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Races
NOTE:
Crossbreeds and Half-breeds (a specific term for a creature mixed with a human) are allowed, but certain combinations aren't. A humanoid creature may not breed with an animal and nothing is allowed to be half dragon.
Creatures also allowed include: Faeries, nymphs, centaurs, vampires, griffins, sphinx, etc. Creatures specifically not allowed are angels, demons, and anthros. Unfortunately, they interfere with the setting. (See the FAQ for more information on why.)
humans
originAmir
life expectancy90 years
populationFlourishing
locationAmir, most dense in Lyrale, and spread out across the other realms
characteristicsVarying physical and personality traits
abilitiesLevitation or telepathy. It is rare for a human to be able to accomplish both.
weaknessesVulnerable flesh
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Humans were the first species created by Amara and are thus native to her home realm, Amir. However, they ventured into many on the other realms early on and can be found virtually anywhere nowadays, although they're sensitive to temperature and haven't taken up residence in certain areas of the Fire Realm and a large portion of the Ice Realm like everyone else.
The species is known to be one of the most varied in the realms, which isn't too odd considering they were the first and most species afterward were based on their form (hence “humanoid”). With extreme ranges in personality and body type, they're the only species without a specific definition. Their physical shape can range from short and plump to tall and skinny, and personality wise, they can retain the soft-spoken manners of an Elf or irrationality more extreme then any Lavanva. They are quite intelligent, but not even the most gifted come close to surpassing any Fallen (if you believe the rumors). A drawback is that their diversity seems to have resulted in a shorter lifespan than most of the other species, averaging ninety years.
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elves
origin:Unknown
life expectancy:1200 years
population:Average
location:Spread out equally through all the realms
characteristics:Tall and thin - similar to humans, usually well-learned and soft-spoken
abilities:Speed, a knack for camouflage, and powers unique to their realm (Fire Realm = fire powers and so on).
weaknesses:Vulnerable flesh
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A species with an unknown beginnings, the elves simply spread out too quickly to tell where they came from in the first place. We know it's not the Ice Realm at least, because we have documentation of elves existing long before its creation. As one of the closest species to humans, they have mostly the same features except with more elongated limbs and thinner torsos; they also tend to have less muscle tissue. They are easily differentiated, however, by their pointy ears, and their tendency to keep their hair long, not to mention the peculiar colors it can take, usually corresponding to their birth realm/parents.
Although known to be very mild-mannered and quiet, it isn't always true and even the most well-meaning of people should avoid a fire elf who's having a bad day - they might blow you up. They're quite intelligent and a lot of them go on to be scholars and historians. For the most part, they are most recognized for being the second stealthiest creature in the realms and possibly the swiftest because not even the infamous Sepents can catch them in the trees.
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dragons
origin:Unknown
life expectancy:9000 years
population:On the verge of extinction
location:Unknown, assuming one somewhere within each realm
characteristics:Large and reptilian, considered wise
abilities:Semi-powerful control of their birth element
weaknesses:Unknown - their scarcity?
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On the verge of extinction, these rare beasts are almost never seen by the eyes of the public, to the point many people question if there are any around at all. Throughout history there have never been a mass amount of dragons; because of their size they marked out territory and either remained there alone or with a small group of as many as seven. Today there is estimated to be only one dragon per realm, each of which is assumed to be very old and powerful, as a dragon's power ripens with age. The legends say they hold ancient wisdom, but who knows? It's lucky enough to see one, much less converse.
It is documented that there were something like “sub-species” within dragons, separating each other into groups based on shape, although none were ever truly defined. Some were long and snake-like while others almost resembled horses; even more resembled giant lizards. Of course there also were ones with wings, and others without, some with manes, and others purely with scales. Because of their large size, it's said they had the ability to shrink to about one-fifth their size, which averages from the size of a dog to a horse.
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shifters
origin:Unknown
life expectancy:700 years
population:Abundant
location:Found throughout most realms
characteristics:Unknown physically, but very mischievous.
abilities:Shape shifting and levitation
weaknesses:Same weakness as their form, unable to adopt experiences of the original, inexperience may lead to imperfections
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Another species of unknown origin, the Shifters have no true shape of their own, and instead take on the shapes of the creatures they encounter throughout their lives. They lack the ability take the form of an immortal or semi-immortal (Lord, Lady, or dragon). They are born in the form of the creature their mother took at the time of birth. They can take the form of anyone they've seen, or any living thing, but they usually have a feature that remains prominent throughout their transformations like a particular eye color or a birthmark. Experienced shifters are able to conceal their markings and often learn to combine features to create their own appearance. A half-shifter child is born as the species of the non-shifter parent and is able to change into two other forms.
