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Posted: Wed Jun 01, 2011 9:10 am
The Illitus is designed to obtain perfection. It does this by allowing the controller to create a world and populate it instantly. The controls can be set so that the physics of each world (known as Spheres) can be changed. Some Spheres take after the name, others are more exotic in shape and design. These 'spheres' contain a mirriad of habitats from dense rain-forests, to worlds completely covered in oceans. There are some that have no surface area or gravity at all.
With these different experiments running, different races were created in order to test the environments and the effect on those living within them. Some were created simpler in mind and dense in body, others were given intellect and others were created sensitive to the raw energy that encompasses The Illitus and allows it and them to exist. The following is a comprehensive (though not yet complete) list of many of the races found within The Illitus.
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Posted: Wed Jun 22, 2011 7:27 am
Artisans  The Ellitori are known as 'The Artisans' for their craft. They are creators of armour, clothing, jewelry and many other wares used widely and by many races. In shape they stand as tall as average humans and have fair pale skin. Hair colour ranges from light blond to a pale brown and it is usually allowed to grow long but is tied back. Their eyes are slightly wider than other humans and this might be a natural adjustment to their craft. Their wider eyes allow them to see imperfections in materials that are usually invisible. In build, the Ellitori are slight, even though they have heavy and complex machinery, they have learned to use pulleys and cranes to lift and move items without physical effort.
As stated, the Ellitori are masters of machines and technology, they have mastered smelting and can create strong but light armour for all uses. Their eyes can focus up close or on objects far away much better and with better accuracy than the average human. They have great dexterity and are often ambidextrous.
Though they lack physical strength or endurance, they have perfect hand-eye co-ordination and a strong will and concentration. This allows them to work long hours without getting distracted or needing rest.
Though pacifist in nature and though the Ellitori don't have very much skill with sword or bow. They are well known for the Rotin Cross bow (a hidden wrist mounted, spring-loaded crossbow that fires with the movement of the wrist) in which they have deadly accuracy.
With large cranes and persistence, the Ellitori have built themselves large stone cities. Usually walled from the outside world, the Ellitori live quiet enclosed Lives. Their buildings are like their craft, embellished with gold and intricate details where every they can be it.
Cities are usually arranged in circles. With one central area with houses and governmental buildings and workshops and storehouses always towards the outer side of the city.
Social Structure and Personality: Courts  Since Courts never engage in physical activities, they are often very fragile. And since they spend of their time indoors, they are slightly paler then the average human. Females are extremely beautiful and generally have long hair that reaches the waist or longer; usually braided. Women have soft eyes that are commonly a light shade, as their hair. Males hold a harsh beauty; firm ridges and sharp angles. The look of authority yet, they are kind. Many have short hair and a beard. And like females, males generally have light shades for their eyes and hair. Clothing for the Courts is more often than not made of silk and other fine materials. It is elegant and elaborate. All Courts wear jewelry that is usually made of silver.
Justice, honor, and humility are some key traits for Courts. They attempt to live a just life. Courts are also known for their intelligence and patience. They are also peace lovers but are not afraid to use force if all other means are failures. They believe highly in morality. Other races see Courts as deranged, self-thinking guardians. Allegations of cruelty have arose, but none have been verified.
Courts live in places of great beauty. Their homes are often made of marble and everything is of the highest quality. Most, if not all, homes are surrounded by lavish gardens. Courts often live in locations near water and with a warm climate. It is in fact, rare to find Courts living anywhere where there is a harsh climate. Like many other races, Courts live together in large groups.
Social Structure and Personality: Courts are ruled with a Council. High ranking people in society and royal families equaling twenty members govern their people. Non Council member may voice their opinions but the overall and final judgment will be made by the Council. Once a person has agreed to join the Council he or she is a member for the rest of their lives. When that person dies, if or she is not royal, then citizens will vote. If he or she IS of royalty then the family will decide who will be the next to take the seat.
Guilds  The guilds are groups of humans that live with larger societies. They tend to have a common goal or purpose and some are not as benign as others. Many guilds are secretive about their members, meetings or about the actions they carry out. It is believed that more than one guild has knowledge of cross-world travel. Many of the guilds have a uniform that is almost identical between every member (though higher ranked members or Guild Masters may have a more embellished version). Depending on purpose of the guild, uniforms range from assassin-style black outfits of tight fitting clothes under concealing cloaks and hoods. Other Cult style guilds have clothing similar to those of the spellweavers, adorned with many symbols and bright colours to attract fear and attention.
In form and shape the humans that make up the guilds are 'normal' in many respects, hair and eye colours and shapes vary as do body types. Some guilds require tattoos or other markings like dyed hair as part of their initiation but this changes from guild to guild.
Guilds are a collective. They contain members of use to them. This means that each member has something to add to the overall body. Though very secretive and shrouded in traditions, symbolism, beliefs or laws. The Guilds are like families. Usually where a member might have a single ability that makes them useful, other guild members will train each other to be able to use their ability to some degree which strengthens the trust and overall effectiveness.
Most guild members are proficient with some kind of weapon, usually a dagger or short sword though there is at least one guild that specialises in using modified crossbows for deadly effect. The 'Wings' are a guild that specialises in movement of information undetected. They pick certain jobs and will contact the potential employer though the Wings themselves are virtually never actually seen either by employer or receiver of the information.
If you have a dispute with a guild member, even not knowing their affiliation will not save you, starting trouble with one brings the wrath of the whole group.
Guilds inhabit anywhere that humans do. They survive best in the shadowy corners of cities. Or in villages close to large gatherings of people, they do this to stay near the flow of information where they are able to execute their plans quickly. They stay close also to recover their numbers after plans fail and members are lost or killed.
Many guilds prefer cellars, underground networks of sewers or caves to move about without drawing attention, though they also travel by roof-top where required. Many guilds are nick named 'Shadow-Casts' because of their secrecy but more so because of their ability to move undetected.
Social Structure and Personality: Guilds usually center around a single leader and a strict hierarchy around that one person. Dissension within a guild is silenced quickly as conflicting ideas or goals would mean the death of the whole. Fear and respect are interchangeable words when talking about leadership, either means that the Master stays in a position of power. Only through the death of the Master will another take his / her place (though assassination isn't out of the question in order to achieve this).
The guilds have many informants or spies that though aren't actually a part of their collective, are affiliated with them. This means that the guild doesn't ever need to interact with the worlds around them though they have been known to go to taverns or other places out of uniform and posing as a lay city-dweller.
Spell-weavers  Like the guilds, spell-weavers come from many worlds that raw Mana is more dense. These humans have an innate ability to interact with Mana while it is in this non-matter state. This gives the Spellweavers the ability to manipulate this energy into healing or destructive forces. Some Spellweavers prefer to stay together and have built cities around their collective ability. The Pyromancers are the perfect example of this. Other lone Spellweavers are known as 'rouges'. They move from place to place to expand their knowledge but their allegiance is never known. The Pyromancers are known to have knowledge of cross-world travel and are also known to possess the ability. The Pyromancers are known for wearing black robes of lose fitting light material. They are often edged in red and carry their symbol on the front of the hoods. Masters can have different dress, more exotic designs and shapes though the colours of black with highlights of red are persistent. Slaves and slave Daemons have simpler robes and often have a black ribbon tied to their 'stronger' arm, this is both to signify which family they belong to (as the ribbon contains a Mana trace of the master) but also to signify to the master which arm the slave would use on the unlikely chance he casts against his master.
The Pyromancer humans have normal variance of hair and eye colour, though over-use of Mana bleaches the hair to a pure white colour though no other outward side effects of Mana abuse manifest.
Once a Pyromancer has performed the 'First Blood' rite and has a daemon, this is the only time that they may wear red. Before this (and before the age of eighteen) they may only wear black.
Daemons will always have crimson red eyes and hair though body shape, skin colour are dependent on the human that was sacrificed to create them. Daemon robes are simple when living within the city walls but some Daemons that have the job of assassination will wear tighter fitting black clothing edged in a lighter grey, they maintain the hood and also still have the black ribbon.
Spellweavers are the most notable Mana users within the Illitus, though other races may be more in-tuned with Mana, most do not use it as freely and as willingly as the human spellweavers.
Talent in spellweaving (also known as casting, channelling, directing etc.) varies and the natural ability is not the only constraint on a weaver, some have an innate ability to weave Mana into a form usable in spell craft where as many others go through years of training.
The Pyromancers have the ability to sense the potential of a young human to be able to channel Mana. Those that fail this 'quality test' are discarded and are left outside the city walls at the age of five. With simple movements of hands and with great control of mind, spellweavers can produce fire from seemingly nothing and rain it down upon a defenceless person. They can knight the fibres of matter and tissue back together to create a great healing bond on damaged bodies. They can tear holes in the fabric of reality and step from one world to another or even change one substance into another.
Many spellweavers live in small villages close enough to larger groups of humans but far enough away that the unknowledgeable humans don't have to cross paths with them and thus attack them through ignorance.
Villages are usually uniform, designed around the concept of each spellweaver helping another, there is usually little to no need for privacy or secrecy so the small huts rarely have doors. Their towns and villages are usually protected by spell-shield as to keep the weather at bay.
The Pyromaniacs live in a walled city that is built up against the side of a mountain, it is completely impenetrable by either spell or force.
Social Structure and Personality: Most of the spellweavers live a communal life just outside of the large cities and employ their services to those that require it. Many are nice and only ever wish to help. These communal villages have no real hierarchy or structure and big decisions are decided with a large village meeting where everyone of age gets a say.
The Pyromancers are an exception to this. Their city is walled, they consider themselves superior in ability, knowledge and existence. They shun other humans unless they plan to take their lives. They have a rigid hierarchy where a council of family representatives makes decisions. There are four families that make up the council and the eldest male and female will sit (making a total of eight voices in any one meeting). Every Pyromancer has a daemon (a being made of Mana) that does their bidding.
At the age of eighteen, each Pyromancer performs the 'first blood' rite and must take the life of something in order to create their Daemon. Most will take an animal but those members of the four families take a more complicated route and take lives of humans along with other creatures to create a truly deadly Daemon minion.
Warrior Clans  Being that this clan is consistently engaging in battle, they are all very well built. They are slightly taller than the average human and have high, firm cheekbones. Like all humans, they’re hair, eye, and skin color vary greatly. Though since they spend a lot of time outdoors, they are usually very tanned. Hair is commonly grown out and kept in a small ponytail at the nape of the neck. Clothing often consists of simple materials when not in battle. These humans are only known to wear boots, whether they are in battle or not. When IN battle, they put on armor that to others would find to be extremely heavy.
As the name may apply, these humans love to fight. And they are certainly good at it. Their muscular physique allows them to wear heavy weaponry and armor without really slowly in them down. Considering that they spend more time fighting them anything else, this clan is not particularly known for its intelligence outside of combat and weaponry.
The warrior clans reside in several locates. They have adapted to almost everywhere, even locations that an average human would deem too harsh. These clans have been reported to relocate but that it not too often. They use their surroundings to their utmost advantage. Social Structure and Personality:
This clan is socially ruled like a pack of lions. The strongest is the leader. He gives the commands such as when or where to attack next. No one else has a say. And like a pack of lions, power can be shifted quickly. If one feels as though he is the best, he may and most likely will, challenge the leader.
