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Posted: Sun Oct 11, 2015 9:12 pm
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Posted: Sun Oct 11, 2015 9:13 pm
  Arachnes are known as pests or semesters, hiding everywhere in Minevica. Said to have been made by a witch, they are half spider from the waist down in most circumstances standing 6-7 feet tall on hairy legs and supported by a hardened abdomen. An odd feature of the arachne is that they can transform from either looking moderately elf or human like with wider hips or turning into a giant spider with a voice and hair reflecting on the arachne (long hair=long hair on a spider). But their downfall is the inability to hide their eight eyes forcing them to take drastic measures to hide the eyes, hoods hats, and hair are common though some might try ripping them out. Though the arachne trademark is their webs; no matter what form arachne can make a strong silk like web, though the methods vary for what form they take. In the 'human' form they use magic to pull it through finger/toenails or the hands and feet as a whole if they excel in that specific art. In the halfway form and true spider form they produce silk much faster and do it as spider naturally do. Arachne are known for using magic, learning the art to help in learning silk spinning. And rouge arachne are specifically renowned for trapping people and mugging them. Though they're known for magic, arachne are infamously terrified of fire and smoke, going on rampages to escape from the area and even abandoning children or spouses. They are also known to avoid contact as a whole with anyone, and when confronted to show extreme anxiety and use avoidance techniques.  Aasimars are humans that boast an angelic dalliance somewhere in their family tree. They bear the mark of their celestial touch through many different physical features that are often varied from individual to individual. Nearly all are uncommonly beautiful and still, and significantly taller than humans as well. Some may even look like regular humans except for some minor physical trait that reveals their unusual heritage. Typical Aasimar features include hair that shines like metal, jewel-toned eyes, lustrous skin color, even glowing, golden halos. Aasimar heritage can lie dormant for generations, only to appear suddenly in the child of two apparently human parents. They can live for centuries, perhaps longer still, but are by no means immortal. They often do not quite feel at home in human society and feel the pull of some greater destiny. Most find themselves drawn to those elements of society that work for the redress of injustice and the assuagement of suffering. Due to their angelic nature most Aasimars value honor, valor, protection, healing, and refuge, or simple and prosaic faiths of home, community, and family. Some also follow the paths of art, music, and lore, finding truth and wisdom in beauty and learning. Most societies interpret their births as good omens, though it must be acknowledged that some Aasimars take advantage of the reputation of their kind, brutally subverting the expectations of others with acts of terrifying cruelty or abject venality. Thankfully, these few are the exception and not the rule. Good aligned Aasimar are always to first to root them out as evil Aasimar are considered betrayers to their own ancestors. Overall they get on well with other half breeds who share a similar not-quite-human marginal status, though their relations are often less cordial with those who have little to no patience for aasimars' overly pretty words and faces. Aasimars are most common and most comfortable in human communities however. This is especially true of those whose lineage is more distant and who bear only faint marks of their heavenly ancestry. Of the other genteel races they hold little opinion of them, since they have little history of persecuting Aasimar but neither did they have a history of befriending them. Demons, fiends and the undead, on the other hand, are their polar opposite and Aasimars' angelic nature compels them to work tirelessly to obliterate such dangerous beings.  Avians are human like with the exception of two large wings on their back. These wings are strong and fully functional, capable of carrying an avian as high as they desire. They can also come in different colors ranging from whites, browns, blacks, and some even have a bit of color to them. Their wing color usually matches their hair color. When in close combat, using their wings is difficult. They also need space to fly, as their wings are large and don't work well in tight spaces.
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Posted: Sun Oct 11, 2015 9:14 pm
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Posted: Sun Oct 11, 2015 9:15 pm
Centaurs have the torso and head of a human but the lower body of a horse. They usually keep to themselves in herds. In the past, others have tried to enslave these creatures to use as mounts, especially in times of war. Because of this, Centaurs are generally suspicious of other races. They make great warriors, being able to charge at their enemies while effectively wielding a weapon. Centaurs will often use spears, long swords, and archery. Centaurs are usually proud and stubborn creatures.