Although this power raises concern about Shifters posing as important leaders and so on (especially since they have the ability to mimic voices as well) there are several factors dispelling worry. First of all, most Shifters are playful and mischievous and though they enjoy getting into trouble, for the most part they're harmless. Despite being able to take the form of whomever they fancy, they lack the ability to copy their personality, powers, and any abilities of the person's species, such as flight. They'd be like a baby bird being tossed out of the nest for the first time.
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sepents
origin:Unknown
life expectancy:550 years
population:Average
location:Mostly Amir, the Dark Realm, Earth Realm, and Fire Realm
characteristics:Scales, fangs, and snake-like qualities. Thought to be dangerous to society.
abilities:Stealth, shape shifting into snakes, the creation of toxins
weaknesses:Vulnerable in snake form
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Thought to originate in the Dark Realm because of their similarity to the Fallen, and their “evil, mysterious ways,” the Sepents are often subject to much abuse (ironically, much like the Fallen). They are considered underhanded, sly, mutated, among other negative images. It is unsure exactly where they popped up, and they mostly keep to themselves. Their skill in the killing arts is what has given them such a misleading description, but of course not all of them become assassins.
They are a unique race, being that they have no real magic of their own (which has, on occasion, raised suspicion that they were all witches), but they have skills that make them deadly. Although deprived of magic, a Sepent is incredibly dangerous and noted for their stealth and cunning; they can easily lure others into well-planned traps or sneak into heavily guarded areas. In fact, they are considered the stealthiest of all species. In addition, their fangs contain multiple venoms that are capable of inflicting unconsciousness, among other effects. They have a great knowledge of pharmaceuticals and are rumored to be great healers of poison and disease, but due to their secretive and often temperamental attitude, this remains am unproven rumor.
A Sepent has two forms it can take. The first shape is that of a snake, the breed varying with the Sepent. The second form is that of a human, although the human shape is not exactly entirely “human,” as the upper canine teeth are replaced by a set of venomous fangs. Additionally, portions of their bodies are covered in unyielding scales, which are thought to be unbreakable and are commonly used by the Sepents for shielding. Scales usually appear on the sides of the arm, the thighs, and neck. They usually have a third serpentine trait that varies with the person and commonly includes excess scales, a tail, or yellow eyes. A trait known for its rarity is full body scales.
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fallen
origin:Dark Realm
life expectancy:600 years
population:Small and declining
location:Dark Realm, mostly around Azula and Atra
characteristics:Black wings and a large portion of scales covering their bodies. Considered a danger to the public.
abilities:Harnessing the dark energy of their element into useful and sometimes dangerous spells. Flight and night vision.
weaknesses:Strong light
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Once the purest and highest order of Evanders, they fell from the light of the sun into the torrential wasteland of Dark Realm. Lost without the guidance of the good and pure, they were consumed with sorrow and woe until the darkness took them and made them what they are now...
This is an old myth mothers tell their children to keep them from going near the “terrible” Fallen. Ironically so, the story is actually an old Fallen legend, a sad tale woven to reflect the recent demise of civility and prosperity that followed the death of their first lord.
No one, not even the Fallen themselves, know the actual name of their kind or why they are called what they are now, though it’s quite possibly because of the legend they themselves created. You could say their true name was lost in books. Fallen are deep-thinking creatures and tend to stray from each other and they spend their time philosophizing. Although not known to many people, they are very intelligent and good-willed people. However, many have spent their lives as social outcasts and are a little disturbed or paranoid. Some might lash out at the approach of a non-Fallen which only goes to further the rumors. Their numbers are dwindling and much like Sepents, most of them are misunderstood.
Like the Sepents, portions of their bodies are covered in scales. Although the scales are more apparent, they are a little less tenacious then a Sepent's. They crawl along the spine and spread out across the shoulder bones sneaking up the back of the neck, as well as along the outer lengths of the thighs, forearms, and occasionally the back of the palms and feet; often there are patches above the arteries on the neck. They frequently are born with odd eye colors, usually red, grey, or a translucent blue and are also blessed with a lovely pair of black wings, either feathered, leathery, or scaled, each with its own quirks; feathers are silent while scales are durable, and leather is swift but fragile.
