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Posted: Mon Jun 13, 2011 8:36 am
 As you approach, you see an old man wrapped in a skyblue robe, covered by a dark blue cape. The hood he wears hides his face, yet you can clearly see that time hasn't left him untouched. You also notice fine white strands of hair, nearly as soft as silk. He suddenly starts talking to you as if he has read your mind. "You're seeking lore and knowledge? Then you are adressing the right person for I am the Lorekeeper. I am the entity that Binds and Unbinds all in this world. I am the one scribing the Fates of Many. Whatever knowledge you seek, I shall be able to provide it to you.", he pauses, wanting you to take in the meaning of his words. "Now, tell me the kin you wish to know about, traveler, and I shall tell you their story. I daresay that I have visited all the kin in existence", he says with a nod. Following races are creations of Raven Blackstar and are used in his own-made tabletop RP/Universe: Macabra, Hexen, Nergurian, Skargurian, Daikurian, Aiyalma
Please, ask permission to use any of the listed races. Thank you. You are free to use all other races as you see fit.
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Posted: Tue Jun 14, 2011 1:48 am
HUMANS The humans are a race filled with the power to adapt and create. While physically not the strongest and lacking the possibility to use magics, humans are able to scavenge and create nearly anything out of nothing. In any Dimension, a human will be able to survive simply by cunning (and at times cheer luck).
Humans may not have magical powers, there is something called a Technomancer. While they are rare, some Humans have sacrificed their personal health to allow themselves to use Ahma as a weapon: Technomancers have a weapon, tool or other item that serves as a catalyst and battery for their 'spells'. Drawing from that pool, they are able to conduit Ahma through their body and use it for a various arsenal of abilities: shocking enemies to death, refueling machinery, reviving certain fallen comrades, creating explosions, overloading machinery, a telekinesis of sorts... A Technomancer knows, however, that their Ahma pool isn't endless. Frequent use of their Ahma not only causes internal injuries, it also depletes the battery. Luckily, their knowledge and affinity with the Ahma pool allow Technomancers to recover Ahma slowly over several days.
Humans use the colour blue as language when talking to non-Earth races
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Posted: Tue Jun 14, 2011 1:55 am
HIBRIDESThe Hibrides are offspring of humans and other races. Since love between the different races of the Dimensions is a rare thing, and the survival of a hybrid is even harder, Hibrides are an extremely rare sight indeed. Taking physical features of both humans and their other race, they have a wide variety on size, looks and even powers. Hibrides are as frail as humans, though, but they still have best of both worlds: adaptability, the potential to become a Technomancer and they often have a power or potential typical to their other half-race - don't get too eager, they are often weak compared to full-breeds. So far, I haven't seen any Hibrides carrying Umbral blood, but I'm sure this will change sooner or later. I'll let you know when I've spotted one. Quote: When creating a Hibrides character, make sure to talk about your desired breed with Raven Blackstar. He'll let you in on what powers/potential are possible. Hibrides use the colour blue as language when talking to non-Earth races. They know one additional non-Earth language.
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Posted: Tue Jun 14, 2011 2:26 am
NIGHTMARES An interesting but fearsome race. While they made their appearance on Earth only recently, I can tell you much about them. How? Well, I might tell you that another time, maybe.
Nightmares are that what their name says: nightmares. They live in a world easiest for humans to describe as the 'nether world', and their bodies have adapted as such. Usually rather short in size (not higher than 5 ft) and light, these dark toned creatures are the epitome of death and decay. Their eyes could be pitch black, pale white or any shade of blue and red, and are lacking an iris. While they look rather humanoid, they make it a habit to use both arms and legs as a means to move. What can I say more? Oh, I know. A nightmare's skin is smooth and looks often like a bundle of compressed mist. When touching it, the skin seems to attach itself shortly before returning to its original form. My observations allows me to say that nightmares do feel pain, but they do not bleed - it is thus pretty hard to determine if a nightmare is wounded. When it is killed, the body dissipates in a similar way as mist vanishes under a bright sun.
