Mort, Verre's skies will begin to cloud and fog will be more persistent in the middle elevations. Icicles start to form at the foothills. The temperatures fall slightly as there is less sunshine. At the end of Mort, while beginning Revive, Verre will have violent snowstorms that engulf the higher regions, including Paradise Crest. During this time, most creatures must take shelter or coverage in dense holes or mountain-face caverns. As the third season, Revive, ends, snowstorms and other related dangers will dissipate and eventually die. All biospheres in the terrain will begin to rejuvenate and recover from the past season's disasters and new life will bloom into the resurrected land. During this time, Verre is at its greenest. When the season of Vive returns, this cycle will process again.

HISTORY.
The legend goes, with Verre, that Verre was the creation that resulted from Enfer. Ardent believers of the Verrian faith claim that Verre was the light of hope when Mondain Voros (the kingdom of darkness) established Enfer. Those who were subjugated underneath the oppression of Enfer had left and moved eastwards towards the sun. There, their exodus found them at the continent's edge until the spirit of a martyred leader had returned and the first snow of Verre had fallen. But this is only legend, of course. What is known from history is that once Verre had formed into a terrain of snow, a wall had been erected to separate the holy lands from the darkness. It was unfortunate that the few refugees from Enfer had no subsequent descendents; several decades afterwards, a mysterious seraph emerged from Verre's crest and descended into the valleys with a declaration of peace. This was Tahn Arabie, who became reigning protector over Verre. Subjects of Verre do not question her origin, however her appearance still stems controversy and questions of who she is... Champions and defenders of Verre have remarked that she is the resurrection of Verre's martyred leader, returned to face an ominous danger. The Verrian masses concur in part due to Tahn Arabie's strange lack of age, and her solicitous nature.

CULTURE.
The nature of Verrian beings model after the supremacy of Tolkien's elves. In a reflection of their wintry domicile, they are intensely intelligent and are taught to be outwardly -disallowed_word-Verre and Enfer), it is the middle ground and the "neutral" of the two zones. In nirvana, when Enfer's smoke reaches the fall of Verre's fog, the two merge into a veridian greenland covered by rolling clouds. This is the limbo, the land of the lost souls. The thick brushes also provide a secrecy that is unmatched in any area of Enfer or Verre, as its thick clouds can cover illicit lovers or friends, hiding warlord's affairs and refugee plans. All those who wander upon Mondain Voros would first chance upon this farplane, where heaven meets hell-- it is then that the respective creatures choose their own fates, whether to look heavenwards towards Verre or to fall down into the embers of Enfer. One could perhaps describe Nirvana as the second heaven met with the tortured soul, for the undercurrent here is also given to a feeling of inexplicable apprehension-- that of loss and uncertainty. But the farplane seems endless, until the individual makes the choice between good and evil, as Verre's ice and Enfer's fire squeezes Nirvana closer and closer in between them. But one essence of Nirvana remains; the land maintains the eternal mist of neutrality, where neither extremes interfere, where the tortured and those who seek its nothingness will harbor.

SAGE AND GUARDIAN.
The guardian of the flock, the shepherd of the loose sheep who wander about the neutral lands. The sage helps to keep the solace that endures within two battling empires. Yet, the sage speaks no opinion, gives no advice nor warnings. The sage watches as time passes, a visual historian, a time-keeper, eyeing the oracle that creates the empire of Mondain Voros. There is no intuitiveness, no divinity in his aura. He does not think for himself, he is a judge without words-- he is the terrestrially unbound. In times of great imbalance, the sage will act to restore the neutrality that threatens to break in Nirvana. The sage has no true followers. Those who inhabit his land are either lost or battle-worn soldiers, or those who chance upon Mondain in order to cross to Verre or Enfer. Their shepherd guides them through the great choice between good and evil. Verre and Enfer. But not all survive the land of extremities, and thus the fallen are protected under the eye of the Nirvanan guardian.

THE HIDING PLACE.
Although there are inhabitors in Nirvana, their numbers are very few. The most of those who cross Nirvana are walking upon the lands in search of Enfer or Verre. However, Nirvana's thick vapor is haven to another business altogether. It's been said that although there is a great deal of enmity between Enfer and Verre, the tension is also source to a subtle, unexplainable chemistry. For several centuries, the warlords of Enfer and Verre have fallen into a strange relation of illicit love and hate. Their affairs have been hidden in the steam of Nirvana, only always to be brought into the open and destroyed. Yet, year after year, history repeats itself, as warlords cover deceit after deceit in psychological war and absolution of matrimony. And the love affairs continue on without abate, a destiny that makes Nirvana an abolishment to the sacred essence of Verre and the heinous treachery underlying Enfer. The sage is perennially aware of these goings-ons, but he does nothing; this much is in order to preserve the peace-of-mind at Nirvana and in his own mind. But, in another viewpoint, it is also because the Sage is controversially opinionless, relying only upon the so-called balance.