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lights
origin:Light Realm
life expectancy:500 years
population:Abundant
location:Light Realm, as well as throughout the Earth Realm, Water Realm, and Amir mostly
characteristics:Fair features and shimmering eyes, surrounded by a soft glow. Usually sweet and obliging.
abilities:Levitation, healing arts, and harnessing their element for practical uses.
weaknesses:Poor night vision, not built for short range combat
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Lights are the lovely creatures of the Light realm, almost exactly human in appearance. There are only a handful of minuscule details that separate the two. The Lights usually have very pale features and they tan rather poorly, more prone to getting nasty sunburns than darker skin. Their hair is usually blond or a very fair brown and it's rarely black. Their skin gives off a faint glow, which makes them rubbish at hide-and-go-seek, although their glow is nearly unnoticeable while in the sun. Their eyes often have iridescence to them, like the inside of a shell and are commonly blue or green.
A tad frail, their power lies in magic rather than physical ability, while they also have a knack for the healing arts, levitation, and harnessing light energy for practical uses. Unfortunately, there isn't a lot of light magic used for offense, and a lot of Lights learn to use a bow and arrow as a precaution.
For the most part, a lot of them are carefree and sweet, but they're quite the hard workers and have made their realm one of the most prosperous of the time. Although they're known to be a little naive, it is to be expected because there isn't a lot of violence or serious crime going on around them.
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leafs
origin: Earth Realm
life expectancy:700 years
population:Abundant but localized
location:Throughout the Earth Realm and small communities in Amir and the Light Realm
characteristics:Dark skin and leaves sporting from the shoulders, ankles, and wrists. Known for being a little paranoid about their forests.
abilities:Plant growth, especially fruit and vegetables, as well as the creation of toxins
weaknesses:Fire, vulnerable leaves
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Leafs are the creatures of the Earth realm. They're vaguely human in appearance, but they tend to have much darker, earthly-toned skin, usually deeply tanned. Occasionally, a lucky person is born with green skin and although it looks a little funny the fellow never has to eat because chloroplasts in the skin absorb the light and photosynthesis produces what they need. Nifty, innit? Their eyes are usually green or brown and they tend not to stray from those two. Their hair has the same palette of colors that humans do, except red doesn't show up so much. What separate them most widely from humans are the waxy leaves that extend from the body: one around each wrist and above each foot like cuffs and another one extending above each shoulder. They're very protective of their leaves because it takes a great deal of time for them to heal, much like a broken bone.
Leafs are known for being a little skittish and very mistrusting; they fret over their forests, paranoid that foreigners are planning to cut them down. The same goes for their villages. You have to make one hell of a good first impression for them to trust you. They don't like fire one bit either, and use it sparingly, deathly afraid they might spill a bit of an oil lamp on one of their leaves. They also don't eat meat, not to say they couldn't, because it's strictly a cultural tradition, but they don't like it and it needs fire to cook anyways. Despite their paranoid nature, they're really a wonderful group who put a great deal of effort into their community.
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evanders
origin:Storm Realm
life expectancy:400 years
population:Flourishing
location:Most dense within their original realm, but found in most others
characteristics:Large patterned wings and vibrant colors in their hair and eyes. Known to be tricksters.
abilities:Flight, control of their element and immunity to lightning.
weaknesses:Slightly vain, lightweight.
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Evanders are the natives of the Storm Realm. A little vain like their goddess, they do tend to preen a bit more then others. They pride themselves in their gorgeous wings and the magnificent patterns they might have. An Evander's wings, whether they have a double or a single set, take on the colors of their world when born. Sometimes solid colors like black or purple but for the most part, they have multiple colors, often with sharp jagged lines of white or yellow depicting lightning. Other than their wings, they appear human with an unusual variety of hair and eye colors and a strong fondness for tattoos.
They aren't considered the wisest of the bunch, but they certainly aren't dumb; they may not take the safe path, but they’re smart enough to get to their destination in one piece. Known for being somewhat chaotic, they always have a fun time tricking travelers by giving them false information and being downright sneaky. For the most part they're just being playful and have no actual intention of hurting anyone at all, even if things don't always turn out the way they plan.
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lavanvas
origin:Fire Realm
life expectancy:650 years
population:Abundant
location:Mainly the Fire Realm, as well as Amir and the Light Realm.
characteristics:Fire around the wrists and ankles, pigmented skin. Often hotheaded (excuse the pun) and a little brash.
abilities:Control of fire for offensive and defensive uses. Famous for a technique called 'Heart Burn', where they raise another person’s internal temperature
weaknesses:Water
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The Lavanvas, are native to the Fire Realm. Another humanoid race, their bodies anatomically are just about the same as a human's, however their skin often has pigment in it that mimics the colors of fire, or if not, they have cuffs of fire around their wrists and ankles. Usually they have red hair, but you might also come across one or two with a head full of fire instead. Personality wise, they are a bit hot-headed (*cough*) and a little fast to form opinions. Not to say they aren't smart, but they’re proud and may act a little brash if insulted.