Nightmares wield magic, I can tell you that, and they call it 'Morganis'. Their magic is dark, subtle or deadly and covers abilities like becoming a shadow, silent moving, the summoning of carrion birds and plagues, manipulation of darkness, shadows and light. They are able to instill fear, haunt your mind with horrific images or plainly drain your lifeforce. And in much stronger forms, Morganis allows living things to mutate into real abominations, dominate living creatures, bind, steal or kill totems, speak with and even command the dead...
Unlike what nightmares look like and the magic they wield, nightmares' default behaviour is to hide. It's a natural instinct. When attacked, when blamed, when afraid, when killing... they hide. Nightmares prefer to remain on the background and out of the spotlight, but that's about the only common behaviour worth noting. Nightmares have, like humans, very widespread personalities.
Nightmares use the colour purple as language when talking to non-Umbral races
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Posted: Tue Jun 14, 2011 2:56 am
ACCURSED A well known concept amongst the humans, even though they'd never imagine for them to exist. Heh, I guess the accursed could be easiest described as 'demons'. I daresay that the accursed are partially evolved from the fears of humans, but the process on how this influenced the Umbral is far too difficult to explain.
Accursed are humanoids. No, really. They don't look like half-goats, they look like humans but taller. The smallest accursed still reaches 5'5' while the tallest can brag an 8' height. Like the nightmares, they are surprisingly light despite their size but their rough skin hardly allows them to be subtle. The skin tone is pretty variated: various grades of grey, red, blue, gold and to rarer extend even green. Accursed have a pair of horns - that's their pride. Don't ever disrespect the horns - and one to three tails. What's that? Wings? No, they don't have wings. Unlike nightmares, it is easier to see if an accursed is wounded: he bleeds black blood, but I can't guarantee it is tasty or healthy to take it in.
Obviously, accursed wield magic corresponding the 'seven sins' humans once invented. However, just like demons have always been pressed in the boxes that are the seven sins, an accursed can only wield magic belonging to one school.
Wrath: War-bound magic. Summoning weapons and armour, berserking, boosting combat abilities of all sorts. If it is useful for combat, it is possible. Sloth: Illusions and manipulation, Sloth magic allows anything to make life easier or have others do the dirty jobs. Lust: Love, charm and lust. Lust magic is probably one of the less dangerous kinds an accursed has at its disposal. It allows, of course, interesting ways of manipulation and suggestion to attain something but it could also be used to be the best lover one can dream about. Pride: Charisma and nobility. The Pride school is all about looks, honour and influence. The hardest to learn and figure out, this school is probably only of use if you are a merchant or a politician. Gluttony: Survival, endurance and food. No Gluttony caster will ever be hungry. No, really. They can summon food. They can also make themselves highly resistant to pain, poison and anything that might kill them. Greed: Sneaking, invisibility, hiding. Greed magic allows any means to be able to steal possessions of others you don't have and want to have. Envy: Copycatting, Totem stealing and magic manipulation. The Envy school is a dangerous one to face when you rely on magic. If they aren't copying your spells and abilities, then they will cripple yours to spite you. Totemic, on the other hand, could simply lose their powers as the Envy school is able to enslave totems or outright kill them.
The personality of an accursed is easily determined by the sin it represents: an accursed is addicted to using its magic as much as it is addicted to boast about its horns. Therefore, the magic they use will commonly push them in a certain direction of personality and behaviour. Easy, perhaps, but don't consider all accursed as evil. Accursed exist far longer than humans do; their wisdom and insight makes them rather calm and calculative... but there are exceptions. Oh, and never put an accursed together with an angel. If you do, you're asking for problems and bloodshed. Accursed have a deep hatred for angels after the many decades of war they faced.
Accursed use the colour purple as language when talking to non-Umbral races
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Posted: Tue Jun 14, 2011 3:11 am
MACABRA When you say evil, you say macabra in that very same sentence or you're not evil enough. The macabra is one nasty creature made of the very energy that makes the Umbral. There isn't much to describe about the macabra: the gathered energies are a little larger than a full-grown human's head, and form one deep purple/black giant eye. It has a wide mouth filled with several rows of shark teeth, viciously enough to bite anything that is in its way - and it loves grinning so much that I'm sure it was born grinning as well.