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Posted: Wed Jun 22, 2011 7:29 am
 Dark Elves Physical Appearance:Like all other Elves, Dark Elves are in tune with their magic. When these Elves turned to darker forces and used darker magic, their physical appearance also changed. Once colorful and happy Elves, Dark Elves became just that: dark. Skin is never more than a dark shade of purple, black, or grey. Hair can white, which may be a hint of the good they once possessed, black or a blue-ish purple shade. Hair for women is usually kept long and free. Hair for men is short, almost to a buzz cut though they allow a small portion of hair to grow out beneath their left ear which is always kept in a tight braid. Dark Elves, like all other Elves, are slightly taller than an average human. The shoulders of the males are broader and more squared as well. Since Dark Elves are so in tune with their magic and prefer it to actual combat, their limbs are not as well built as their kin. But it reflects heavily in their eyes. Eyes for Dark Elves are slightly wider then even other Elves and are generally a white or grey color. Dark Elves can see things extremely clearly even in pitch darkness. Unlike other Elves who more often wear light and simple clothing, Dark Elves wear almost armor looking outfits. They incorporate metal into certain parts of their outfits and that may reflect something of the wearer. Having metal on the wrist and hand region may signify that the wearer is someone who works with his hands or is good with a bow and arrow. Having metal around the legs may imply that the wearer is a speedy runner. Almost all Dark Elves incorporate metal near the neck and shoulders of their outfits though that is taken off during hours of relaxation.Traits and Abilities:The best known ability of the Dark Elves is their magic. They are masters and can use magic for a number of things. Since they do use magic so often this has hindered their natural combat abilities. Like most other Elves, Dark Elves are great with the bow and arrow but they lack brute strength then it comes to hand to hand fighting. Still, having used magic often they have a large amount of stamina to keep them working for hours without tiring. Also, having lived underground, Dark Elves have grown costumed to feeling vibrations. Now, even when they are above ground, they can use that ability to their advantage, though it has been reported that Dark Elves are practicing more and may be relying less on their magic.Habitat:Dark Elves reside in areas that do not receive a lot of sunlight, which may have something to do with their banishment and may be a form of self-punishment. But even in a location where there is little light, their homes are built underground in a large, complex network. Exactly what these underground homes look like is still unknown as Dark Elves rarely venture out in the presence of another race and since no other race dares to venture close. Magic may have played a large role in the networks creation. Many believe that the Dark Elves have created their own personal underground City, though again, this is unknown. Social Structure and Personality:Dark Elves are rules with a Council of twelve elders. There have been reports that there have been recent disputes over the way things are run by younger Elves though nothing major has happened yet. There has been a great debate that has just recently ended in which magic is going to be used less. This may have a connection with the Banishment of the Dark Elves. Long before the banishment the High Elves were at war against the Orks and the Dark Elves decided to give aide. Over time this aide came in the form of blood sacrifices. Since Elves are generally creatures of life and only resort to war as an ultimate last resort, the Dark Elves were banished. Their hearts grew cold and bitter. Now it is unclear whether this declined of magic use is self-punishment or whether they want to become stronger physically.High Elves Physical Appearance:High elves are more in-tune with raw Mana than any other specie of elf. Because of this, their ears are smaller, their bodies are more brittle and they have skin sensitive to direct sunlight. Their eyes are usually white or a very pale blue, their hair is naturally white but over time, the way they shape and maintain Mana shapes tends to tint their hair pale blue or lylac. Both males and females tend to have long hair which is either tied or bound back with clips or more elegant accessories.
High elf clothing usually consists of Flowing robes of white adorned with high-lights of black or pale blue. High elves also are known to wear large amounts of accessories and what does not fit on their overly lavish clothing usually floats in the space around them. They are known to have luminescent Mana floating around them in the shapes of orbs.
Because of their ability to sustain Mana fields for hugely extended periods of time, they hold long ribbons floating above each shoulder, these long tapestries chronicle their histories in a fine thread and one that could read High Elf script could read of a hundred generations from these thin threads.Traits and Abilities:Elves of the High are known for their Mana-shaping capabilities. They can focus the smallest amount of Mana into the most efficient use with minimal waste in the form of light or heat. Most of the time this comes in the form of healing, in which the High elves live lives Mana-sustained for over two thousand years... though occasionally when the elves have been put in a position to defend their homes, they can use this ability with deadly efficiency. These elves will just cut the life-spark from people rather than burning or freezing them (though they would know how to cause an enemies end with many many creative ways).
Because of their heightened sense with Mana, they have only slightly more acute senses in comparison to humans and a complete lack of ability when put next to any other elf. Their ability to move is slowed. The High elves move with a beautiful grace, like that of a dancer with impossible purpose and fluidity.Habitat:The High elves live in a small walled city within the center of the spectral woods, where no leaves grow but the trees stand strong and glow white. Where day and night are irrelevant because a thick mist clouds the sky.
Within their walled city, the elves have houses made of from the material of the surrounding trees, this material is closer to stone in properties than it is wood though it is believed that these houses actually continue to live as the life within the 'wood' is some how sustained even after it is cut down.Social Structure and Personality:The high elves have a simple social structure where the most adept elf is the leader for 3 years, at the end of these time a week of tests will determine who is to take the next three years of rule.
Only elves that have completed 'the trials' may be put forward for the test and be in the running to become the next leader of the High elves. These trial include tests of skills, intellect, wisdom, sensitivity under many circumstances and it is well known for elves to die in training for them.
Dissension among the 'losers' of the test is completely unheard of as all elves work for the betterment of the race as a whole and all candidates truly believe that the 'best elf won' and all non-winning candidates then are eligible to become the central council of the high-seven.
After these seven are decided (in a ceremony three days following the crowning), all elves will suddenly go back to their lives, the seven act as if nothing is changed and they lose any official rank.
The seven are called upon to regain their titles only upon dire circumstances and before they meet, each of the seven will have had contact with every elf under their protection so that he or she may be completely ready to act upon decisions of the council.Lunaic Elves Physical Appearance:Lunaic elves have been reported to have light toned skin; light purple, a pale green, and a light earthy brown appear to be the most common. It seems the color of their skin allow them to better blend in with their earthy environments. Hair is generally short, including hair of the woman. Those with long hair are consistently leaving their hair up until the night hours. Hair color is generally a dark brown, white, a light green, and also blond. The short hair may reduce annoyance during a hunt or in battle. Eyes for the Lunaic elves do not range as heavily as hair or skin color. They are either hazel or a crisp blue.
The Lunaic elves are also known for their slender bodies. They are lean and slightly muscular though known for their agility and agile ways. Lunaic Elves are also extremely flexible, maneuvering about the trees in an almost fluid manner. Lunaic Elves range from 5’5 to 7’0 in height. They also have longer fingers then what a human perceives as normal and this may allow then to better grip onto objects or tree limbs. Those long fingers connect to long arms as well. This in turn may be a factor in their strong ability to hunt. Lunaic elves do not appear to care heavily on the clothes they wear. More functional then fashionable. Clothing may consist of cloth- traded in- or simply be flora woven elegantly together. It is also noted that Lunaic elves do not wear footwear of any kind, with the exception of battle. Only then are boots worn by the warriors. Also, it appears as though the elves care little for beautification. Only high ranked females and males wear jewelry of any sort.Traits and Abilities:Lunaic Elves tend to reside in dense forests. They rarely venture out unless the need is great. Being that they spend most of their days in the woods, they are master Woodsmen. They create their homes high in the treetops, where enemies are few. Almost all groups of Lunaic Elves are located near a large body of water.Habitat:Lunaic Elves, or Night Elves, as the name implies, are more active at night. They are extremely in tune with their surroundings and connected deeply with nature. Lunaic Elves only kill what is needed. They are against all and any cruelty to Mother Earth and animals. Lunaic Elves are speedy runners and accurate with a bow and arrow. When fighting, they prefer gorilla style attacks to hand to hand combat. Because of their seemingly extraordinary ability to camouflage, many of their foes never see them coming.Social Structure and Personality:Although the Lunaic Elves are governed with a royal family, it doesn’t appear to be a monarchy. Average Elves are able to speak their mind on certain cases. Unlike most social structures, that contain a rich and poor division, Lunaic elves seem to aide one another in times of need. This makes fighting among themselves rare.Sun Elves Physical Appearance:Sun Elves, finding their home in warm and usually tropical regions that have plenty of sunlight, with skin tones ranging from a light golden to a darker olive. Their hair is often a light brown or blond as a result of their sun-bathing as well. Sun elves typically keep their hair long, and though they do not have the fairest hair of the elves, their hair is still fair by most human standards. Sun elves have dark eyes as a majority, but some can be seen with blue and sea-green eyes.
Sun Elves come in a variety of physical builds, but most Sun Elves pride themselves on their unnatural height and their muscular physique. Females however, are not as concerned with physical strength as the men are. Because of their lifestyle however, female Sun Elves are still more muscular than most elves.
Because of their time in the sun, they wear loose clothes with light browns, tans, greens, blues, and oranges to protect themselves from the sun's heat. They do not wear jewelry as a general rule, wearing only simple necklaces or trinkets crafted by objects they find around them. They dress simply, and do not care for extravagant outfits.Traits and Abilities:Sun Elves, living near coastal areas, are excellent sailors and powerful swimmers. Most Sun Elves find themselves at home on the sea. The children are taught from birth how to sail, swim, and fish.
Being Elves, and having a close connection to the sun, these Elves draw their power from the sun. Should a Sun Elf venture into an area that is without sunlight, they feel weakened and drained of energy. Drawing their pwoer from the sun, these Elves know a good amount of light magic, using bright lights to daze their foes, or the intense heat of their light to burn their foes and cauterize wounds.Habitat:Sun Elves live near coastal areas and on islands in tropical regions, where they can find plenty of sunlight to absorb. In these places they build simple huts. Most families live in one or two room houses. In some Sun Elf cities, canals and river systems are constructed and connected to serve as roads.Social Structure and Personality:Sun Elves are a very proud race, and think their choice of lifestyle as superior to that of other races. Some Sun Elves do not like outsiders, but the majority agree that interaction with the other races is necessary for their survival. Most Sun Elves either make their trade in fishing or privateering for other nations.