NIRVANA IN HISTORY.
Nirvana has been infamously known to be the non-instigator in the rivalry between Enfer and Verre. In the long tracts of history following to date, Nirvana has never taken a position in the imperial battles. For better or for worse, Sages in Nirvana's history have been influenced by love, affection, sometimes hate-- but none have ever taken action by conscience. In the past, a Sage has given support to the Enferros wolves because the placidity from Verre had infringed its own boundaries. The arrangement to push the Verrian presence back was based solely on the survival of Nirvana's territory and neutrality. Thus, when all sides were distinctly separated on boundary lines, a land-bridge on the farplane was built that connected Enfer and Verre-- so that those in neutral territory were not touched. For the rest of this history, then, Nirvana became an insular valley. Sages continued to pass on their shepherding roles, from sons to daughters to sons. Lost sheep continued to wander. New sheep continued to depart.

ALL IS FAIR IN LOVE AND WAR.
Great stories have arisen from the inception of the Sage and the Keeper. Legends have it that, although both guardians of Nirvana are the herders of neutrality, they are indeed sentient beings-- which explain tremendous seductive affairs that rival those of the illicit warlords. However, stories about the Sages are more of anguish than tragedy. More about physical betrayal. But this is a secret... will you find out?


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I N S T R U C T I O N .

For many of you new members (fondly known as newbies), I understand your slight confusion and that feeling of overwhelming anxiety. No need to worry. Here, I'll tell you what you should do as a new member here. Looking at this homepage and all of the contents may be a little frightening, intimidating, or off-putting, but you'll soon find that it's quite an easy (as well as intriguing) read. As a new member, you'll probably like to introduce yourself to our humble gang. Tell us who you are! Tell us about yourself. You'll feel right at home. If you've already done that, you're probably reading this section to figure out what steps to take next to get started in the RP. Here are my suggestions:

1. Think of/pick a character you want to use.
Of course! The most obvious suggestion of all, you want to have a character ready. You want to know strengths and weaknesses, personality, what your character's about. Now keep in mind that the character must be a wolf-- no powers, no godly positions, etc.

2. Think of a pack/group that you'd want to join.
Fundamentally, you have two packs to choose from. Verre is the representation of the good and holy. Enfer, however, is the representation of evil, sin, and malice. Technically, there's a third group, Nirvana, which is a group representing neutrality and mostly consists of wanderers and the lost. If you're not yet really sure about any of these groups, you can start reading on them to get a feel for what they're like.

3. Read up everything about your group/pack.
This part is very important to the turnout of your wolf's innate behavior as well as its appearance. Read the information carefully, because you'll soon find out that there are distinct differences between the appearance of the Enferros and that of the Verrians. For example, you will never find a light colored, peace-loving wolf living in Enfer. So, I advise you to read the details.

4. Plan the details about your wolf character.
So now that you've found out about the essence and details of appearance as well as behavior for certain packs/groups, you'll want to plan out the details of your wolf character around these ideas. For the most part, this is probably planning what your character looks like.

5. Get involved in the roleplay.
Just jump in with your character! It doesn't matter where we are in the roleplay, just get involved. Write up a post where your character actively introduces itself to our characters. Make it interesting! Or shocking! Or surprising! Don't be shy!-- just don't let your character howl and then sit in the shadows, waiting for others to come find him/her.

6. Giving your character a place/position in the pack.
This is perhaps the part everybody loves best. Make your character an indispensable asset of the family and the group that he or she is in. The most wonderful part is gaining trust, admiration, friendship, or respect. And, with enough patience, your character could move up the ranks! Just be sure to stay with the storyline/plot, which is easy as cheese. :)


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L I N K S .

Here are some awesome links for you. They're pretty useful, I must say. But, you know, it's really up to you.

To go to the Mondain FAQs: Click Here

To go to back to the Guild: Click Here

Want to show some Mondain Voros pride? Show it! Add these links anywhere you can. I dare you. ;D And if you do, the guild leaders will love you forever.

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