Since a macabra has no body, there isn't much more to describe. It floats on a same height as where a human's head can be found. Since it is pure energy, it can't drown, burn or bleed.
As if the 'body' of a macabra wasn't terrifying enough, its magic (Nether Magic) is far worse to face. It is hostile, it is vile. It exists with only one main purpose: maim, torture, inflict, corrupt, destroy. It allows macabra to take over corpses and use that corpse as a vessel to protect itself. But there is a catch: macabra are immune to simple physical attacks... but are very fragile to pure magical effects, with exception on mind-altering spells since they are immune to that as well. When they took over a body, they lower their weakness to magic but are no longer immune to physical attacks. While both modes have their advantages and disadvantages, a macabra takes pride in owning a body... especially if it is a body that terrifies or shocks other beings one way or another.
There isn't much to say about a macabra's personality. It seldom speaks - though it knows all languages - and enjoys destroying things. The only difference in personality is how and when they destroy. Some macabra are actually patient enough to torture their toy for months... Oh, a last word of warning: don't underestimate a macabra's intelligence and creativity.
Macabra know all languages by default. They may use any colour as language, but please use as appropriate.
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Posted: Tue Jun 14, 2011 4:17 am
TOTEMIC The totemic do not name each other, neither did they ever name their race. It is because of their companion spirit that humans have started to name them the Totemic.
The totemic is a sturdy heavy-weight humanoid, much like a dwarf, but has the size of an average human. It's skin is thick and earth-coloured, and some even grow small patches of bark on their skin or small leaves in their hair as they grow older. Their small eyes are usually light and dark shades of gold, yellow, green, brown and grey. They have, depending on their role in society and animal spirit, an average lifespan of 40-60 years. Older has been seen by Totemic with the Turtoise (or other long living animals) as spirit animal.
Totemic are very tribal-minded and ritualistic in nearly anything they do - birth, hunting, mating, dancing, burial. They don't care much about looks and words, they care mostly about deeds as only deeds influence respect. Wisdom, in the eyes of a totemic, is influenced by the consequences of actions on a long-term base. Good consequences raises the totemic's wisdom reputation in the tribe.
The totemic's magic is what has given his name. All the magic a totemic can channel and cast comes from one source: his companion spirit. It is thus easy to understand how valuable such a spirit is to them. While the magic is highly dependant on what animal the spirit is, there are also three different 'levels' - mind you, one is not 'better' than the other - on how to use the power of a totem. When born, all totemic start off as Kumara. As they grow up and attain a better relation with their companion spirit, they are able to become Krelan. In the end, the wisest, strongest and oldest totemic are able to attain Mythan.
Kumara: Early stage, usually acquired at around 10 years. The totemic and its companion spirit are two different beings. While the totem usually remains invisible and unheared but to his own totemic, it can't be harmed by anything but mind-altering effects and some abilities/powers. The totemic is in no danger of dying should the totem die. At this stage, the totemic usually has but a single mark, while the totem acts as a familiar and guide. Kumara totemic are able to channel the spirit's power to perform magical effects (see in darkness, speak with animals, heightened senses...).
Krelan: Mid stage. Usually acquired at the age of 15-25. The Krelan totemic is easiest to associate as a shapeshifter. While in his normal form, the spirit and the totemic make two different beings; the totemic gains the benefits as if he was a Kumara totemic, though his abilities are weaker. Krelan Totemic usually have more marks or clothing that represent their totem.
While in Krelan form, the spirit companion and the totemic become one and the same being. The totemic resembles remarkably more like its spirit companion. However, this form is exhausting; after an hour the Krelan must become two seperate beings again or suffer heavy internal damage. Since the Krelan form is a weaker version of the Mythan form, the Krelan is only able to attain one superhuman ability/power. Dying in Krelan form kills both the totemic as its spirit.