The Sun Elves do not have a defined government. While there is a royal family, they do not hold real power. Towns are in control by local chieftains. Because of this, Sun Elves are very tight-knit.Wild Elves  The wild elves live high upon the mile-high trees and virtually never venture closer to the ground. This means that they need to gather water from the natural formations within the trees. They are a very spiritual people believing that every plant and creature have a soul that must be protected though unlike other elf races, the Wild Elves are known to allow for animals to be culled for food. The bodies of these fallen creatures will be completely used for eating, medicines and other such things, nothing is ever wasted. Physical Appearance:The wild elves have a singular style in their appearance, they are all tall, thin and fair of skin as they live in relative shade for most of their existence. They eye colour is usually shades of greens and browns, their hair ranges from blond to mid-browns. They have pointy ears that are slightly smaller than other races of elves. (though their hearing and senses is shaper than their brethren). Hair is usually left to flow and adorned with small sticks, vines or leaves to help camouflage the elf into its forest environment. Their clothing is only made of natural flora. Plants, vines, leaves (some of which measure up to 3 meters across), they never use animal hides or fur though will carry a pendant with a claw or tooth of an animal they have ended the life of (as to never forget their actions). The wild elves often go bare foot and never wear gloves as to be in constant sense with the environment around them, clothing is minimal, tunic and shorts / short trousers for males and smaller tops and skirts / shorts for females. It is also quite common for elves that have particular connections with their green environment to gain slight greenness to patches of their skin.Traits and Abilities:Elves normally live within the forests of each world but the Wild Elves live on a jungle world. The trees are over a mile high all over the surface of the world. They live towards the top of the trees, running the length of branches, swinging through vines and using their created rope bridges when within their villages.
Lower down in this world, where light doesn't penetrate, there are creatures and plants that give off light. It is a coming of age rite that a young elf must venture down into these dangerous dark depths and bring back a living plant from the darkness.
The elves live in village structures built of wood and vine. The elves shape living trees into the base of their houses then use falling branches to make up the floors and walls, leaves usually make up the roofs as they are the most waterproof structure.Habitat:Elves normally live within the forests of each world but the Wild Elves live on a jungle world. The trees are over a mile high all over the surface of the world. They live towards the top of the trees, running the length of branches, swinging through vines and using their created rope bridges when within their villages.
Lower down in this world, where light doesn't penetrate, there are creatures and plants that give off light. It is a coming of age rite that a young elf must venture down into these dangerous dark depths and bring back a living plant from the darkness.
The elves live in village structures built of wood and vine. The elves shape living trees into the base of their houses then use falling branches to make up the floors and walls, leaves usually make up the roofs as they are the most waterproof structure. Social Structure and Personality:The wild elves contrary to their name are well mannered and have a loose social structure. They respect their elders and their herbalists. Around them, their small societies are formed.
The elven calendar has a separation every three years. All elves born within the same band of those three years are 'soul-bound' to each other and it is common for them to pledge their lives to each other. In sport and play, these bands will often compete against each other.
When the last year of the three in a cast reaches 100 years old, all elves in that cast are assumed to be wise enough to take the trial. They must travel around the whole world and chronicle their journey, upon return, they are considered elders.
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Posted: Sat Jun 25, 2011 8:52 am
 Gnomes Physical Appearance:Gnomes are incredibly small creatures, not even reaching the knee of a normal human. Like Gremlins, Gnomes have large heads compared to their bodies, but lack the sharpened teeth and appetite that Gremlins possess. Gnomes also, unlike their other Orkin brethren, nearly look human. Unlike humans however, Gnomes have the same violent nature as Trolls and Gremlins. Gnomes have bright eyes that can see well in the dark, but they are sensitive to large amounts of light. Gnomes are very durable creatures as well, and are hard to kill. Their bodies are as tough as stone, and can easily break a poorly swung sword or spear. Gnomes usually have rounded ears as well, improving their hearing.
Gnomes usually wear either armor that they have crafted for combat, or thick, simple clothing that can protect them from rocks while they are mining. Traits and Abilities:CGnomes have hardened skin, and are hard to kill. They can learn to wield weapons and speak any language just as a human could. They have decent night vision because of their time spent underground, and excellent hearing. They cannot see well in brightly lit places however, and can be easily tricked or turned against one anther because of their extreme paranoia. Habitat:Gnomes live underground, guarding the entrances to mines, caves, and locations of treasure. They are smart enough and capable to build buildings and cities underground as well. Social Structure and Personality:Gnomes like to live in groups, almost never going somewhere alone. They will accept any Gnome into their care. Gnomes have no problem with other races, but these creatures often guard places filled with treasure that they have hoarded and dug out of their mines. Because of this, Gnomes can become easily paranoid if they believe someone or something is attempting to steal a precious item from them. Gnomes dress simply when it comes to clothes, but all Gnomes strive to have some precious piece of jewelry to wear, such as a golden ring or necklace. Goblins Physical Appearance:Goblins are short in height, reaching only a couple of feet. Higher ranked Goblins are typically fat which may be a sign of wealth, since higher ranked members do not need to engage in physical labor. Skin tone doesn’t have much variety; typically a green shade though skin can also be brownish. Eyes on the other hand can be any color, though blue is not seen often. Hair can be any color, though not all Goblins have hair. They also have sharp canine teeth, which they have no fear of showing. Their smile is unusually long, almost literally from ear to ear. Goblins also have elongated, pointy ears which seems to aide their ability to hear. While they have arms proportional to their bodies, they’re hands are not. Their fingers are extremely long compared to the rest of their bodies. Having longer fingers may help in their ability to use weapons as well as inventing and experimenting. Many Goblins wear simplistic clothing, made of animal hides and cloth materials. Boots are generally made of leather or some kind of rough material. High ranking Goblins adorned themselves with a seemingly overwhelmingly amount of gold and some even wear flowing robes. Most Goblins have tattoos as well. Normally these tattoos are large, extending over several regions of the body. Goblins are also known for sometimes having horns on their heads, or foreheads. This defiantly adds to their frightening appearance. Traits and Abilities:Contrary to popular beliefs Goblins are typically shrewd creatures. They are most often viewed as tough bargainers and con artists. This links back to Goblins overall love of wealth, which they believe equals power. Goblins are also master inventors. Their large hands allow them to create new pieces of technology or modify existing ones. Many pieces of Goblin technology are actually used on an almost daily bases by multiple other races. They are master of trade and operate on a very wide scale in multiple regions of trade. Goods also vary with locate and demand. Even with their short height, Goblins are formidable foes in battle. Many of their work tools double as their weapons but Goblins have also been known to use to bow and arrow. Habitat:Many Goblins make their homes in caves or small wooden structures. These homes tend to be permanent. If Goblins do reside in caves then these caves are generally located near plains. Many Goblins can reside in the same area and create almost a Goblin village. Because of trade, Goblins are often leaving and coming for sometimes long periods of time. They know the local areas well and that helps them when in a battle.Social Structure and Personality:Goblins are quick to follow someone who has proved his worth. They are ruled with a Goblin King. As long as he is able to provide and keep the sense of calm, then they’re normally isn’t any major problems. There are other ranks beneath the King which maintain the trade and keep it in functioning order. Others may maintain technology, it’s process, and its distribution to other races. Gremins Physical Appearance:Gremlins are small creatures, less than half the size of the average human. Their heads are large compared to their bodies, taking up almost a third of their total height. Some species of gremlins are fuzzy with soft fur, while others are bare-skinned. The furred gremlins come in a variety of colors, but the most common fur colors are white and gray. Bare-skinned, gremlins are typically green. Both types have incredibly sharp teeth, and an insatiable appetite for food. A single gremlin requires three times the amount of food a human needs for survival, but a gremlin can and will eat much more than that if possible. Gremlins have extremely acidic stomachs, allowing them to eat virtually anything.
Gremlins all have hands with only four fingers, and four toes that are tipped with short and pointed nails. Gremlins noses are short and pointed as well. Gremlins typically do not wear any sort of clothing at all. Traits and Abilities:Gremlins are extremely fast, and can climb most surfaces with ease using their sharpened claws. Because of their razor-like teeth and extremely acidic stomachs, they can eat nearly anything. Despite their small size, they eat incredible amounts of food, and are never full.
Gremlins can also reproduce very quickly. It is unsure how most reproduce, but where one gremlin is spotted, many more are soon to follow if they are not dealt with quickly. Habitat:Gremlins are nomadic, and move anywhere there is food. They do not live in one place for long, and can live virtually anywhere they can eat. Social Structure and Personality:Gremlins frequently travel in packs, searching for food. Because of their high rate of reproduction, in a matter of days a town infiltrated by one gremlin can be filled with hundreds of the little creatures, rapidly draining their food supply. When the food runs out, gremlins will be all to happy to start feasting upon the townsfolk. If there is absolutely no food available - such as if gremlins were trapped or imprisoned - they will turn to cannibalism.
There is no reasoning with a gremlin, and it is unknown if the race speaks any sort of language. However, there are rumors of intelligent gremlins that travel away from their brethren, and are as smart as the average human.Orks Physical Appearance:Orks are similar in height to humans but are generally a little bulkier in build. Their foreheads are generally larger. they have hair that grows as any human but it tends to be long and unkempt, usually tied out of the way. Ork eyes are large and round, they have huge pupils and a thin iris, they tend to have grey to green skin with patches of brown.
From the collar bone, shoulders and spine they may have bony horn like protrusions that stick out, these are usually the colour of ivory but yellow with ware.
Orks are not generally known for cleanliness and have a very simplistic Neanderthal-like life. They live in tribes and wear simplified clothing made of animal hides / furs etc.
The males may be hugely muscular and have larger bone growths, this is generally seen as a sign of power. Traits and Abilities:Orks are a rough race, as their appearance suggests. They are strong and prone to being aggressive creatures, their brutal nature and love for battle makes them unpredictable at times, this would be something to take into consideration upon meeting one.
Orks see themselves as great fighters and warmongers and thus make their own weaponry, a skill that can also show the social standing of an Ork.Habitat:Orks live in the most rockiest parts of swamp lands. Living in natural or Ork-made caves in the side of rocky hills or rock faces, these caves are often of the ground a little because of the damp ground. They have also been known to create tree platforms and lever activated elevators so navigating the area is easier.Social Structure and Personality:Orks live in clusters and have a 'clan leader', who also carries the most impressive weapon of the group, often this weapon is won when a stronger Ork defeats the current leader. Because of their aggressive nature, Orks will fall into suit if a stronger Ork has shown his worth. They live simple lives based on; 'Who is stronger shall lead', Believing that only strength can gain you access into the afterlife. Trolls Physical Appearance:Trolls are extremely large. Almost all trolls are over fifteen feet in height, with newborns the size of full-grown men at birth. Because of their great size, trolls are incredibly strong as well. They typically have green, gray, or brown tinted skin, and large amounts of fat, adding to their already immense weight. Their skin is also coarse, thick, and covered in rough spikes and bumps. They have small ears and, making it difficult for them to hear well, small, rounded eyes, and sharp teeth. Because of their weakened sight and hearing, they have an incredible sense of smell, and are able to detect their enemies through smell.
Trolls are not intelligent despite their size however. Because of this, they have weakened motor skills, and are slow moving and clumsy. Because they do not have the technology to forge swords and other metal weapons, they usually use crude clubs or maces. Trolls do not wear very many clothes. They only wear a loincloth made from animal skins for simple modesty, and perhaps bone-jewelry or untanned leather bands and straps for decoration. Trolls high in their social hierarchy wield the best made weapons, and the most bone-jewelry, with some intelligent chieftains sporting metal gauntlets or gigantic swords. Traits and Abilities:Trolls are extremely large, and therefore have great physical strength. They are nearly impossible to knock down, and their coarse, thick skin serves as a natural armor. Because of their thick skin, they are also very resistant to cold temperatures.