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Posted: Sun Oct 11, 2015 9:16 pm
The Daeva are a rare but not unknown species that inhabit Minevica. They mostly reside on a plane outside of the mortal world, and live among the primordial chaos of magic and darkness. Most often a Daeva represents both Darkness, and Light. This is because most other creatures view them as a type of demon, but much of their power has to do with fire. Many Daeva have been the cause of pain and suffering, but this is only because of a Daeva's host. Since they do not have a physical body they merge with a mortal to live amongst humanity until that host dies. They do not take control of the body; nor do they try to influence the users actions in any way, but they share their powers and past knowledge with the host and simply observe the actions of the creature. Most Daeva's tend to live for extremely long periods of time, and are considered immortal by most scholars. They can indeed die though, and their deaths have dwindled their population over the centuries because they appear to be unable to reproduce. Since a Daeva needs a host in the mortal plane there have been many different descriptions of how they look and what their attributes are. For the most part, a Daeva remains how it's host looked when they merge together, but a part of the daeva's true form is always added to their features. This can be claws, wing, spines, scales, or even tails. When a mortal is merged with a Daeva they go through a "rebirth". This rebirth nearly completely remakes the host down to the anatomical level, and beyond that to their very soul. As they are remade their essence and that of the Daeva's are woven together till there is simply only one being present. The newly born Daeva in the mortal realm contains all the knowledge of previous hosts, albeit in broken and often incomprehensible gibberish. They retain most of their own memories, though there has been times of amnesia caused by the tremendous stress put on the host when undergoing this transformation. Most of the hosts previous abilities and powers are erased and replaced with the powers of a Daeva, but skills and abilities they were not born with but learned can often still be used after the rebirth. Daeva most often are seen taking human's as hosts, because of their short lifespans when they transform and live much longer then their brethren the turmoil and experiences brought on by this longevity are incredibly interesting to the Daeva. There have been cases of other races becoming Daeva as well, but to a much lesser degree as the max age of the race increases. When a Daeva dies the original Daeva's essence brings them back into the realm in which they reside, and then, for unknown reasons they repeat the process by taking a host themselves. A Daeva usually can perform types of Blood Magic, and has a deep connection to the element of Fire, allowing them to generate and manipulate it to their will. Other powers are increased strength and speed, and even telekinesis to an extent. The longer a Daeva lives the more powerful it becomes with it's skills and abilities, making the elder ones dangerous opponents to face. These creatures come from people who either have been freshly dead, or very close to dying. When a powerful demon or witch comes across a soul nearly dead, they breathe a sliver of their immortality into their victims. The newly made darkling is forced subservient by their maker. Only when their maker verbally releases them, are they free. Many makers teach their darklings basic black magic. The darkling does not appear to age after being made and may live up to one hundred years. The darkling is bent to their master’s will and will usually have the endurance of a human, but with experience comes more endurance. Very tricky creatures. They love to torment others. Demons feed off of the fear and anguish they cause. Many are older than five hundred years. Since they live this long, their intelligence is very high. They use a wide variety of spells, old magic, and curses. Using magic can be taxing on the demon. The older the demon, the more endurance they possess.  The Draconian is one with dragon blood in them. They are not pure, but do retain some of the old dragon magic, most commonly element wielding in the form of fire, earth, water, wind, cosmic, or lightning. Draconians take much time to develop these skills. The higher the blood percentage, the easier these skills will come. A draconian cannot turn into a dragon. Dragons at this point in time are extinct. A draconian will have a dragon's mark on them. It's like a fingerprint, as each of them are unique. The mark looks like a tattoo and is always a part of them. A draconian's lifespan is the same as the average human's. Amethyst blocks most of their supernatural potential.  Drow is a sub-race of elves that turned to the dark arts ages ago. They have dark skin and live underground in matriarchal societies. Ruthless and fearsome, drow are known to murder their competition with both weapons and magic. Like elves, they considered highly intelligent and agile, and live very long lives.They are weakened by holy magic, and are blinded by bright sunlight. Some of their magic may disintegrate in sunlight.  Stubborn and proud, dwarfs are a subterranean race, whose civilizations are deep within mountains. Though not as long lived as elves or werecreatures, dwarfs are known to be hearty and tough. Miners, craftsmen and soldiers by and large, dwarfs are not often seen outside of their vast underground cities and mountain holds. Unlike many races of the world, dwarfs are not naturally magical and in fact are distrustful of witches and other such magical creatures, instead, a dwarf who is particularly adept at handling magic does so by crafting runes and then empowering weapons with those runes. Chances are good, if you hold a magical weapon, it was made by a dwarf. Because of the way it manifests, dwarfs are particularly vulnerable to casters of raw magic, like demons and witches. They also suffer from "gold fever", a mental affliction that effects dwarfs to varying degrees, causing them to lose concentration in the presence of vast amounts of wealth.
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Posted: Sun Oct 11, 2015 9:17 pm
Elves are shorter and slimmer than the average human, but are also stronger. They are often beautiful people. They are much more agile and more intelligent than humans since they live longer. They build their villages deep within forests to reduce outside exposure. Elves are known for their master craftsmanship. They will not use a weapon that is not elven crafted if given the choice. Their weapon of choice is usually a bow or sword. They usually only specialize in one thing. They become incredibly good at their discipline of choice, but greatly lack in other disciplines.  Empaths are usually known as people of healing. Using their abilities to sooth and calm those around them they can often be found doing the work of spiritual healers and councilors where they use their ability to take away the emotion pain of others and even use their empathetic connection to create illusions to help the person move on. Due to their sensitivity to emotions however empaths can often be easily manipulated. In such cases they are often used for torture methods by twisting the victim’s emotions to extract information the extreme emotional distress enough to cause them physical pain. Empath’s can sense when a person is lying to them by the waves length of the emotions connected to the lie, this skill makes them highly coveted for interrogation.
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Posted: Sun Oct 11, 2015 9:18 pm
Fairies are normally small creatures that live in wooded areas, away from people. They are also called pixies and Fae. Fairies usually stand between five and eight inches tall. They have delicate wings and high pitched voices that normal people cannot understand. These fairies can turn into a larger human form if they desire. This form has no wings. Fairies have an ability that is unique to them or their family. This ability can be just about anything. Fae are allergic to iron. It will burn them if it touches their skin. Since their wings are so delicate, you can catch a fairy by its wings. When they are in their pixie form, they have to have the available space to turn into their human form. Otherwise, they are trapped as a pixie.