Mythan: Elder stage. Usually acquired at the age of 40-55, if the Totemic still lives by then. The totemic and its spirit companion become permanently one and the same being. The totemic thus turns into a 'half-breed' that easily betrays his companion spirit. While not many live long enough to attain this stage, it is the stage that 'turns myths into reality' - Centaur (horse Mythan Totemic), Minotaur (bull Mythan Totemic), Gorgon (snake Mythan Totemic) and Werewolf (wolf Mythan Totemic) are but a few of the Mythan totemic that have been seen by humans.
At this stage, the totemic's companion spirit is succeptable to all attacks like a normal being, thus rendering him easier to kill. However, the spirit's energy is continuesly channeled into the totemic: he gains three superhuman abilities/powers suiting his companion spirit. Killing the Mythan totemic also kills the companion spirit.
Totemic use the colour green as language when talking to non-Skogran races
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Posted: Fri Jun 17, 2011 10:50 am
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Posted: Fri Jun 17, 2011 10:50 am
NERGURIAN The Nergurian create the contrast in Skogran: they are the bringers of death and decay. Nergurians revel in plagues and diseases and cultivate them like humans would cultivate vegetables. Why, you ask? Because they need it to survive. They don't use air. They can't use air. The vapours, the infected air, that those plagues and diseases leave behind is what a Nergurian needs to breath. Scavenging and smart Nergurian have learned to catch their infected air in respiratory bottles, allowing them to travel and explore the world around them.
Nergurian are 4-5 feet tall and are dark or light green skinned. They have big eyes compared to their heads and have short sharp brown teeth. Despite their short and sometimes frail appearance, Nergurian are sturdy and fast. They are surprisingly quick learners, too.
Nergurian don't wield magic. Their short, fast and tough body is all they need to take down their enemies... and many Nergurian have proven to be successful in their hunt. Nergurian use rather primitive weapons, but they are masters in the use of traps to take down 1-2 targets at a time. You're warned.
The personality of a Nergurian is like that of humans. You have all kinds, both good and bad.
Nergurian use the colour green as language when talking to non-Skogran races
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Posted: Fri Jun 17, 2011 10:52 am
SKARGURIAN Where Nergurian are, Skargurian aren't far off. Living on the outskirts of Nergurian society, the Skargurian loves to claim all abandoned ruins for itself. The passive decay, the forlorn shadows, the mysteriousity... that's what Skargurian are about.
Skargurian stand at 4-5 feet height. They are pale skinned and are so skinny their bone structure is visible in various places. They have small black eyes like beads, black/dark grey lips and two small horns - part of their skull, thus made of bone - stick out. Just like Nergurian, a Skargurian is far sturdier than his body shows, but he isn't as fast. He's rather elusive.
Skargurian are never alone. Don't forget that. Their magic - Sombramancy - is what could be called "Shadow Puppeting". The greatest ally of a Skargurian is his own shadow: it is a predatory beast that grows stronger with each defeated foe's shadow it devours - a Skargurian's Shadow changes many times its form as it grows. The Skargurian's Shadow can't be harmed by physical means. It thrives on the dead, and it is hard to hit it with magic. Then again, a wise warrior strikes down the Skargurian, not the Shadow... Sombramancy allows a Skargurian to 'teleport' to other shadows by stepping into a shadow himself. He is also able to 'shadowmeld': the Skargurian becomes a half-shadow himself, granting him more resistance to attacks but rendering himself and his Shadow unable to attack.
Skargurian aren't blood-lusty or even war-minded. They love to scavenge remnants of decay and claim ruins as their home. Skargurian will only fight when taunted or attacked, but are otherwise rather reclusive.
Skargurian use the colour green as language when talking to non-Skogran races
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Posted: Fri Jun 17, 2011 11:04 am
FOMORI The Fomori are originally part of the Celtic Irish mythology, a bit similar to the Greek Titans. When the humans first met these creatures, they thought they were facing their Gods. Brutal, fierce and sturdy, these entities - easiest to define as half-dragons - have proven their worth as the 'warriors of Elysia'. However, despite their looks, they haven't much in common with the noble mythological dragons. In fact, Fomori resemble more to elementals than dragons.