Trolls are not very smart however, and are slow-moving. Habitat:Trolls live in many different places, but frequently make their home in cold, mountainous areas and the temperate valleys that surround them. Troll homes are usually caves or large tepee-like structures made from animal skin. There are rumors of an underground troll city, though this is dismissed by most intellectuals as a myth due to most trolls' dim-witted nature. Social Structure and Personality:Trolls are a simple people, and do not have a government. They live in isolated clans that are ruled by the strongest and most intelligent trolls. Most trolls can only speak in simple sentences, but chieftains can usually speak a language fluently. Trolls are violent creatures as well, and clans are almost always at war with another clan. Because of their violent nature, most other races leave trolls alone.
Trolls get their food from hunting goats, boars, and other animals that live around them in the mountains. They also use the skins of these animals to craft their homes and clothing, and their bones to use as jewelry. Trolls do not concern themselves with hygiene though, and smell horrible to other races. While trolls are simple creatures, they brew many different types of alcohol, creating some of the strongest ales of all the races.
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Posted: Sat Jun 25, 2011 8:54 am
 El'kanthi [City Builders]  Physical Appearance:Since the males tend to work hard and put a lot of effort into their building, their bodies have been toughened up. Hands are usually coarse rather than soft. And skin has an almost a leather feel. Their faces are also rough around the corners, consisting a sharp edges and rough lines. Males will also have larger hands than a female. This may make it easier to work with tools. Females don’t generally do any of the heavy work, though they may assist their husbands from time to time. They are more of home wives. Hair can range from reds to blond and anything in between. Eyes can range from blues to browns and greens. Most men grow a beard that can become quiet long. And woman typically keeps hair up so that it doesn’t become a bother while they do their work. Since the men are usually working outside, their clothing is thinner and they wear fewer layers unless they are wearing protective gear. The lack of layers helps them move around easier. Women tend to wear more layers and their clothing may be a little thicker. Regardless of what type of work is being done, these fabrics are of good quality, though the nicest clothing is usually worn during times of festivity. Traits and Abilities:Known for their outstanding ability to work with their hands, the El’Kanthi are known as the City Builders. Unlike most Dwaves that are weaponry makers, the El’Kanthi are more mild tempered and would prefer to make homes where they can live in peace. While the men may appear harsh, in truth they can be very wise and helpful. Women are a bit blunt and outspoken which may be their own way of being tough. Women are loyal to their homes and husbands and most can use tools just as well as their husbands. Habitat:This race lives in various cities above ground. This is slightly unusual for the Dwaves since most would rather live underground. The El’Kanthi also make their own homes which is where they get their nicknames. These cities can be found sprawled out in several regions. Trade between different cities is common so it is highly likely that one will find several roads connecting different cities. These different cities can range largely in size. Social Structure and Personality:El’Kanthi are the most civil of the Dwaves. They are not so eager to go off fighting. Though that doesn’t mean that they can’t. Not only have they mastered their tools for building but those same tools can second as a weapon. A weapon the El’Kanthi are very familiar and good with. But more often than not, El’Kanthi just want to stay out of the battlefield. The El’Kanthi are ruled with somewhat of a democracy. Each city has someone to represent that particular city. The ruler though is usually someone of royal blood, though it seems as though the people do have a say in who will become the next leader. Leaders have ten years of the throne before another family member is crowed. This method is said to cool family feuds. Eth-krat [Warriors] Physical Appearance:Eth-Krat are a step up from the El'kanthi. Eth-Krat dwarves are slightly taller than the city builders. Eth-Krat are extremely muscular, due to a harsh and rigorously intense training regimen. These dwarves have equiline noses, and thick hair that is often blond or red. These dwarves pride themselves on their beards and sideburns, often braiding them and tying a small piece of colorful cloth at the end.
Because Eth-Krat are warriors, they are almost always seen in armor. The armor they wear is elaborate in design and crafted from rare metals that are both beautiful and durable. Their armor pieces are bound together with colored cloth, and depictions of dragons and lions are designed into their armor, giving them a striking and intimidating appearance. Traits and Abilities:Eth-Krat train endlessly for battle, and are extremely proficient at wielding a variety of weapons. While their weapon of choice is usually a battle-axe, they can wield swords, spears, and even bows with great skill. Since birth, they were taught to ignore pain, and are fearless warriors. Eth-Krat will never cry out in pain, or run from a fight. Habitat:Eth-Krat typically live in mountainous areas, and underground. Very few Eth-Krat can be seen in human and elf cities however. These warriors seen above-ground are typically those that have been exiled or are dishonorable. These Eth-Krat are usually hired mercenaries. Social Structure and Personality:Eth-Krat live a very austere life, trained from birth to fight. All males become warriors, and any females become weapon-smiths, armorers, or gather food for the soldiers. In the military, higher ranking Eth-Krat are given more decorative armor, and are permitted to grow their beards longer. Young soldiers are clean shaved while hardened veterans have long, flowing facial hair. Because Eth-Krat are all warriors, they depend on the El'kanthi for homes, and in return, protect the El'kanthi from any hostile threat. These people all share a fierce loyalty to each other and their friends, and highly disciplined emotionally. Khorll [Farrel Ones] Physical Appearance:Having lost their way, Khorll rely heavily on their instincts. Their now animalistic nature is also showing up in their physical appearance. Khorll wear little to no clothing. Over time, they have adapted by growing coarse hair on their bodies. Since they must capture what they eat, they are extremely well built. They often wear scars as the result of having to hunt. Their skin itself is a dark brown to black color. It is most likely soot, and dirt that they are covered in so their actual skin tone could possible differ. One of their most striking features is their eyes. They are a bright and startling yellow, almost hypnotizing whoever looks into them. Their nose is also flat and broad. This may help sniff out the next meal. Not only have their nose adapted but their hands as well. Nails resemble talons and are noticeably long. Their faces consist of hard lines and edges, rather than being soft and round, this gives them almost a harsh look.Traits and Abilities:These old miners have seemingly reverted back to primitive ways. They have lost most of their formal language. Now they communicate through hisses, grunts, and clicks, though they prefer to stay to themselves. Since they have trained their eyes to adjust to the dark, they can navigate not only through tunnels but any dark locations, though not as well. Khorll learn every tunnel and every passage. Since Khorll have a now animalistic nature things are done in an almost animalistic way. Should a male see a female, most likely the male will attempt to mate with the female. And since Khorll are territorial, should a male see another male, most likely they will engage in an all-out brawl.Habitat:Khorll tend to stay near areas that are close to old mining locations. Those types of locations are familiar to them and make them feel comfortable. Since Khorll were once miners themselves, they are able to move about old tunnels with an almost unnatural ease unlike a human, who would surely become lost in a matter of moments. Because of their keen eyesight and ability to move in the underground caves, the tunnels are usually kept dark. This makes them look abandoned and uninviting to any wanderers. Even then, entrances are usually blocked off. Whether they are changing locations or not, Khorll tend to reside in areas near constant bodies of water. The reason being that since they are hunters, the search of water is too time consuming. Living near water not only ensures a constant supply of food, but also a constant supply of water.Social Structure and Personality:Khorll are mainly loners, which may in a large factor as to why they lost their formal language. Should they meet, chances are, it was by chance. Any social structure of the Khorll was lost long ago. There are no known groups of Khorll living together. Not even a single pair. This race is seemingly well off being alone.Orlat [Forgers] Physical Appearance:Orlat tend to have dark hair and skin, their eyes being that of a natural colour; green, grey or brown. Averagely built for Dwarves, sticking the short stereotype, although Orlat tend to have a slightly smaller frame do not think that this means they're weak, having slight muscles because of their work.
Wearing semi loss clothes so movement is easy, Orlat also wear a hard type of material such as; Arm Guards and Shoulder Pads, straps and utility belts are also quite common to hold tools and knifes for hunting purposes or otherwise. Traits and Abilities:Orlat are very well known for being masters at turning raw materials into; armour, weapons and tools. They have a keen understand of how things work, what does, what doesn't and what they need to get the job done well and up to perfect standards. Being able to move through the forests with ease, Orlat are agile and quick on their feet. Their sense are sharp and perfect for noticing things others would over look. Habitat:Orlat live on the outskirts of Dwarf villages, as this means they're closer to the forests, the means of their work. Living in small wooden houses, usually accompanied with an adjoined work shop, Orlat houses are very basic inside. Mainly consisting of tools and necessities more than luxuries, not to say they don't have the odd few. Social Structure and Personality:Orlat have good social skills as they trade with others, taking on jobs to earn a living. Orlat have been said to be somewhat the glue that keeps Dwarves villages afloat. Not only gathering food and herbs, but also creating a large array of tools, thus meaning they have a fixed and semi decent place is their surroundings.Tallisin [Miners] Physical Appearance:Tallisin tend to have a rough, muscular appearance, due to the fact they work in manual labour all day. They're features are sharp and many look hunched over. They're skin in pale due to lack of sun, hair either kept short or tied in a braid out the way. Though they're hair is of a dark colour, Tallisin's eyes are extremely pale; very light blue or green, Tallisin have also been known to, on the rare occasion, have cream or even white eyes. They're eyes are large and fitting with this, so are they're pupils.
Tallisin also have larger than average lungs, since there can be limited oxygen below the surface, these large lungs can take more air and therefore increase the amount of oxygen taken in in a single breath.
Tallisin wear semi-loss clothes, not so baggy they hang of them and inter-fear with work, but not so tight that they restrict movement. All Tallisin also wear heavy duty boots, steel capped, and bandages on their hands with gloves over the top, to protect with hands from the rough terrain. Traits and Abilities:Because of their time spent down the mines, a Tallisin's hearing isn't great, dipping just below the average for Dwarves, though because of this amount of mine work, they have excellent eye sight, being capable of seeing fine in the dark. Their sense of touch is also very high, being able to notice the slightest change in temperature immediately. Their muscular bodies allow them to work for hour on end without feeling strain or fatigue.
Though they make ladders, Tallisin can easily climb up and down even the most smooth surface. Tallisin also make explosives and lifts, so mined materials can be lifted out of the mines. Habitat:Tallisin live in stone houses quite far away from the mines, in case parts collapse. Their villages aren't the most tidiest, with tools and mined materials usually just left lying about. The houses are placed neatly though, so more can easily be added if need be, considering Tallisin live in large groups. This is because more mining can be done faster by a larger group. Social Structure and Personality:When down the mines, Tallisin split into groups, having a few opening new parts and the rest mining materials, each group have a 'leader', appointed because of experience. These leaders then report to the mine leader, a person in charge of all the groups in that current mine. When Tallisin are out of the mines, they have a village mayor, who, as the name suggests, runs everything.
Tallisin are friendly ruffians, easily approachable and have a simple sense of life, 'hard work gets rewards'. Tallisin are not quick to judge but won't sit back if they're being offended. They have a strong sense of community and do their bit where they can.
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Posted: Sat Jun 25, 2011 8:58 am
 Angels Physical Appearance:The angels have long faces with a nose that extends a little higher than the average human. They have long fingers but average sized toes and feet. Their bodies are long and slender, with skin that is porcelain white or pale blue though it is difficult to tell while they are on Paradaii. When plane-bound, their skin looses transparency and they appear blue or white.