They can withstand great temperatures with ease and if you happened to mistake one for a witch, burning them wouldn't work at all, although the smoke from the fire might suffocate them to death. Unlike Pyrus, a lot of them aren’t entirely fond of water (or at least just cold water because none of them mind the hot springs). In similarity with the Pyrus, they don’t burn what their flames touch, if they have flames to begin with.
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pyrus
origin:Fire Realm
life expectancy:300 years
population:Localized
location:Rarely found outside the Fire Realm
characteristics:Animalistic, covered in flames. Known to be a little reclusive.
abilities:Control of fire for offensive and defensive purposes.
weaknesses:Water
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Pyrus are creatures of fire. They are also native to the Fire Realm and commonly take the shape of a bird, bear or horse. Of course there are several other shapes they have and other usual forms include rabbits and foxes. Instead of fur or feathers, their skin is engulfed in flame. Their eyes are normally amber colored and the flames on their body generally flow from the front to the back so the animal's view is not obstructed. The actual skin is impossible to see but most people can easily find the faint outline where the flames begin.
Normally Pyrus are hard to find although there is no lack of them; they just seem to prefer the company of those who are native to their realm. Surprising to many foreigners, the flames from these magnificent beasts don't burn and are only warm to the touch. The only time they do burn anything is if the animal chooses to, or when they are very young and their powers are still all over the place. Usually the mother will keep them away from anything that might ignite until they're a few months old. Curiously, they have no particular feelings towards the water, although many are annoyed that they can't quite use their powers after being fully immersed for a while. Some don't even care and take regular dips in the local hot springs.
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merms
origin:Water Realm
life expectancy:450 years
population:Abundant
location:The Water Realm, occasionally within the Light Realm or Amir as well.
characteristics:Blue skin, bright eyes, called the “magpies of the sea.”
abilities:Breathing underwater, healing arts, and harnessing their element.
weaknesses:Soft flesh, small loss of balance for their first few hours out of water.
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A Merm is a creature of the Water Realm. They are enchantingly beautiful with their smooth teal skin complimented by clusters of shimmering translucent scales and brightly colored hair. They have sharp eyes, often gold, to reflect the light of the sun in dark water, although most have adapted and no longer need the light of the sun. Their bodies are humanoid but their toes and fingers are webbed and there are gills on either side of their necks.
Although not particularly vain, they take after their goddess and are a very proud race. Often aloof, Merms have an unquenchable curiosity (and it's rumored that a few exceptional Merms have learned to speak whale) and an eye for things that sparkle and as a result have been affectionately dubbed the magpies of the sea. They enjoy spending a great deal of their time at the market and make wonderful companions when you're looking for bargains.
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icin
origin:Ice Realm
life expectancy:250 years
population:Localized
location:Ice Realm, usually not far from one of the valleys.
characteristics:Animalistic, crystalline, known to be very playful and carefree.
abilities:Control of their element, camouflaging
weaknesses:Heat
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The Icin have been a mystery to the world since the time they were created. In the case of the rest of the realms, a humanoid creature was always created first, molded after the first creation and the god that created them. However, in the Ice Realm, the first and only creatures created were modeled after animals.
Usually Icin take on the shape of a wildcat or dog, most commonly wolves or panthers. Yet occasionally you'll find one, for example, obviously a dog, but lacking the specific traits that make it a certain type. Unlike their fiery relatives, the Pyrus, the Icin have the exact shape of their animal, fur, feathers and what not. But what makes them truly amazing is their glass-like quality, they seem to be completely constructed out of a translucent crystal, as if they're made of ice itself. There is an occasional white Icin, the equivalent to an albino, but they don't hold the same captivating beauty that the others do. Their eyes are usually a light blue, silver or gold, and don't have the vast variety other species do.
Playful and fun loving, a lot of them would much prefer frolicking out in the snow or hunting fish then doing what the rest of the realms would call work. Happily, because of their animal appearance and the secluded area of the Ice Realm, they're able to do just that, and pick up Kaza for whatever they might need by occasionally bringing some fish into the market. Most of them like living closely to each other, and if they don't live in a village, most of the time they'll live in a pack out in the valley. Of course, each Icin's personality is different and affected by the animal's form it's taken, so if they happen to be a solitary loner, they might remain that way. Also unlike the Pyrus, who aren't bothered by water, the Icin can't stand a lot of heat and make a point to avoid the Fire Realm in general, especially the hot springs.
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