Standing about 7-8 feet, the Fomori come in all colours and nearly all shapes. There are but a few things that make them recogniseable: they all have a pair of wings large enough to carry them in air, they all have a breath attack typical to their element and they all have a tail. It is this part that makes them look like dragons. However, the Fomori's looks will always reflect the element they represent. A Wood element Fomori might have skin similar to bark, Water element Fomori might bleed water rather than blood, Thunder Fomori will have a shocking effect when touching you...
The Fomori's magic is very versatile and represents their element too. Each Fomori will only be able to learn but one kind of magic: their magic. Their magic only extends to themself as well, as they are unable to affect others with their spells. It is because of this rather restricted power in magic that the Fomori can trace back a long ancestry of guardians and tacticians. The secret, and perhaps most powerful part, of Fomori Magic is that they never truely die. When a Fomori dies, he turns to a rather heavy kind of ashes. When the ashes of a Fomori are brought back to his birthplace, he is able to reform and return to life after several years.
Fomori are very disciplined, yet wise. The other threads of their personality are as open and varied as human's personality.
Fomori use the colour orange as language when talking to non-Elysia races
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Posted: Fri Jun 17, 2011 11:25 am
DAIKURIAN aka ANGELS Don't take their name for granted - they are actually called "Daikurian". Unlike the human's perception of angels, these angels aren't so innocent and harmless as they look like. In fact, the angels of Elysia are often as much nobility as they are warriors.
With the average size of a human, a daikurian doesn't look too intimidating. Add a pair of feathery wings - most commonly black, grey or white, though dark colours have been, to a lesser degree, spotted too - silver eyes, and a refined taste for fine, high-quality clothing, weapons and armour and it is easy to understand why humans took the angels as the blessings of their God. Their experience, by now, have told otherwise.
The Daikurian's magic is one of eternal balance - Equilibrum. The more a Daikurian casts positive spells, the weaker they become until he rebalances his powers within by casting negative spells. The opposite is true as well. Daikurian spells are versatile and varied, but can't be cast upon themselves since that would only inflict more harm than do any good - a Daikurian casting his own magic on himself will soon experience that his spells are temporarily disabled until his body has refound balance.
Daikurian's are traditional and often honourable, but don't take his smile for granted. They are very much of noble descendance and will try to expand their influence whenever possible. I suggest, however, never to put an 'angel' together with an accursed unless you wish to see a bloodbath fueled by decades of boiling hatred. An angel would eat an accursed alive, if it could.
Daikurian use the colour orange as language when talking to non-Elysia races
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Posted: Fri Jun 17, 2011 11:46 am
AIYALMA A very peaceful and pacifist race, the rare Aiyalma is a sight for sore eyes compared to the often warlike other races from Elysia. An Aiyalma isn't created, it has 'always been there' - time is irrelevant to Aiyalma.
An Aiyalma looks nothing more than a small bulb of light - a wisp, if you will - and comes in all pastel colours. When they speak, they speak telepathically with their target and often use riddles and images to make themselves understood. An Aiyalma remains in this bulb form for over centuries before it finally manifests into a more humanoid form. Even then still, despite its 4-5 feet size, it emits so much light it is impossible to clearly see its true form. A full grown Aiyalma has a pair of spectral wings similar in form to those of butterflies, angels or fairies, with all the colours of the rainbow reflected in it. Though Aiyalma don't bleed, metal of all sorts and magical spells tear away the energy of its very existence. When Aiyalma die, they vanish in an explosion of colourful sparkles.
The Aiyalman magic is bound by several aspects. Every Aiyalma is able to cast magic belonging to one of the aspects. Eyelrith: losely translated as 'rainbow', contains magic of sound and colours. Yeramith: losely translated as 'hollow', contains magic of star, time and ice. Adyuna: losely translated as 'soulwarmth', contains magic of fire, warmth and protection. Adyurmana: losely translated as 'soulspark', contains mind and healing magic.
Aiyalma are often silent, but caring. They are pacifist and try to avoid war and conflict as much as possible.
Aiyalma use the colour orange as language when talking to non-Elysia races
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