Angels naturally have no pigment or colour within their eyes, skin or hair. Their natural hair 'colour' varies from brilliant white, through a gradient including all shades of grey to pitch black. It is believed that the darker the natural colour, the more he is tainted. Angels with white hair and silver eyes are considered the most pure where as it is common for those born with black hair are 'cleansed' at birth [a form of purifying (usually fatal), ridding the new born Angel of his taint]. An angel that had survived the cleansing usually retains their initial eye shade but his hair fades to pure white. True 'pure-born' Angels and those purified hold similar rank though live completely separately.
Usually the hair is long and allowed to flow. Angels have wings, long wings that tend to match their hair and eye 'colour. An angel with white hair should also have white wings. though small amounts of tainting can manifest and make the tips of feathers more grey, or make them grey all together. The higher the rank the more wings an angel will have. Most have two, the highest rank has 8 (though only 2 are used for flight). Angels wear white robes and if warrior born wear silver armor that is detailed with scriptures of an angelic language and adorned with engravings of battles past.Traits and Abilities:The angels are ethereal meaning they are made of less dense Mana than humans or many other physical being. They have large wings that enable flight, not through catching air and producing air resistant down-thrust but instead have a similar effect on raw Mana.
Being ethereal, the angels do not need to sleep or eat but sometimes do so out of ritual or habit, instead they take on energy from the flow of naturally raw Mana that exists everywhere. This being said, when passing The Void or low Mana density Spheres, angels start to suffer a Mana sickness that leaves them weak and unable to move effectively (though this is not the case for angels that have been plane-bound for extended period of times and become more acclimatised to this density change.
The angels have basic Mana forming abilities, they can create and dissipate Mana fields, mostly in the form of moving clouds but can cause the rain to become deadly ice shards that rain destruction down on races that fight them (bare in mind it takes a full choir to perform this Mana-weave).Habitat:The angels once lived in the skies above Nihility until the central component disappeared and the world above was separated thus creating Paradaii. A sky world of floating islands with no core land. Trees grow both up and down though buildings upon these islands are always placed built up and away from where the core once resided.
Paradaii is filled with many sky forests and cities of white marble. Buildings are huge and reminiscent of cathedrals and churches yet the angels do not prey or worship in them. Instead they gather in great sky courses to praise their leaders.
The Sphere of Paradaii doesn't strictly have days or nights, instead the sky cycles from azure blue, through emerald green, to an brilliant orange before fading to blue again. Social Structure and Personality:Angels have a strict hierarchy. 'God' is the most powerful angel though is never seen. Next below 'God' is 'The voice of God' which consists of the Tetrarch. These are four arch-angels in a deep sleep. Within their sleep, these angels are said to be on the same mental wavelength of the great God, from their dreams they then utter commands and wishes of their Lord.
These words are written by countless arch-angels, these scribes are called 'Wills'. The Will of God then take the words to the countless denizens of the Angels. These lower ranks are known as 'Hands' and the 'hands of god' are the ones that visit the many Spheres of the Illitus to keep order.
These hands are divided into smaller groups of twenty-one angels and a singular Will to lead them, each of these groups of twenty-two are called a 'Choir'.
Angels do not socialise with other races on a mutual bases. They do not consider any race equal and thus normally refuse to make contact with them though it is possible that with the fact that angels have at points made contact with various races that angels either telepathically read the language of the target race in order to communicate or that angels by default speak all possible races.
Among knowing how to speak the countless languages of the Illitus, they also speak their own language. An archaic language that is spoken both verbally and telepathically.DaemonsDaemons and Demons are two types of being that are similar in traits and abilities. While Demons occur somewhat naturally, Daemons are created unnaturally by some force other than birth or by the process of creation as part of the Illitus experiment. The Angels consider either Daemon or Demon existence in contradiction to the natural order and from the moment they are created, the Angelae hunt them down in order to remove what it considers all abominations to existence. The following description only deals with Pyromancer created Daemons as other Daemons are usually killed before they mature. Physical Appearance:Daemons take on the frame and a majority of their physical features from from the body that was used to create them. This means that what ever the human (or other race) looked like before it was killed and sacrificed, the resulting daemon will also look like.
Their hair and eye colour vary depending on the method or mode of creation. Pyromancer ritual taints the resulting daemon and causes them to have both crimson hair and eyes though most of their other physical features are unchanged by the taint.
Some daemons are known to have slightly elongated fangs though why this happens is unknown, the daemons that have this anomaly do not bite or drain blood as might be expected by their appearance.
Depending on purpose and location, what a daemon is allowed to wear vastly changes. Within the city walls, a Pyromancer's daemon may only wear a black loose fitting robe of low quality. The only symbol they may bear is that of their master's household. A daemon will always keep their hoods up and their skin completely covered. Every daemon will also wear a black ribbon on their upper arm, it indicates which is the stronger arm for that particular one.
Outside the walls, when a daemon is alone, he or she may choose to wear what they wish providing that it does not hinder their mission.
Assassins often wear close fitting black and grey clothing that has ornate black obsidian armament plates on shins, and forearms with over-clothing that muffles a defined outline, they may or may not conceal many weapons within the folds of their clothing or against their forearms. Other daemons are masters at creating weapons from of their own bodies so do not need this.
Mage daemons vary, if wanting to remain hidden until fury is unleashed, they will choose to wear the clothing of the folk surrounding their target. Manipulating their bodies and the Mana that makes their clothing to match what ever they need it to in order to fit in. Battle-magi, those standing on large open battlefields often wear black and red robes baring the Pyros-djaa (Call of Fire) symbol and possibly other various symbols of their mastery, females wear large head-dresses that exaggerate their outline. These battle-magi also wear silver linings on their clothing, this is so that if no usable Mana exists, it can be transmuted into a usable weapon to enable escape.Traits and Abilities:More so than any weapon, the Daemon is the most powerful and feared weapon of the Pyromancer army. The mana-shaping ability of daemons is the only race that equals the Angelae (being partially created using them). Through innumerable years of training any humanity is beaten and removed from the weapon until its instincts are sharp, its abilities are second to none and it is unquestionably loyal. This often means days or longer of torture and punishment for simple failures. Daemons have no friends, have no alliance to each other and are nothing but loyal to their masters. They usually have no moral sense and will kill indiscriminately when told.
All daemons have the ability to transmute one substance into another on contact but the efficiency varies. Those trained in assassination know how to produce black needles from either their skin, others use concealed armoured plating or pieces of metal tied under clothing as to have something that the know the properties of to change as needed.
All daemons also have the ability to open and seal passages between spheres though this takes effort, concentration and time to feel for intersecting points.
Assassin daemons will also be trained in the use of blades and rouge arts including illusion magic along with various manipulating spells. They may also know some evocations and Abjuration spells. Assassin daemons also know first aid techniques both with and without mana, this is primarily to assist their material-based masters if they are injured (though a daemon knows that the first failure was allowing the injury to happen).
Daemon magi are more destructive, known a huge range of deadly spells in all different categories and being mana-based and an easier conduit, a daemon magi can continue to cast heavy spells long after a material based caster would tire. If a daemon magi does cast beyond their limit, they weaken the bonds that form them and they start to dissipate if not repaired in time.Habitat:(See Spellweavers - Pyromancers as daemons usually live with their masters)
Daemons have no friends but may possibly have contacts and allies if people don't run in terror. They tend to sleep in trees shrouded by illusion. They can live and exist anywhere if the given mission requires their presence. Often a daemon can open a door near to a location target, teleport to the exact location, carry out their objective and leave again before notice thus most of the time they live within the city.
When inside the pyromancer city, daemons are confined to a small section of the town that is segregated to the rest of the population. They are not allowed to leave this confined space unless ordered to.Social Structure and Personality:Daemons are puppets and slaves. Among daemons there are no heroes, no ranks, all daemons are equal and all have their purpose. One may be put in charge of others, though this temporarily bestowed rank finishes at mission completion.
A daemon will only speak to those that it deems useful to the completion of their mission in one way or another. This is the only time that a daemon may be given permission to converse with anyone other than their masters.
They are never allowed to disclose information of their true intentions, their training, information about their origin or the location of their masters, if asked they will lie, if pressed, they will revoke the existence of anyone they see the need.Demi-GodsPhysical Appearance:Demi-Gods have no one physical form, and can change between one of many creatures or objects at will. Though they often have a favorite form, and will appear a certain way most of the time. A Demi-God of War might take the form of a grizzled warrior, and a trickster Demi-God might take the form of a jester. They will often parade through the streets of their followers, basking in the glory and praise their subjects throw at them. Traits and Abilities:Demi-Gods are pure life energy, and hold immense power over the world they rule. Demi-Gods can perform feats of power well beyond that of any living creature. Demi-Gods can create earthquakes, firestorms, and tsunami's with little effort. This race of people are also never limited to a single place at once. They can create several forms of themselves, allowing to be in more than one place at once. Their power is seemingly unlimited, making this race of people ostensibly unkillable.Habitat:Strangely, all the Demi-Gods inhabit only one world (whether by choice or an inability to leave), chosing to stick together on one plane of existance. They have split this world amongst themselves, though often argue and cause massive wars between the world's populace over territory disputes. Despite having territories, Demi-Gods have no definite home on the world they inhabit.Social Structure and Personality:Powerful as they are, the world's populace choose to worship the Demi-Gods, as to not provoke their anger. The Demi-Gods revel in their glorification, always demanding more praise, and new ways to praise them. Different Demi-Gods ask for different things, such as temples, or blood sacrifice. Demi-Gods are fickle beings, breaking and forming alliances from one moment to the next. Little arguements between them can spark massive wars between their followers, leaving millions dead. Often, when the Demi-Gods are bored, they will torture a populace by inflicting pestilence and natural disasters upon hapless victims. They view these instances of destruction as games, and will care nothing for the thousands or millions they leave dead, or the grief and suffering of the still living.Elementals    Physical Appearance:Since Elementals have no definite shape, face, or form their actual appearances are generally that of something similar to the element of its holder. Such as with fire, it may simply be a spark, a hot spot or a Salamander. Water may be a cold spot, a ripple in the water, or an Undine. Air may be a calming breeze or a Sylph. And Earth could be a strong earthy scent or perhaps a Gnome. Elementals in their purest form are pure life energy. Traits and Abilities:Elementals are known for their abilities to calm one’s heart and clear one’s mind. They are gentle and caring, always wanting to help. All help in protecting and nourishing the planet. Elementals are rarely seen by any race and because of this the extent of their abilities is unknown. Though it is easy to see that Elementals are loving beings. Habitat:]Elementals will generally reside in a location best suited to their own element. Fire Elementals may reside in hot climate areas or perhaps areas near volcanoes. Water Elementals may reside near seas or lakes. Air Elementals may reside in spacious locations with pure air, and not a place where air is thin like mountain tops. Earth Elementals may reside in places similar to Air, as long as the area is lush in vegetation. Social Structure and Personality:Since Elementals are pure energy and invisible to most races, there is no need for a social structure. Elementals normally alone and thus have no reason to have a social structure of any kind. SpiritsPhysical Appearance:Spirits, or ghosts, will always take the appearance they once held before they died. Depending on the energy that they can withdraw from the atmosphere, they may be seen as full solid figures or as faint, transparent beings. They are better able to draw energy from their original residence, and as a result are more common to appear “solid.”