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Posted: Sun Oct 11, 2015 9:19 pm
A ghost is someone who held on to the physical world at the time of their death. It is said that ghosts exist because they have unfinished business. This can be the case. A ghost may simply just not have felt ready for the afterlife. Ghosts have no physical form. Most humans cannot hear them. When a ghost screams, it might only be heard as a whisper. They have limited telekinesis. This ability becomes stronger with age after death. Ghosts cannot feel anything with the exception of their death which is relived once a moon cycle. Ghosts are bound to the location of their death. The distance they can travel from their place of death increases with age after death. They can be seen on occasion. This seems to be a random occurrence. Ghosts can be trapped by enchanted containers. A ghost will continue to exist until they are ready for the afterlife.  Griffins are a rare and proud sentient race that keep to themselves in an island North of Ithus. The waters between the continents are filled with raging whirlpools said to be formed shortly after trouble between the griffins and other races--only a griffin or a dragon can fly the expanse without tiring, but ever since griffins have been captured as cubs and 'tamed' into mounts for royals...griffins are seldom welcoming to outsiders, and even rarely, leave their island. Griffins seem to be a hybrid form of felines and avians; their hind quarters derive from lions and all sorts of feline beasts, whereas their front quarters and wings are from various species. It is said before they closed their home off to outsiders, that they were able to mimic the human form to the best of their shifting abilities, leaving their wings, tails, and claws/paws (though some say they can do human hands if they wanted) intact while the rest of them appears human. However regal griffins act, they do not have kings and queens. Everything is divided through alpha, omega, and beta categories, with the current strongest species in rule. Eagles, Hawks, and Falcons dominate the tallest mountains and the laws of the land. Ever proud, almost all griffins can trace their bloodlines and ancestry in the ancient tombs and caves of the lands, particularly eagles.
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Posted: Sun Oct 11, 2015 9:21 pm
Humans are the most common race in this world. They are adaptive, intelligent, and a little underestimated. A human can learn many useful skills. These include many forms of combat and weapon use. A human's imagination is probably their best quality. Humans have always dreamed big. Their dreams sometimes lead them to great things. Most great art has been come from humans. Human blood is the most common food for vampires. Humans are great for making vampires, were-creatures, darklings, or just about anything. Their lack of magical abilities makes their transition to something more less troublesome than creatures that already have a magical predisposition. Humans are usually easy to kill. They are slow and this makes them a favored prey of races that need to feed on blood, energy, or make more of themselves by turning them.
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Posted: Sun Oct 11, 2015 9:22 pm
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Posted: Sun Oct 11, 2015 9:26 pm
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Posted: Sun Oct 11, 2015 9:29 pm
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Posted: Sun Oct 11, 2015 9:30 pm
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Posted: Sun Oct 11, 2015 9:31 pm
  In the water the bottom half of their torso tapers into a strong tail that can propel them through the water at great speeds. This tail is covered in scales and ends in a tail fin. Mermaid tails come in a wide range of colors. The mermaid's hair usually matches these colors. Mermaids have the ability to sing in a way that charms those that are attracted to the mermaid. These charmed victims will then be subject to the mermaid's commands. This charm wears off in about an hour. The mermaid must be in water to use this ability. On land, their tail turns into legs. They cannot sing on land. They must stay well hydrated or they will risk dehydration. Mermaids cannot live very long without water. They will usually die in 4 hours once dehydrated. They often live in hidden underwater cities guarded by large squid creatures. Mermaids are always born female. A merman is created. Each mermaid is gifted with one kiss of breath. When a mermaid bestows their kiss to a human, this human will turn into a merman or in some cases a mermaid. The new merman/maid will then have all the abilities of a born mermaid but they will not be able to bestow the kiss of breath.
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Posted: Sun Oct 11, 2015 9:32 pm
From the wast-up, Naga appear somewhat human. But from the waist down they are a large snake. Their long tails are strong enough to constrict around an enemy, suffocating them. Their bite is venomous, usually containing a dendrotoxin that causes paralysis. Naga also have a more human form than their more natural reptilian appearance. Their tail can turn into a pair of legs. Their bite is still venomous in this form. As cold blooded creatures, if Naga get too cold, they will grow tired and may even enter a state of hibernation.  Norsii tower over their often suspected racial cousins of humanity. They are mostly known for their perpetual state of war against one another and thus there are few Norsii at any given time willing to leave their tribes. Incapable of using magic and refusing the use of ranged weaponry they are often masters of two handed or brutal shield and bladed weaponry. Compared to most other races, they are often short lived as older Norsii are usually killed by their own or in war. It is very uncommon to find a Norsii beyond the age of Forty. They are frighteningly strong in both physical power and resilience while they are susceptible to being worn down or taken down by magic. Norsii are fanatical worshipers of fell gods and through that, they are obscenely violent towards other Norsii as well as their own allies.
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