These beings are always remnants of their past selves in their pure essence; therefore, their body cannot become reanimated once they are spirits. Reanimation entombs, taints, and weakens the spirit of a body to the point where manifestation after the reanimated corpse decays or loses their secondary animation (in essence, dies again) is impossible. Traits and Abilities:Spirits’ abilities are based primarily on the energy that is available for use as well as their cause of death. They are able to manifest entirely at will, as well as travel through solid objects with ease. Those that suffered violent, premature deaths often have excess energy reserves carried over from their life to their afterlife, often in the form of severe anger, regret, or sorrow. These forms have a better capability to pick up and potentially launch items, especially if they are near their birth or death location.
A spirit is almost entirely a mute being; the amount of energy it takes for them to produce audible speech far exceeds that which is normally available. If they are near sources of great energy and power, they may be able to produce a few sounds, but the living will often interpret these as unintelligible mumbles and murmurs, if they hear them at all. However, communication between them and the living may resort to nonverbal styles. Habitat:Spirits quite often take residence in the place where they died. Occasionally, they may return to their childhood home, but more often than not, they remain in the form and location they perished. Occasionally, they may “possess” an object that was closely associated with them, such as a chair or a weapon, but it is more common to see them in their usual forms when they do manifest. Those attached to certain objects are very rarely seen far away from that object, especially if it remains stagnant like a home or building. Social Structure and Personality:There is not much social structure to the after-world. However, the traits that those had alive often carry on after they have died. Child spirits are often playful, shy, and submissive, while older spirits can carry a range from dominant, dictatorial behavior to timid and quiet, depending on their living personality. If there is more than one spirit occupying a space, a hierarchy is quickly established, often with the most aggressive spirit in command, and the others subservient in nearly every aspect. Otherwise, spirits are usually solitary.
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Posted: Sat Jun 25, 2011 8:59 am
 BellshadesPhysical Appearance:Bellshades are known as 'blood-faries' or 'winged death' because of the circumstances at which they are first seen. They stand no more than 20cm tall and are usually found hanging around someone that is soon to die. Bellshades do not cause death but something about a fated person draws them close, even if up until the point of death a person is healthy.
These little faries are usually female and slight in frame. They tend to have pale skin but black hair and often black or dark red irises. Their eyes are large, similar to those of a child and this gives the bellshade an air of innocence.
Bellshades tend to wear strangely ornate little dresses that it should be impossible to make. Often sporting designs that include webs, spiders or bats. These dresses are usually dark blacks and greys but the bottom layer, the parts hanging closest to the ground look as if they have been soaked in blood and this is where they get their name.
They are also likely to be seen with tear-streaked faces, though they cant possibly wear make-up it also seems that they have a black line running from each eye down their cheeks.
This type of fairy has four large (in relation to its body) wings that are very dragonfly-like, though the lower set are usually only half the size of the top. Traits and Abilities:As stated, the blood-faeries are drawn to those it believes will die and if one is seen close to a person it is an omen that his time has come. It is believed that if a person makes contact and manages to catch the bell-shade before she performs her magic on him, he may survive (though this his just rumor)
Bellshades fly extremely fast, every flap of their wings produces light and when in flight, the bellshades look like an air-borne luminescent sphere.
They have basic spell-casting abilities when alone, in times when more than one bellshade is together, their ability to be a multi-sourced conduit to mana allows them to harmonise and collectively cast much larger spells.
Bellshades are ethereal meaning they are made of mana in its awakened form and thus do not bleed or take normal injury. This being said, a bellshade thinks of its body as if it were a human and suffers and believes in the pain damage all the same, flicking them away or throwing things at them would likely cause them to fly away and cry for indeterminably long times. Habitat:Bellshades fall from one Sphere to the next, pulled from world to world through doors left open. They do not live inside any kind of structure and are most at home near the homes of spiders or in caves where they can whisper to their animal friends in futile hope for company. While it is not known if the animals understand them, it is clear that they do not get eaten by the spiders and they do not scare away bats.
If following a fated human, a bellshade may sleep in his house providing there is enough places to hide, if this is the case, a bellshade will live any where they can to be close to the person. Social Structure and Personality:In the time between their innate needs to be near people, bellshades live alone, completely separate from one another. It is only upon hearing their inner call and going to the same person may more than one of these 'winged deaths' paths cross. At such a point, both will acknowledge a each other's existence but in the days leading up to the person's death, they will not speak.
After the inner calling is ceased, all bellshades that had been close by go into a time of grieving, they are known to perform their farewell dance upon or around the grave of the departed or speak many words of fairy prayer before eventually one by one, departing back into their solitary lives. FaeriesPhysical Appearance:Fairies all come in different shapes and sizes, as they are shape-shifters, but most often they appear as diminutive and winged humans. Though they possess wings of different types, feathered or unfeathered, they do not use them to fly. They are able to levitate using magic. When they are not in this form however, they often take the form of smaller animals.Traits and Abilities:Fairies can shape into a variety of animals, including humans. They have a strong connection with magic, and use it to fly when in their miniature, winged form. Their magical abilities rival that of some of the more powerful human magi. Fairies also live long lives, up to two hundred years. Habitat:There are fairies of many different types, and thus fairies live in a variety of places. Some fairies may live in mountains, some in volcanic areas, while the greatest collection live in thick forested areas. They all however live in places where nature is still strong, far from the industrialization of man. Social Structure and Personality:Because of their long lives, fairies become easily bored. This drives them to perform mischievous acts upon many travelers and passerby, sometimes taking their pranks too far and causing deaths. While fairies seem to have no fear when performing these acts, they have a great fear of human magi, especially those with a great knowledge of fairies. If a mage comes to find out the true name of a fairy, he or she can summon the fairy at will, and force it to do his or her bidding. Fairies dread such an existence without freedom, and do their best to avoid any magi. As far as government goes, one is non-existent. Fairies normally group together in small villages and tribes, living amongst the animals in their natural habitat.LeshesPhysical Appearance:Leshes are magical tree-dwelling creatures, about the size of a human. Their skin is a noticeably pale green color, and their ears are pointed like those of an elf. Their eyes come in a wide variety of colors, with the most common being green, purple, and blue. Leshes are slender creatures, and typically have pointed chins. They like to keep their dark hair long, and often females will decorate their hair with flowers. The males sometimes weave vines through their hair, though it is not common. Leshes do not wear a large amount of clothing, choosing only to wear a simple loincloth made from items found in the forest for decency only. Traits and Abilities:Leshes magically live in trees. By using magic they break their bodies up, and a tree will absorb their essence. Leshes can easily use this ability to hide in a fight. Also by using magic, a Lesh can "possess" a tree, and control it. Despite their reliance on magic, Leshes are very athletic and often challenge each other to races. They can levitate as well, but prefer to walk, using levitation only to show off or as a flight response. Habitat:Leshes live in heavily forested areas, preferring a temperate climate. They try to avoid human and elf settlements, preferring to keep away from industrialized and civilized beings. Social Structure and Personality:Leshes are very shy creatures, and will disappear into a tree or run off at the sight of another person. Many have a mischievous personality as well, however, and will frequently try to scare a lone traveler by possessing a tree. There are not many Leshes in the world, and thus they do not have a government system. Leshes lack any concept of family, and offspring think no more of their parents than any other Lesh, and vice versa. Children will usually travel away from their parents to another forest, or if it is large enough, a different section of the forest. This is not to say Leshes do not befriend each other. Should two Leshes inhabit the same area of a forest they will usually bond and become good friends. Redcaps Physical Appearance:Redcaps are often depicted as grotesque creatures. The most common form is that of the old man, with greying hair and sharp claws. It appears as though that the old man is not the only form. There have also been reports on a female version of equal grotesqueness. For females the form appears to be that of an elderly woman with long, dark grey hair that typically reaches the waist. She also has noticeable claws. Both are short and slightly cubby in stature. Both are also easily identified by their sharp tongue and seemingly glowing red eyes. All Redcaps as the name depicts wear red caps of some style, though it differs for each gender. Seeing one of those is more often than not a very bad sign.Traits and Abilities:Redcaps are feared greatly due to the ‘myth’ that the red caps they wear are soaked in the blood of their latest victim. Whether this is true or not is unknown. Redcaps do not interact with other beings, even on the slightest degree. The caps may simply have been dyed, and the Redcaps have not corrected anyone because the fear gives people a reason not to interact with them. What is little IS known about the Recaps is that they are masters with their weapons and are not afraid to use them. Despite their stout stature they are excellent fighters. No females have been reported to fight but that does not mean that they don’t.Habitat:Generally Redcaps tend to sleep in old buildings, but they are Nomads. They need to keep moving where there is easy prey and few opponents. It seems as though Redcaps dislike harsh climates but that is still unknown to due lack of interaction of the Redcaps part. It is still unclear how large their range is. They are commonly seen is forest terrain.Social Structure and Personality:Redcaps aren’t known for having any permanent social structure. In fact, they hardly ever group. Redcaps are nomads; leaders of their own lives. Death would surely come to anyone who tries to diminish that idea. It is still unclear how Redcaps interact with others of their own kind, if they interact at all.SpritesPhysical Appearance:Sprites are extremely small; able to fit in the palm of a small human child. They are closely related to Fairies though they have a few differences. Sprites are colorful creatures; dark colors aside from hair are not usually seen on Sprites, unless they are in mourning, where they will then cover themselves in black and wear dark red rose petals.
Sprites are pale skinned. Although they love the sun they would rather be in the shade. Skin can range from a light blue, green and even purple. Hair styles also vary from long to short, straight and curly, and can come in a multitude of coloring including red, an orangey color, brown blue, purple, black and even green. Most Sprites decorate their hair with small flowers or ribbons. Sprites have also been known to mimic their surroundings. A Sprite living in a wooded area may have brown hair and green skin, etc. They’re eyes are large and sparkling. Eye color comes in the same immense variety as they’re hair. Many say that that a Sprites’ eyes are one of their most beautiful features.
Clothing for Sprites varies with location and personality. They more often use soft materials and almost all clothing incorporates ribbons. Sprites have also been known to wear petals from larger flowers at skirts. Sprites always love sparkly and shiny things and have been known to wear such things in their hair.
Sprites also don’t typically wear white. They may wear a white flower in their hair but actually wearing white clothing is extremely rare. It is believed that this is a sign of respect to the Higher Sprites, who only wear white. Higher Sprites are said to be pure and they have pale skin, even paler then regular Sprites giving them an almost ghostly appearance though they are elegant. Higher Sprites also have long, white hair. The only color on Higher Sprites is their eye color.
Another feature that Sprites hold are wings. They’re wing appear small and fragile but actuality they are strong. Wings typically match eye color and Higher Sprites wings are white as well as being noticeably larger. Traits and Abilities:Since Higher Sprites rarely venture out of their mountainous home the full extent of their abilities is unknown. It is known though, that they can confuse any unwanted guest. The Sprites’ confuse the intruder just enough for them to forget their location and and/or why they were there to begin with. All Sprites are generous and kind. Whenever they see someone wounded, they take the time to heal them. Although Sprites are incredibly small, they have strong healing abilities. They are also good flyers. Not only can they fly at alarming speeds but they can also reach extreme heights. Since the Higher Sprites live high in the mountains, all the other Sprites have become used to breathing with little oxygen; since they tend to visit they’re original hoe often. Sprites are typically all female. No male Sprites have been reported. Also, Sprites are social creatures. If they don’t live with someone of another race, they will search for another of their own kind. Groups are usually no less than three. Habitat:These creatures can survive almost anywhere where there is life. They are almost seen as protectors and feel obligated to live where others do. They adapt well to their surroundings, needing little. Other races may shelter a Sprite if they manage to become close. Higher Sprites live in pockets high in the mountains. Most would see a bare, empty landscape, but when one enters the higher Sprites’ domain, they are greeted with lush greenery. The secret home for the Higher Sprites is most likely for protective purposes. Social Structure and Personality:Although Sprites live in various locations and in various numbers, all can be called in an instant if need be. Sprites are ruled by the Higher Sprites. These Sprites are pure and wear only white. Unlike most social structures, with only a few in power, Higher Sprites range around one hundred. Though this race is kind, they will defend their loved ones. Sprites never kill; they merely lock the threat away. This race doesn’t fight with weapons though, their sheer numbers are usually enough. Other races don’t typically threaten a Sprite since it is considered a taboo.
Sprites don’t normally speak. They are quiet and shy. Among themselves, it is believed that they can communicate mentally, since they seem to automatically understand each other. When a Sprit does speak to someone outside their own race, it is considered a sign of deep trust and love. Their voices are soft and are said to be melodious. Sprits appear to know many languages or learn quickly from quiet observation.
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Posted: Sat Jun 25, 2011 9:00 am
 ChimeraPhysical Appearance:These reanimated creatures are beings that have been put together using several different races. Combinations range in the hundreds to thousands. Sometimes, they can be ‘put together’ using several different bodies of the same race. Or just the same they can be varied. Because Chimeras are different pieces there is no way to accurately give a description that applies to all Chimera. In fact, the only thing that can be commonly be said about this race is their eyes. All are dull with white irises. Although they appear blind, they are fully capable of seeing in light. In the dark their vision becomes useless. Traits and Abilities:Chimeras are able to learn different things such as speech and personalities through observations. This process is slow and may take longer than the body can survive. Depending on the time spent by the creator and the quality of the Chimera itself, it may hold a small dialogue if they were given vocal chords. If not, a Chimera may simply allow its mouth to hang open. Since Chimeras are different pieces, the reanimated will take on the abilities and strengths of its ‘donator’. This can be useful for manual labor. Caution should be taken around strong Chimeras. If they had not been taught how to control their abilities they may hurt themselves or others accidently. This race can me ‘put together’ with either magic or the old fashion way of being sewn together. Sewing is not only time consuming but must be done correctly, or else the Chimera will quite literally fall apart. Even done correctly, sewing slightly restricts movement or the sinews will rip. Binding them magically, is not only quicker but it allows for more able movement without worry. Habitat:Since Chimeras are created, they usually stay at the location of creation. If the Chimera was created though biological means, then a hot location would mean the quick decomposition of the body and its organs. As a result, most biological Chimeras are found in cold locations, as to slow the decomposition. If the Chimera was created through magical means, then usually there is a spell to preserve the body. That allows magically created Chimeras to live in almost any location. Social Structure and Personality:As mentioned, Chimeras have the ability to observe and learn. This process is extremely slow if it occurs at all. Some creators would prefer a dull minded follower. Those that do manage a personality usually take on the habits and traits of those around them. Stronger concepts like loyalty, love, and hate are too complex for Chimeras. Since this race is created, they are primarily submissive. They are not able to live and function on their own.Eidolons Eidolons are inanimate forms brought to some imitation of life. There are two types of Eidolon and these types only differ on how they are sustained. The first is created for a purpose and will exist until that purpose is completed and then will fall apart. The second is bound to their creator and will only die when either they are disposed of or when their creator dies. Physical Appearance:Every Eidolon varies in appearance, some are statues brought to life, beings of bronze or stone. They usually break joints in movement but are held together with mana so that limbs do not fall off.
Occasionally through some reason or another, a creator will create an Eidolon from a less dense material such as sand, or clay. These Eidolons have the ability to bend and flex, take damage and reform. A strange side effect of these more mailable forms is that the Eidolon can mimic emotional expressions.
Often Eidolons will stand deathly still and can hide among other inanimate statues in order to conceal their identities. This allows them to get close to their targets with ease but they have the disadvantage that they often creak clang and crash with their movement.Traits and Abilities:The Eidolons have either clunky movement as with the case of solid statue forms or with fluid human-like movement as with the case of the soft-form created Shapes.
The solid-form Eidolons tend to lack personality or anything human other than the shape of the statue that they inhabit. They are able to cast basic spells usually in the form of defensive shields that allow them to fall over great distances or to deflect spell fire.
The soft-form Eidolons have the ability to move much faster and more fluidly. They look almost human and move humanly with facial expressions and personality. The one thing that they don't always remember is that though they may move with the grace of a human, they don't actually have the weight advantage of one, for example; An eidolon might be able to jump onto a tree branch with a good amount of dexterity but upon landing on the branch, they would smash through the branch and possibly the rest of the tree bringing it interferingly to the ground.
These soft-form Eidolons tend to have a little more in mana casting abilities but still far from a fully fledged magi.
The thing an Eidolon does not always think of but should always be noted is that the existence of the Eidolon is temporal. It only exists until its purpose is fulfilled. If their master is killed or their purpose is fulfilled, they will cease to exist.
Usually part of them glows with the raw Mana that is their life source, be it their eyes or a 'heart'. They do not need to be 'whole', a leg missing wouldn't be noticed bar the hindrance it caused. Habitat:Eidolons fulfill roles and thus must exist where they are put. Usually their masters are outcast, a good percentage of them are Liches and thus live in caves, tombs, dungeons, somewhere remote and dark. The Eidolons exist to move things back and forth, to do slave work, to do anything that their masters will.
When their masters see fit, an army of Eidolons is raised and they storm into what ever it is they wish to control. The eidolons will relentlessly march for as long as it takes until they reach their destination. Social Structure and Personality:Many of the Eidolons created to fulfill a purpose do not encompass a personality but instead are given an internal set of rules which govern their actions. Many can't talk and most of those that can are set with certain responses. This means that for a large amount of Eidolons never have contact with each other or other races. The few that have been given personality may develop conversational skills and a minute few of the soft-form Eidolons may even develop personality.
There are no ranks between Eidolons and if one determines another is getting in the way of its mission, the Eidolon will remove any obstacle in order to enable their job to move forward without being stopped. LichesPhysical Appearance:Liches (singular Lich, Liche) are a type of reanimated undead; thus, obviously, they are no longer alive and no longer eligible to become a spirit. A lich may be comparable to, but is not similar to, a zombie. Yes, they are “dead,” and yes, they may have their original (albeit decaying) bodies, but unlike zombies, a lich retains his or her intelligence and independence, thus rendering them much more dangerous.
Their living forms were often those of great power or influence in life, quite often a magician practicing dark magic or a very powerful king. As a result, often their bodies are their original ones in life. When seeing them, they are obviously dead or have died recently, as their bodies do not contain the warmth they once had; instead they decay just as any flesh would do. That is why sometimes they appear as reanimated skeletons, often with every function of speech and cognition retained, as well as their power and magic while they had while living. However, should the magician practice phylactery, or the process of sealing a soul within an object, there may be several bodies that the lich may pass through. For instance, if one is destroyed, the lich may find (or create, if the need arises) a new one and transfer the phylactery to the new body. Therefore, their appearance may vary depending on stage of decomposition, but their one common trait is obvious: they have been touched by physical death. Traits and Abilities:A lich retains their intelligence, and as a result the use of their powers, which helps them speak, stand, and refrain from falling to pieces without the trace of ligaments or other vital tissues or fluids. Because it takes very powerful black magic to become a lich, they are often very powerful and very ambitious to remain in power long after they have “died.” With a phylactery, they have the potential to live even longer and become even more powerful as time goes on, since their learning functions have not degraded. Also with phylactery comes the practice and eventual mastery of possession. Often, the transfer of the soul from one body to another is relatively slow, but with the proper practice, a body can be taken over within seconds of touching a lich’s phylactery.
They also retain the ability to be quite difficult to destroy. More of a trait than an ability, a lich may only be destroyed through the primary destruction of the phylactery (which is often a pendant, ring, jewel, staff, or other thing that may be easily carried with them at all times) and secondary destruction of the body. This can be very difficult, since a lich will do anything and everything to protect their phylactery from being touched and handled in any way that could potentially release their soul and thus cost them their dream of immortality. Habitat:A lich quite often lives in solitude if he is not in power or at the top of a social structure if (s)he is. There is no in-between for these creatures. Because they are able to carry their spirit with them, they have the ability to move to several new places and exert their powers and influences there to take over, or they may become reclusive for a few hundred years, practicing and perfecting their dark arts on poor unsuspecting creatures before using them to gain their power. Quite often, they will be found in very concealed caves hidden deep within a forest, deep under water, or high in the mountains, often nearby a very small town, but not always. The ones in power have the chance to be migratory, taking over one place after another, or may be settled in the castle they were born and raised and still rule their land with an iron (albeit bony) fist. Social Structure and Personality:These creatures, as mentioned before, do not like to not be in power. They are very ambitious, evident by their resiliency and desire for immortality. If they are not alone, they quite often are seen at the head of a massive horde of zombies and various other lesser undead, more likely than not raised by their own hand. Their rule over the undead is through power and a twisted kind of respect, whereas their rule over the living is through power and sheer terror. They are quick to abolish any hints of rebellion.
If they come to power (or if they were in power) over a kingdom, they have the ability to turn the inhabitants into zombies themselves, though if they were in their right mind to think of it, they would benefit from keeping a few of them alive to continue the lineage (and supply) of living to turn into the undead, as once zombies rot and decompose, unless the proper spell is mastered, they cannot be restored. The Vyre (The Vyre) Physical Appearance:The vyre are cursed and outcast angels. They have had their wings torn and have become entirely physical beings. They have red eyes but their hair can still range from white, through all shades of grey to black. They were cast out because of disagreeing with the angels and for sinking Nihility into the abyss. Instead of living off the very flow of energy that the ethereal angels do, the vyre are curse to have to live off of the very essence of living things (the ones they care for so much), for this they can either be near a creature and by proxy steal life (though this isn't very sustaining to a single Vyre, let alone many) or can take like directly through it's blood.
In clothing, the vyre wear very formal clothing, (use Victorian references for the design) as this is custom on the world that they had been hiding on, though recently they were chased onto a forest world and materials have been scarce. Though they retain their formal way of dress, they now use materials found in forests, hide of animals, leaves and vines etc. Traits and Abilities:The Vyre can sense with great accuracy any living animal or plant. Without sight or sound of their prey, they can hunt blind. They move without producing noise, this is partially because of their naturally smooth and fluid motion but in part because of a field of distortion that all Vyre carry as a result of their curse. This same distortion stops them from being sensed even with Mana-sight along with stopping the vyre themselves being able to take energy straight from the static Mana that surrounds them in the air.
Unlike their angelic kin, the Vyre have no ability to control Mana which is likely because of the distortion field that surrounds them.
Wile in their current bound bodies, the Vyre cannot fly because of their lack of wings, they are not strong but are extremely fast and their bodies repair damage just as they would if still ethereal like the angels. They also have great speed and a good ability to jump much higher than a human of the same size would be able to.
Lacking Mana control to defend themselves, the Vyre resorted to using mundane weapons and quickly mastered techniques with many blades, the most deadly being the 'Ark-or' a knife-like weapon that is bound to the end of a 3 meter long whip.Habitat:The Vyre are vagrants in search of survival and redemption. Knowing that chance for the latter depends on their survival, the Vyre's core aim is to survive long enough to see the time that they may take their chance to fight back. They settle on any sphere that is habitable providing it is not frequented by the angels.
Recently, they lived hidden within a human city controlled by one of the many courts. They took refuge with a guild of shadows that promised to hide their identity in return for the Vyre assisting them. They learned many things from these guild members and picked up many abilities to fight physically without any form of Mana assistance. They gathered materials before suddenly vanishing one day through a hole in the void. A day later the guild was torn apart by the angels when the members refused to give up information of the Vyre. They now reside on a world of dense jungle. Where trees are mile high, the Vyre chose to stay close to the jungle floor where light is scarce and where sentient species rarely frequent in hopes that their presence doesn't attract attention.
Though the Vyre are against killing, since having been removed from the mana-stream, they need to take Mana from food. The problem with this process is that the killing of food solidifies the Awakened Mana that is in the form of 'life force' thus destroying any potential gain for the Vyre. They must consume a being as it lives to drain the life force from them, this is most commonly done through blood draining.Social Structure and Personality:It is said that the Vyre have no social structure that every being lives for himself and thus why they are so dangerous though this isn't the case. The Vyre possess a secret only their enemies know.
Before they were cast out, some of the (soon to be) Vyre managed to gain entrance to the Tetrarch, the place where the sleeping Voice of God reside. Here, one of them removed one of the four arch angels but was spotted. In a struggle, the guard was subdued and placed onto the bed which the Voice once slept in. Instantly the guard went into a deep sleep and started uttering just as the Voice had been doing.
Under the distracting cover of the ensuing war, the Vyre stole the Voice and managed to escape back to the others but they were caught. At the time all angels looked similar and the Voice among the rebels went unnoticed. They were all cursed and changed, even the Voice suffered the effects, they were then cast out.
The Vyre now have possession of one of the four Voices of god. She looks just as they do and she has retained some of her ability to hear his wishes. What the Vyre now know from her could change their existence once again if they can regain a position of power.
Because of their Valuable information giver, the Vyre have employed a master plan of misinformation and secrecy in protecting her. Some times a member of the Vyre is 'cast-out' to cross worlds to find information or to lead the angels away while the rest of the clan continue to gain information.
She is their leader but would not consider herself so. She has a small body guard that the rest of the Vyre listen to, beyond that there is no structure. Her word is truth, their orders are law. Dissenters are cast out.ZombiesPhysical Appearance:Zombies are similar to liches in certain aspects, but almost always perish or are destroyed much easier once their tissues have all degraded or been destroyed. Their posture usually reflects their intelligence, and their intelligence can vary with the factor that reanimated them (magical or biological).
Magically spawned zombies have a tendency to be remarkably strategic and intelligent up to a point, or astoundingly stupid, depending on the spell used to raise them and the magician’s or caster’s purpose for them. For instance, if they need them for manual labor, a simplistic mind with the knowledge about the thing that they were resurrected for would be preferable. If they’re used as foot soldiers, all that is really needed is a distinction of who is an ally and who is an enemy. Anything extra that they know how to do is at the discretion and skill of the caster.
Biologically resurrected zombies are very possible, and the viral strain for these creatures exists for both flora and fauna, sometimes crossing the species and racial boundaries. It is a very rapidly mutating virus, able to take over whom it wishes when it wishes. It also has the ability to lie dormant for years, only causing the host to become “zombified” if the right conditions are met. There is no known cure, though with the right magic, the virus can be made dormant for the remainder of the hosts’ life. However, the body must be destroyed either at or shortly before the actual death in order to permanently be rid of the virus and completely hinder its abilities to resurrect the now-dead host. The symptoms are very recognizable, often with dullness or change in eye color, decreased appetite, and gradually cessation of all functions of life. Traits and Abilities:Zombies have abilities based on their resurrection methods. Not all of them hunger for the flesh of others; in fact, most do not bite to feast, but rather bite to infect and transfer the virus or spell into their victim (though they do eat every now and again). The infection can also be transferred through ingestion of an infected plant or being (incidental or otherwise) or through scratches by nails or thorns.
Magically resurrected zombies have the potential and ability to perform magical spells should the caster that woke them up see the need for them to have that power. It is much easier for them to perform such spells in an area that offers a great amount of released mana, but regardless, they will perform simple spells if given the ability to do so. Regardless of their method of resurrection, however, zombies still retain the ability to speak until their vocal cords degrade (about two to three weeks, depending on the species). After that point, they need magical aid to speak again. Habitat:Zombies reside where they died, where they were resurrected, or where they were transferred either by their own feet and will or by orders. The virus is very isolated, but there have been occasional outbreaks and epidemics, which are very often quickly controlled by very powerful magicians and casters. Social Structure and Personality:Zombies prefer to play follow the leader. They are a subservient bunch and are not all that keen on making their own decisions unless they were alone to begin with. Often, a liche or other powerful mage will use them to do what is needed, such as foot soldiers or servants, though these are more often magically born. Viral zombies are rare, as inhabitants of the spheres do their best to keep those contained and very well controlled to prevent the virus from spreading.
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Posted: Sat Jun 25, 2011 9:01 am
 Lycans [The wolf-folk] Physical Appearance:Coming soon...Traits and Abilities:Coming soon...Habitat:Coming soon...Social Structure and Personality:Coming soon...Kissala [The cat-folk] Physical Appearance:Coming soon...Traits and Abilities:Coming soon...Habitat:Coming soon...Social Structure and Personality:Coming soon...Merfolk Physical Appearance:Like humans, Merfolk are diverse. While the Merfolk are often affiliated with Mermaids and Mermen, Merfolk are not simply restricted to the fish appearance. Many men take on shark traits such as razor teeth and fierce speed. Women also take on the traits of other aquatic animals such as the dolphin. This gives the Merfolk a strong diverse group. Hair, eyes and even skin colour tend to lean heavily on oceanic colours. Skin can range from green, grey, and a light blue. Hair can be an almost white blonde, a dark green, and black, as well as a deep blue. And eyes, which had adapted to life underwater, are generally darker colours like brown and black. Merfolk are easily amused and anything they find can become a new fashion statement to them. This may include coral for hairpieces or an aquatic flower for decoration. The most common clothing consists of tightly woven seaweed and/or shells.Traits and Abilities:Merfolk are more often than not, known for their laidback, whimsical demeanor. It is still unknown whether they are trained fighters. It is believed that certain aquatic animals have the ability to understand the Menfolk’s native tongue, which consists heavily on clicks and whistles. Because the Merfolk tend to avoid contact with other races, not much is known on all the abilities the Merfolk may hold.Habitat:Like most animals in the sea, Merfolk have to real permanent residence. Though they generally stay in the same area. Typically, Merfolk tend to stay next to rock formations or caves. Women often will sit upon with rocks and sunbathe. Men on the other hand seem to prefer staying underwater. Merfolk commonly reside where there is no local fishing. It may be simply for more food, or because Merfolk dislike seeing aquatic animals taken.Social Structure and Personality:There seems to be no real peaking order for Merfolk. Everyone plays upon the strengths of fellow Merfolk. They appear to be free floating; without a true leader. With their happy-go-lucky nature, there seems no real need for one. Merfolk also tend to avoid other races, and this may also contribute to the lack of leadership within the Merfolk. There is no need for a leader if they are not needed.Tokrin [The rabbit-folk]  Physical Appearance:The Tok'rin are taller than the average human and have both human and rabbit features in their faces, commonly they have rabbit ears that stand up vertically through strong cartilage, it is only through damage and age do their ears start to fall and sag. They have a fine hair covering all of their bodies that is lighter on their face / chests and the inside of their arms and legs. Fur colour ranges from pale brown, through oranges to dark browns. They have large eyes and rabbit-like button noses. They are a warrior people and fight with berserker style armour (little to no chest armour other than symbolic of aesthetic purpose, heavier armour on shoulders and wrists, armour below knees) that is either pristine or pretty badly damaged), other than their armour they wear light robes that are embroided with symbols of their heraldry. They have large legs that are a cross between rabbit and human allowing them extremely fast movement. They tend to carry duel swords or one large sword.Traits and Abilities:Coming soon...Habitat:Coming soon...Social Structure and Personality:Coming soon...Shape-shiftersPhysical Appearance:The shape shifters have have once been a purely human race and have for the most part retained human physical structure. Hair and eye colour differ as much as any other human race does though it is known that they can also take the appearance an animal or that of another human.
After years of shifting forms, a shape shifter may start to 'stick', this means that after prolonged stretches of time spent in another form, some physical traits remain after becoming human again. This can manifest in things such as animal ears protruding from the head even while in human form or animalistic styled eyes and thus vision also remaining. These features will also remain when taking the form of another animal (if a Shape shifter had continually spent time as a grey wolf then tried to become a red fox, the grey fur colouring might bleed through resulting in a grey fox).
Traits and Abilities:Shape shifters have the unconscious ability to transmute the very substance of their bodies, this manifests in the ability to change form at will. It is a strange trait that is both a hereditary ability yet it requires years of practice to master.
Before being able to take the form of anything, the shifter must understand understand how to control the intended shape. What this means is that the shifter must observe how the form moves, intercept its impulses, understand its senses, its motives and what is made up of. For example, if a shifter saw a bird and decided to jump from a cliff and copy the form of a bird without fully understanding its movement, the shifter would fail in simulating the movement and they would fall to their deaths.
The fastest way and only guaranteed method of getting this required information is to look into the target's eyes as it dies. The Shifter's telepathy collects all memories from the target as its life flickers away.
While in animal form, the animal's memory and instincts fight for control of the conscious state of mind of the shifter and the longer a shifter stays in this form, the stronger those instincts become and the stronger the will and instincts of the animal, the harder it becomes to shift back to their natural human form. Habitat:Shape shifters hide within human societies and have no 'home world' to speak of. They live natural lives for th most part. Social Structure and Personality:It is rare that Shape shifters come in contact with each other and thus they have no seperate race independant social structure or hirearchy. Instead they adapt to live within the social structures of other humans.
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